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Overwatch Patch - June 28, 2016 - Competitive mode

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A new patch is now live on Windows PC.

  • New Feature: Competitive Mode

    Overwatch is raising the bar for competitive players, giving them the perfect arena to sharpen their skills and hone their strategies. Introducing Competitive Play.

    Competitive Play is designed for players who truly want to put their skills to the test, and offers a more serious experience than our Quick Play or Weekly Brawl! modes. To make sure everyone playing the mode has a solid understanding of the game’s mechanics, maps, and heroes, Competitive Play will be locked until you hit level 25.

    Once you reach level 25, the mode will become available under the “Play” button in the main menu. Simply select "Competitive Play" from the submenu, and you’re ready to enter a match. You can join on your own or in a group, and Overwatch’s matchmaking system will automatically find the best game possible for your (or your group's) skill level.


    • Gamepad Controls

      • Players can now swap the left and right sticks on a control pad.
      • "Legacy" controls option has been added:
        • Left stick up/down moves forward/backward
        • Left stick left/right turns left/right
        • Right stick up/down aims up/down (these can be inverted) *Right stick left/right strafes left/right
        • Sticks can also be switched
      • Improved dead-zone controls, giving players increased accuracy during off-center and diagonal stick movement
      • Added an option to adjust Aim Assist strength (defaults to full strength)
      • Players can now configure the user interface display area (Go to Options > Video > Display Margin)
    • Miscellaneous

      • When activating Widowmaker's Ultimate ability, Infra-Sight, her voice line will now be audible map-wide
      • "Weapons" section added to the Hero Gallery
      • Added a variety of a social options to the hero selection and end of match screens
      • Added McCree as an AI hero in Practice vs. AI, Play vs. AI, and Custom Game modes
      • Disabled "Avoid This Player" functionality and removed option from the game UI

      • General
        • Fixed a bug that would cause players’ weapons to auto-snap straight up or down when the crosshair was aimed between 85 and 90 degrees
        • Fixed a bug that caused players who backfilled and then completed a game to sometimes receive a loss on their Career Profile and not receive their XP bonus for backfilling
        • Fixed a bug that would move players toward the source of a knockback rather than away from it
        • Fixed a bug that allowed players to spam objective-based voice lines
        • Fixed a bug that caused Hearthstone-themed sprays to ignore localization
        • Fixed several framerate issues that could occur when cycling through the hero selection menu
        • Fixed a variety of issues with and made several improvements to ambient lighting
        • Made some improvements to how AI heroes respond to one another
        • Made a variety of performance and optimization improvements across the game Unicode keys for non-English keyboards are now displayed properly in the keybinding interface
      • Maps
        • Players can no longer be resurrected in out-of-play areas on Ilios
      • Heroes
        • Fixed a bug with the "Junkrat RIP-Tire Kills—Average" lifetime statistic
        • Fixed a bug that would sometimes cause projectiles to hit Reinhardt instead of his Barrier Field
        • Note: We fixed this issue in an earlier patch for "High Bandwidth" Custom Games; this fix now applies it to all games
        • Fixed a bug that allowed Torbjörn to pick up Scrap while dead

    Developer Comments: The "Prefer"/"Avoid" player system was designed with the best intentions; however, it's not currently performing in a way that we feel is healthy for the game. While the "Prefer This Player" option is more or less working as intended (and is thus still enabled), the "Avoid This Player" option has impacted the matchmaker in negative way and led to some very poor player experiences across the board. Although we like the idea of being able to say "Hey, I'd prefer not to play with this person," the implementation of the mechanic is not where it needs to be. We're still looking at ways to iterate and improve upon features that empower players to reduce toxicity and harassment in their games; we just want to be sure these features don't accidentally punish positive community members as a side-effect.

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