September 18, 2020 Patch

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September 18, 2020 Patch

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September 15, 2020 Patch
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September 24, 2020 Patch
All Patch Notes


The next experiment begins! This time we're hoping to get your feedback on some balance updates. We're using the 2-2-2 Role Queue ruleset so that you can get a feel for how these balance changes might affect the live game.



Ashe is still a bit too powerful, but we'd like to keep her rifle feeling impactful so we're taking some power out of her Dynamite ability.

Ability-ashe2.png Dynamite

  • Explosion damage reduced from 75 to 50


Baptiste generates a majority of his ultimate charge through area-of-effect healing. As we reduced area healing values recently, we're also scaling down the cost of his ultimate.

Baptiste-ability4.png Amplification Matrix

  • Ultimate cost decreased 15%


After scaling down the damage output of McCree's primary fire, we're looking to give back a bit of power through improvements to his abilities.

Ability-mccree2.png Combat Roll

  • Can now be activated in the air
  • Distance increased 20%

Ability-mccree3.png Flashbang

  • Stun duration increased from 0.7 to 0.8 seconds


Increased projectile speed will help Orisa’s weapon feel more responsive, reducing the need to lead targets. We found that recent adjustments to Orisa’s abilities were more impactful than we originally anticipated and have increased her armor to compensate.

  • Base armor increased from 200 to 250

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  • Projectile speed increased from 90 to 120


After the last round of shotgun improvements, Roadhog's Chain Hook combo still wasn't effective against some of the smaller enemy heroes. This change pulls targets closer to melee range for swifter, more reliable combo execution.

Ability-Roadhog3.png Chain Hook

  • Now pulls targets 0.5 meters closer (3.5 meters down to 3.0 meters)