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AUGUST 9, 2018 [Overwatch]
ELT-StaffSadikReis 0 Comments · Likes · Like · 10th Aug 2018
Get ready to kick it, the Summer Games are back!
This year Lúcioball makes its way to Busan Stadium, and your heroes are ready to soak in the sun with some new skins! Over the last few months I’ve had the pleasure of working with professional artists around the world to bring these seasonal skins to life.
It’s a really fun process. It starts with our concept artists sharing their ideas early, which helps hype us up as we start to think of all of the possibilities and details we can add to the models and textures for the final skins, such as making the propellers on the back of D.Va’s Waverunner mech spin faster when she uses her Boosters ability. The 3D artists then choose which skins they want to create and are encouraged to voice their opinions and ideas during the development process so we can help them turn their vision into a reality. Once they have collaborated with us on the digital sculpture and the final in-game model, we then finalize the skins and give them an extra coat of polish in-house with our rigging and skinning, visual effects, audio, and quality assurance testing teams to make sure that they work in-game. The entire effort can take weeks to create a legendary skin, but the end result is always worth it!
This event was especially memorable for me since I got to work with and help train a new artist on our art pipeline. In addition to keeping the process organized and efficient, I also got to get my hands dirty by creating Hana’s model for the D.Va Waverunner skin.
Part of the excitement during the creation process is imagining how fans will receive our artwork—we really hope that you love these skins, and we’re looking forward to reading and hearing what you have to say about them and Summer Games!
—John Gotch, Senior Character Artist Supervisor


The Summer Games return for more fun in the sun! This year, we're celebrating the spirit of competition with a new Lúcioball arena, Season 2 of Copa Lúcioball, and a smörgåsbord of loot. Unlock over 50 new seasonal items—including legendary skins like Waveracer D.Va, Fastball Zenyatta, and Cabana Ana—alongside our growing collection of summer gear from previous years.
To learn more about Summer Games, click  here.
  • Changed the name of Junkrat’s Buccaneer skin to Bilgerat
  • Added under attack voice lines for Zenyatta, Lúcio, and Moria
  • All Overwatch League skins now include the name of the team’s city or state
  • Settings will be saved after changing filters on the Looking for Group browse screen
  • Added a What’s New option that displays new unlockable content
Developer Comments: These changes remove the need to immediately reload after certain long duration ultimates.
  • Some ultimate abilities now restore ammunition after completion for some heroesAbilities affected: Genji’s Dragonblade, Junkrat’s RIP-Tire, Pharah’s Barrage, Roadhog’s Whole Hog, and Zenyatta’s Transcendence, Winston’s Primal Rage

Developer Comments These changes help Ana’s Nano Boost be usable in more situations. Previously it was almost entirely used to combo with other allies’ ultimates, just before they use them. With this change Nano Boost can now alternatively be used to save an ally from near death in the middle of a big fight.

  • Now also instantly heals the target for 300 health
  • Range increased from 30 to 40 meters

Developer Comments Brigitte’s Shield Bash is one of her strongest abilities, and its short cooldown can make it difficult to play against. Slightly increasing its cooldown will give her opponents more opportunity to play around it. We’ve also added an option to control Brigitte’s Repair Pack targeting sensitivity which will allow players to reduce the width of the search angle for the ability. This is useful for trying to target specific allies in the middle of a fight at the cost of making it a bit harder to target allies in general.

  • Cooldown increased from 6 to 7 seconds
  • An option to control Brigitte’s Repair Pack targeting sensitivity has been added under Options > Controls > Brigitte

Developer Comments These changes are just quality of life improvements for how Doomfist interacts with Symmetra’s placed objects.

  • No longer impacts Symmetra’s teleporter
  • Now destroys Symmetra’s sentry turrets without stopping his movement

Developer Comments Hanzo’s Lunge ability allows him to be a bit too evasive, so we’re increasing the cooldown to make him easier to catch.

  • Cooldown increased from 4 to 5 seconds

Developer Comments Increasing the amount of shield health gained from Lúcio’s Sound Barrier should make it more effective against incoming burst damage. As part of his last rework, Crossfade’s radius was heavily reduced, but its potency was increased to compensate. While the change was better for him overall, the radius was small enough that it was often difficult to keep his allies in range during a fight, even if they felt reasonably close together. The increased radius should help in these situations.

  • Aura radius increase from 10 to 12 meters
  • Temporary shields granted increased from 500 to 750

Developer Comments Mercy’s previous healing output made her nearly irreplaceable in any team composition. Even after this change she will still be able to deliver more healing over the course of a match than any other support hero, but it should allow for other healers to be more viable.

  • Healing beam reduced from 60 healing per second to 50 healing per second

Developer Comments This change should help Moira in situations where there are no enemies within reach but your team still requires a lot of healing. She will still need to drain enemies to be fully effective, but this just helps her a bit in the rare cases where there is an extended long-range fight that she can’t reasonably take part in.

  • Passive energy regeneration rate increased from 2 per second to 2.4 per second

Developer Comments By smoothing out Reinhardt’s Barrier Field, he now will be able to consistently block enemy abilities and projectiles that could sometimes unintentionally sneak through (e.g. Junkrat’s grenades).

  • Decorative insignia no longer protrudes from the shield’s surface

Developer Comments The head changes are mostly a bug fix, as her head hit volume was abnormally large, especially from behind. Previously if you fired at her from behind near her upper spine, you could land a head shot. Now her head volume is much more accurate.

  • Reduced the size of Sombra’s head hit volume

Developer Comments Symmetra’s primary fire has huge damage potential but it is too difficult to charge because of its low range and slow charge rate. We’re increasing the range to see how it plays out, giving her more opportunities to use it, especially against enemy barriers.

  • Primary fire range increased from 10 to 12

Developer Comments The increased cooldown of Widowmaker's Grappling Hook will slightly reduce the frequency that she can reposition herself. This allows her to be threatened more easily by agile enemy heroes such as Winston and Genji.

  • Cooldown increased from 8 seconds to 10 seconds

Developer Comments The smaller radius on Graviton Surge makes it more reasonable for her enemies to try countering it by staying spread out, as well as putting more focus on Zarya to position the ultimate correctly to impact the most players possible. However, the intent of these changes isn’t to lessen Zarya’s overall power significantly so we’re reducing her energy drain rate, which should keep her energy higher on average resulting in more damage and quicker ultimate charge times. Overall, this takes some power out of her ultimate and distributes it else ware to add more counter play against her.

  • Drain rate reduced from 2 energy per second to 1.6 energy per second
  • Radius reduced from 8 to 6 meters
  • Brigitte’s Repair Pack now has a minimum cooldown time of 1.5 seconds regardless of custom game settings





JULY 24, 2018
Look out world, Wrecking Ball’s here!
Our smallest hero has become one of our team's biggest achievements. When we first introduced Wrecking Ball to the team, making the hamster hero fit in the Overwatch lineup presented an exciting challenge.
Exploration is the key to animation, so we tried many different personality iterations for the hamster. At first, we made him maniacal, but he felt too evil, so we tried instead to highlight the difference between Hammond the critter—cute, cuddly, mischievous—and the Wrecking Ball mech—powerful, imposing, cold, and impersonal. Our eureka moment was nailing his “Relaxed” emote; I feel like it captures Hammond’s character and personality perfectly. He exudes confidence with the way he shifts his weight in the seat to get comfortable, then throws a cheese puff into the air and catches it in his mouth. After seeing it, we knew we has something special.
Wrecking Ball is one of our most agile tank heroes so far and has unique mechanics that I haven’t seen in other games. It was so exciting to see how much people loved him when we finally announced him. Be sure to roll into a match as Wrecking Ball and, while you’re at it, check out how he uses his trackball to pilot the mech!
—Ryan Denniston, Lead Animator

Wrecking Ball’s tinkering capabilities and iron-clad mech make him a formidable tank hero, capable of bowling through the front line of the opposition and causing mayhem in the back line. His primary weapon, Quad Cannons, are two sets of twin machine guns that shred enemies caught in their crosshairs. No team is too much for Wrecking Ball to engage against with his Adaptive Shield, which generates more health based on the number of enemies nearby. This shield makes him incredibly difficult to kill when he bulldozes into the fray and, once he starts to get low on health, also provides him the endurance to escape. The Roll ability allows Wrecking Ball to withdraw the mech’s robotic limbs, transforming it into a ball with increased movement speed. No obstacle can stand in Wrecking Ball’s way when he uses Grappling Claw, a short-range ability that grips the environment, letting him swing across terrain gaps or around corners to smash enemies. Grappling Claw also allows Wrecking Ball to reach top speed and ram into foes, dealing destructive damage and knocking them back. While airborne, the mech’s Piledriver ability causes Wrecking Ball to slam down from the air and knock his enemies off their feet.
When Wrecking Ball is at his strongest, he can use Minefield which flings mines onto the ground that deal a considerable amount of damage to enemies unfortunate enough to trigger them.
To learn more about Wrecking Ball, click here.
As with all new heroes, please note that Wrecking Ball's release in Competitive Play will be delayed by two weeks.
  • Added a note to Sombra’s Hero Information page about her ability to remove her own Translocator
  • Removed the Shield Generators Destroyed statistic from players’ Career Profiles
  • Added a button that allows you to queue into the selected game mode once the group becomes full
  • Added a button to relist groups in the LFG browser when the group has empty role slots
Developer Comments: The goal of these changes is to slightly reduce the impact of damage falloff on mid-range weapons. While assessing falloff mechanics across the board, weapons intended primarily for close-range combat benefited too greatly from lowering their falloff restrictions. We also normalized a couple of outliers in that Mei had a long-range travel time projectile with falloff applied and Widowmaker's automatic fire did not have any.
  • Several heroes have received major changes to their damage falloff:BastionConfiguration: Sentry and Configuration: Recon - Minimum damage at max range increased from 30% to 50%.
  • McCreePeacekeeper - Minimum damage at max range increased from 30% to 50%
  • MeiEndothermic Blaster - Removed all damage falloff from her secondary fire projectile
  • Soldier: 76Heavy Pulse Rifle - Minimum damage at max range increased from 30% to 50%
  • WidowmakerWidow's Kiss - Now has damage falloff applied on her automatic primary fire (50% at max range)

Developer Comments Hanzo’s new kit has proven to be a bit too powerful, especially his new Storm Arrows ability. We’re lowering the frequency that he can have this ability available to make it more reasonable to play around.

  • Duration reduced from 6 to 5 seconds
  • Cooldown increased from 8 to 10 seconds

Developer Comments These changes allow Sombra to more easily play as an infiltrator and scout for her team, as well as give her time to pick and choose when to reveal herself to ambush her enemies.

  • Now lasts indefinitely
  • No longer can contest objectives while invisible
  • Movement speed buff decreased from +70% to +50%
  • Now lasts indefinitely
  • Can now be destroyed (has 5 health)
  • Radius reduced
Developer Comments: In a previous patch we added a system to adjust the respawn rate of defenders in situations where attackers have a prolonged advantage in fights on final objectives. We’re just making this system a bit more aggressive to further reduce the duration of the long, drawn out fights that can occur when the defender spawns are so close to the action.
  • When final objectives on non-control maps are contested for extended amounts of time and attackers have an advantage in numbers, the respawn time for defenders now increases even faster
Developer Comments: We have reduced the overall game time for Assault maps in Quickplay and Arcade Modes. Players now have four minutes to capture each point instead of the current five minutes per point. In some games, Point A would be captured rather quickly resulting in what could be lengthy battle over Point B. Point B is typically more defendable than Point A and, in some games, defenders were able to hold for the entire duration of remaining time which could potentially be 8 minutes or more. We felt that in these instances the overall time was simply too long for either team, with attackers unable to take the point and defenders having to hold. The reduction in time is now consistent with the Competitive Play times which provides an ample amount of time for both attackers and defenders, but hopefully removes the occasional game where it feels like you are playing against the timer and not the other team.
  • Objective time reduced from 5 minutes to 4 minutes per control point in Quick Play and Arcade modes

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