July 6, 2016 Patch | |
---|---|
Platform(s) |
PC PlayStation 4 Xbox One |
Previous patch |
June 28, 2016 Patch |
Next patch |
July 19, 2016 Patch |
Source | |
All Patch Notes |
Note: Many of the changes marked as [PC Only] were added for PlayStation 4 and Xbox One in a later patch.
General[ | ]
- [PC Only] The duration of Sudden Death has been adjusted across all maps from 1m45s to the following values:
- Assault:
- Hanamura – 1m35s
- Temple of Anubis – 1m30s
- Volskaya Industries – 1m35s
- Escort:
- Dorado – 1m30s
- Route 66 – 1m35s
- Watchpoint: Gibraltar – 1m35s
- Hybrid:
- King's Row – 1m30s
- Numbani – 1m50s
- Note: Sudden Death duration is unchanged for Hollywood and remains at 1m45s
- Assault:
Bug Fixes[ | ]
- General
- [PC Only] Fixed a bug that prevented Overtime music from playing on Escort and Assault/Escort maps, if the payload was nearing the final checkpoint
- [PC Only] Fixed a bug where display settings weren’t always saved after restarting the client
- [PC Only] Fixed an issue that sometimes caused the in-game UI to display incorrectly at 4k resolutions
- [PC Only] Fixed a bug where sometimes the wrong player level would appear in the Social menu
- [PC Only] Fixed an issue with collision not blocking line of sight on certain areas of Nepal
- [PC Only] Fixed a bug that caused Mercy’s Caduceus Staff beam to disconnect from its target if the player a) quickly switched between healing and damage beams by holding down both mouse buttons and/or b) was facing away from the target at the time of the switch
- [PC Only] Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations on certain maps
- [PC Only] Fixed a bug that caused Winston’s melee attack during Primal Rage to inconsistently hit targets in range
- [PC Only] Fixed a bug that sometimes caused Zarya’s alternate fire to scale incorrectly with her damage boost modifier
- [PC Only] Fixed a bug that caused the “Top 500” icon to incorrectly display for certain players in various places throughout the game UI
- Fixed an issue where if you left and rejoined an in-progress Competitive Play match, the game would still track the match as a loss in your placement match history and when determining the amount of Skill Rating you receive for completing a match even if your team won
- Note: You must be present for the conclusion of the match to be eligible for the win. If you leave a match and do not rejoin again before it’s over, it will count as a loss both in placement match history and when calculating your Skill Rating adjustment.
- Fixed an issue where you would still receive a Competitive Play “leave” penalty even if you rejoined a match and completed it
- Note: If you leave a single Competitive Play match more than 3 times, you will receive a Competitive Play “leave” penalty even if you complete the match.