Overwatch 2 Season 2 is finally live

Overwatch 2 Season 2 is finally live and features a brand new hero, a new map and a lot of balance updates. You can find more specifics about the new hero Ramattra in the link here and here for his abilities
Ramattra can be unlocked through progression on the battle pass, more specifically on level 45. The new battle pass also features a lot of items themed around Ancient Greece. However, he wont be available in competitive for the first two weeks.


We fixed a bug regarding overtime on control maps, however, that fix led to other bugs we had to resolve. Ultimately, this led to some anticlimactic game play results that we weren’t happy with. After hearing player feedback, we’ve made the following change:

Whenever a point is captured on Control, the team losing control of the point counts as having contested the point for the purposes of Overtime even if they were not present.

  • For example, if Team A has 99% and Team B has current control of the point, but then Team A take back control of the point, Overtime will automatically trigger and start to burn down unless Team B can touch again.
  • At lower capture percentages this change will have no impact on the game mode, as this new rule is only applied for the purposes of Overtime
Hero Updates and Challenges
  • We’ve added Challenges for unlocking Junker Queen, Sojourn, and Kiriko
  • 70+ player icon rewards have been added to challenges with the release of Season 2
Shop Update
  • We’ve added a Hero purchase tab in the Shop


Season 2 competitive play begins now! Here are some updates we’re introducing to competitive:

  • There are new, temporary Competitive title rewards for name cards based on your end of season rank

  • You can only earn these titles at the end of the current Competitive season and can only use them in the season following

  • Heroes that aren’t eligible for competitive play will have a lock icon in the Hero Gallery

  • Implemented a group of matchmaking enhancements to improve match quality

  • Minor polish improvements to the competitive play UI flow

  • New hero, Ramattra, won’t be available in competitive for 2 weeks



Damage Role Passive

The Developers stated that the players had a hard time aiming right with the increased movement speed that the role passivly provided. Thus, the extra movement speed has been removed in favor of a faster reload.

  • No longer provides a movement speed bonus
  • Reload speed bonus increased from 25 to 35%



Even though Bastion’s ultimate deals heavy damage, it was too easy for every player to avoid it making it mostly useless. For this reason, players will have less time to avoid it but it’s damage is also being reduced.

Configuration Artillery
  • Delay before projectile drops reduced from 1 to 0.6 seconds
  • Explosion damage reduced from 300 to 250
  • No longer deals explosion damage to self
  • Minimum delay between placing shots reduced by 20%
  • Cooldown reduced from 12 to 10 seconds


Sojourn has been way too strong in higher tiers, mostly because of her secondary fire. Her right click will have a lower headshot multiplier resulting in no longer being able to oneshot a 200 Health hero. In exchange,
her primary fire (left click) will deal more damage and she will be able to fire her shots during her ultimate faster.

  • Energy delay before draining reduced from 8 to 5 seconds
  • Secondary fire damage falloff starting range reduced from 70 to 40 meters
  • Secondary fire critical damage multiplier reduced from 2 to 1.5
  • Secondary fire damage now scales linearly with energy from 30 to 130 damage (1 energy converts to 1 damage added)
  • Primary fire damage per projectile increased from 9 to 10
  • Overclock energy charge rate increased by 20%


Symmetra is getting some ammo adjustments in her kit while also having a faster charge/decay on her beam charge.

Proton Projector
  • Beam charge rate and decay rate increased by 20%
  • Primary fire ammo consumption rate increased from 7 to 10 per second
  • Primary fire gains ammo from damaging barriers again


Pulse Pistols
  • Damage increased from 5 to 6



Ramattra has been added to the line-up

Void Accelerator (Omnic Form)
  • Primary: Fire a stream of projectiles in a fixed pattern
  • Secondary: Create a barrier at the targeted location
Nemesis Form
  • Transform into Nemesis Form, changing your attacks and gaining bonus armor
Pummel (Nemesis Form)
  • Primary: Punch forward, creating a wave of piercing energy with every swing
  • Secondary: Significantly reduces damage taken from the front and reduces movement speed
Ravenous Vortex
  • Fire a nano ball, which explodes when it hits the ground, spreading a damaging field. Affected enemies are slowed and pulled downward
  • Enter Nemesis Form and create an energy swarm surrounding yourself. This swarm will lash out towards nearby enemies, dealing damage and pausing the duration when damage is dealt.


The Developers stated: “There are several changes here for Doomfist with the intent to increase his presence as a disruptive brawler-style tank. The buff to his passive ability will help him stay in the fight longer, especially when he’s hitting multiple enemies with his abilities.

The changes to Power Block and Meteor Strike are intended to increase the availability of Empowered Rocket Punch, which enables him to more easily disrupt enemies and impact multiple targets. Due to gaining Empowered Rocket Punch more consistently, the stun duration and size are slightly decreased to reduce some of the frustration in playing against it.

For Rocket Punch we’re shifting some of its damage away from requiring wall impacts so that it’s broadly more useful regardless of where fights are taken.”

Rocket Punch
  • Impact damage range (minimum-maximum) increased from 15-30 to 25-50 damage
  • Wall slam damage range (minimum-maximum) reduced from 20-40 to 10-30 damage
  • Empowered Rocket Punch wall slam stun duration range reduced from 0.5-1 to 0.25-0.75 seconds
  • Non-Empowered Rocket Punch now stuns for the minimum 0.25 second duration on wall slam
  • Empowered Rocket Punch knockback radius reduced from 4 to 3 meters
  • Minimum time before cancel option becomes available reduced from 0.25 to 0.12 seconds
  • Cooldown reduced from 4 to 3 seconds
  • This has been in since his rework but was not mentioned
Power Block
  • Cooldown reduced from 8 to 7 seconds
  • Duration increased from 2 to 2.5 seconds
  • Minimum damage mitigated required to empower Rocket Punch reduced from 90 to 80 damage
Meteor Strike
  • Now empowers Rocket Punch on landing
  • Enemy slow duration increased from 2 to 3 seconds
The Best Defense…
  • Maximum temporary health increased from 150 to 200 health
  • Temporary health gained per target hit with abilities increased from 30 to 40 health

Junker Queen is receiving a buff on her own survivability through her wounds heal.

  • Torso and head hit volume size increased 12%
  • Wound duration reduced from 5 to 4.5 seconds
  • Ultimate cost reduced by 10%
Commanding Shout
  • Cooldown reduced from 15 to 14 seconds
Adrenaline Rush
  • Adrenaline passive healing multiplier increased from 1 to 1.25x damage dealt by wounds



Sleep Dart
  • Cooldown reduced from 15 to 14 seconds


With the same argument as the removal of Damage’s movement speed buff, Kiriko’s ultimate is getting toned down so the players will have an easier time aiming and things dont get so frenzied. Also in some of her animations, her hands blocked headshots she was about to receive which now has been fixed.

  • Arm hit volumes width reduced 15%
  • Added an auto-wall climb hero option
Kitsune Rush
  • Ultimate cost increased by 10%
  • Movement speed bonus reduced from 50 to 30%
  • Cooldown rate reduced from 3 to 2 times faster
Protection Suzu
  • Cast time reduced from 0.15 to 0.1 second
  • Ammo increased from 12 to 15
Swift Step
  • Ability input can now be held to activate
  • Weapon swap time reduced from 0.5 to 0.35 seconds
Caduceus Blaster
  • Ammo increased from 20 to 25


  • Fixed an area of the map where players could get stuck


  • Fixed geometry that allowed some heroes to contest undetected


  • Fixed some areas that could be used to escape the playable space
  • Fixed geometry that allowed some heroes to contest undetected


  • Fixed lighting issues across the map
  • Fixed some areas where Torbjörn could place his turret in unreachable spots


  • Replaced some missing pillars on Sanctum


  • Fixed a bug that allowed some heroes to get inside of the payload

Route 66

  • Fixed lighting issues across the map

New Queen Street

  • Fixed some issues with shadows across the map
  • Fixed an area of the map where players could get stuck


  • Fixed a bug that was causing Roadhog’s breaths to not be audible when viewing some animations in the Hero Gallery
  • Fixed a bug that caused some players to lose competitive challenge progress
  • Resolved an issue where several products couldn’t be unlocked from the Hero Gallery
  • Fixed an issue with the Lifesaver Challenge not counting Mercy’s Resurrect as a ‘Save’
  • Resolved an issue with purchases not immediately showing up after purchase
  • Fixed a bug with Torbjörn and Symmetra’s turrets displaying hostile red overlays in Deathmatch for the player that placed them

You can read the full patch notes on the Blizzard website.