Mercy
Welcome to the Overwatch 2 PvP Beta! We have a fresh lineup of heroes, new maps and game modes, 5v5 multiplayer, and more! Please keep in mind that everything you see in the beta is a work in progress. It's important for us to gather valuable feedback and insight from our players, so things are likely going to evolve throughout the beta phases. You may notice some features from Overwatch are absent in the beta. This reflects the game's current work in progress state, and it will change throughout testing! We appreciate everyone's interest, and we can't wait to share more.
To share general beta feedback, please post in the General Beta Feedback forum.
If you encounter any bugs or issues, please share in the Beta Bug Report forum.
You can also share feedback on specific forum topics such as 5v5, Push, Hero Reworks, New Maps, and Sojourn.
Push is a new game mode available on two brand-new maps: Toronto and Rome. Gameplay unfolds with two opposing teams fighting over control of a single shared objective, the Treadweather TS-1 Large Utility Robot, that starts in the middle of the map.
Each team fights to take control of TS-1 as they would a payload: by having teammates located next to TS-1 with no enemies nearby. When a team takes control of TS-1, it slowly pushes their team’s barricade towards the opposing team’s start location along the predetermined path. If TS-1 and the barricade reach the goal at the end of the path, then the team controlling TS-1 wins the game.
When the opposing team takes control of TS-1, it leaves the first team’s barricade in place and reverses its direction. TS-1 then quickly moves back along the path until it reaches the opposing team’s barricade, which then pushes towards the first team’s spawn.
Midway between TS-1’s starting location and each team’s end goal, there is a forward checkpoint objective along the path. When TS-1 pushes a team’s barricade to their forward checkpoint, that team activates a closer respawn location. This respawn location deactivates if the other team retakes control of TS-1, then moves TS-1 to a point on the path before the forward checkpoint.
Players have 8 minutes to push their team’s barricade to the end goal and win. If neither team’s barricade reaches its end goal after 8 minutes, then the team who pushed their barricade the farthest distance AND has control of TS-1 wins. The game enters overtime if control of TS-1 is contested, or the team who currently has control of TS-1 does not have the farthest distance pushed. Overtime ends when the team with TS-1 loses control of it, or when the team with control of TS-1 pushes their barricade to a distance exceeding the opposition’s.
With the addition of the Push game mode and its new maps to Overwatch, we’ve decided to remove all the maps using the Assault game mode from both the Quick Play and Competitive map rotations.
After examining all our maps and game modes, we noted that the Assault game mode has always been a source of discontent for many members of our community. We believe many of the issues for the Assault maps could only be solved by making major changes to the game mode and major reworks to the maps, resulting in complete level rebuilds. We’ve shifted our focus to create maps in exciting new locations across the world such as Toronto and Rome.
Although Assault maps will no longer be in standard rotations, all Assault maps (Hanamura, Temple of Anubis, Volskaya, Paris, and Horizon Lunar Colony) will still be available for use in custom games and the workshop. We’ll also look for future opportunities to bring them back into Quick and Competitive map rotations, as well as special events and arcade game modes.
For the Quick Play and Competitive Role Queue modes, the team composition now consists of 1 Tank, 2 Support, and 2 Damage heroes. For Quick Play Classic, Open Role Queue, and arcade modes such as CTF or Mystery Heroes, the number of players on a team is now 5 instead of 6.
With one fewer player on each side, individual contribution means more to the overall success of the team. Fewer players on the map also changes gameplay in a host of positive and sometimes subtle ways. Players have more space to spread out, and the battlefield is easier to understand with fewer visual effects and sounds happening around you.
The removal of one Tank hero in restricted role queues has allowed us to rework all our Tank heroes to be even more impactful and fun to play. This change increases gameplay clarity for all hero roles, and makes matches play more fluidly.
We’re making a large change to the Scoreboard screen by displaying key statistics in real time for all the players in the game, including eliminations and deaths. They’ll be presented in a new layout that mirrors other competitive games and sports. This new layout should provide players with an overall more accurate view of the game.
As a result of this change, we are retiring the Fire and Medal systems. Both systems are no longer as necessary with the new Scoreboard providing a more accurate and easier to read view of each player’s performance-related data. We do plan on revisiting the Fire system in the future, as it can provide excitement and positive feedback around awesome plays made by you or your teammates. These changes are a work in progress, and we are looking forward to hearing what the community thinks about these updates!
We have added audio mix options for various common settings (home theater, TV, headphones, etc.). They are still in the early stages of tuning and will likely change as we develop them through the betas.
We have added unit impact sounds that now corelate with the type of health pool you are impacting – for example you will get armor impact sounds on Reinhardt until his armor is depleted, and flesh impact sounds when in his default health pool. This is true of all heroes regardless of what material type they are made of.
This highly requested feature is finally making its debut in Overwatch! Bound to middle mouse, G, and D-pad left by default, the Ping System arrives with a suite of new communications options. Ping allows players to place waypoints anywhere in the world to strategize with their allies or suggest which enemy heroes to attack. Tapping the Ping button will fire a contextual Ping that highlights a location, marks enemies, confirms allied Pings, objective Pings, or even tells injured allies to group up with you if you’re playing Support! Pressing and holding the Ping button opens the Ping Wheel, where you can select from a variety of pings that can be placed in the world or on your hero. Double-tapping the Ping button places a Warning ping, for when you can’t see an enemy hero but want to let your team know about potential danger. Many of the Ping System’s parameters can be modified in Options>Controls. Please share your feedback about the Ping System and any improvements you’d like to see in the future! We will continue to adjust the Ping System as we progress throughout testing, but here are some current work in progress elements:
Read About the ping system in our blog: An inside look at the ping system in Overwatch 2.
Ilios
Lijiang Tower
Oasis
(NEW) Circuit royal
Dorado
Route 66
(NEW) Midtown
King’s Row
Eichenwalde
(New) New Queen Street
(New) Colosseo
Tank
Damage
Support
Rising Uppercut
Thanks to years of combat and Efi Oladele's tireless work, Orisa's mind and abilities have evolved. She has fully grown into her role as the defender of Numbani.
Steadfast
Self-Repair
Configuration: Tank (Ultimate)
Ironclad (Passive)
This ability replaces self-repair, but it is bound to Alternate Fire instead of E by default.
The targeting works similarly to Doomfist’s Meteor Strike Ultimate, but you can click 3 times to launch projectiles.
Flashbang
These patch notes represent general changes made to the Beta version of Overwatch 2. The changes listed impact Quick Play and Custom Games.
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