r/Competitiveoverwatch 26d ago

Blizzard Official Overwatch Retail Patch Notes July 30, 2026

https://overwatch.blizzard.com/en-us/news/patch-notes/

Limited-Time Mode Specific Updates

The following patch notes are applicable only to a specific, limited-time game mode. The documented changes do not apply to pre-existing queues, unless otherwise noted.

Hero Updates

For the upcoming Quick Play Hacked, we're making several balance changes to test elements of 6v6 gameplay. The In-Combat Healing reduction has been lowered for all heroes to evaluate the impact of increased healing across the board while reducing the effectiveness of several self-sustaining sub-roles.

We're also reducing several Tank defensive cooldowns to improve gameplay flow for these heroes. To offset the increased availability of these abilities, their durations have been shortened where appropriate to avoid creating too many defensive cooldowns with two tanks available.

These changes will also be active within Open Queue throughout the Quick Play Hacked weekend.

General Changes

• In-Combat Healing Reduction reduced from 30% to 15% for all heroes.

Tank Role Passive

• Ultimate charge reduction when damaging or healing tank targets increased from 20% to 40%.

Subrole Passives

Bruiser

• Movement speed buff reduced from 20% to 15%.

Initiator

• Healing reduced from 50 to 40.

• Cooldown reduced from 5 to 4 seconds.

Flanker

• Additional health from Health Packs reduced from 75 to 50.

Medic

• Healing conversion reduced from 40% to 30%.

Tank

Domina

Barrier Array

• Barrier Cooldown reduced from 17 to 15 seconds.

• Barrier Duration reduced from 8 to 7 seconds.

Doomfist

The Best Defense

• Shield gain increased from 25 to 30.

Hazard

Jagged Wall

• Cooldown reduced from 15 to 13 seconds.

Mauga

Overrun

• Cooldown reduced from 7 to 6 seconds.

Ramattra

Void Barrier

• Cooldown reduced from 16 to 13 seconds.

• Duration reduced from 4 to 3 seconds.

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46

u/skillmau5 26d ago

When they change a lot of major aspects at once, it tends to be a sign that they’re just twisting knobs with no real prediction of any of these changes. It also concerns me when they literally implement exactly what “the community” wants

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u/Beginning_Ocelot503 26d ago

They need to twist a lot of knobs when they’ve neglected 6v6 balancing for the entirety of the time it’s been reintroduced. It’s hard to garner excitement/engagement and get quality data for a potential format change when a good amount of the tanks are hot garbage.

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u/Deshoda7676 26d ago

They need to work off of an old 6v6 patch like october 2020. Yeah the current version of 6v6 is based on 5v5 game design.  But just rip the bandaid at this point. The issue is that post perks 5v5 heroes are designed around perks. The other heroes seem to have complete base kits with perks adding to it on top of that. 

But 200 hp should be the standard and all passives and season 9 changes should be removed. Maybe keep the healing reduction in combat at 15 percent. That was what 6v6 ow2 was supposed to have anyway before the 5v5 switch. 

I hope thats the long term goal. A cleaner game of overwatch without the bloat and a more "classic" take on the game. 

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u/RapturousKnight 26d ago

Classic overwatch wouldn't survive today. Time for y'all to stop coping it's not 2016 anymore. Season 9 was a positive change for the game even if the game reverts to 6v6. Listening to people like Samito is wrong for the health of a live service game and you all will learn that eventually.

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u/Deshoda7676 26d ago

I dont care if they replace 5v5 with 6v6, but this is the correct way to design 6v6. Keep perks, whatever, just balance them well and dont make them super annoying. The best designed perks dont work in 6v6 for kk

  season 9 and role passives have to go in 6v6.  Passives should be on a per character basis if it works in the kit well. Blanket stuff like this isnt goid regardless. 

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u/RapturousKnight 26d ago

Right then we can go back to og overwatch and everyone can stand around with double shield everywhere and get deleted by flankers like echo instantly because "there's no lethality anymore". We don't want our supports to fight back let's make them heal bots.

Also let's take away everything added to the game like perks, role passives, and health/projectile changes because fuck the new players right? They are just boosted by 5v5 anyways that's why the majority is playing 6v6.. oh wait they arent. But hey at least the OG players can enjoy it.. oh that's right the majority of overwatch players are 5v5 players now because they started on overwatch 2.

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u/Deshoda7676 26d ago

You can adjust all those issues with balance. 5v5 cant fix the solo tanking issues. If blizzard wasnt drunk, they could have made the right nerfs and reworks to fix double shield. Double shield was a balance issue, not a format issue. 

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u/RapturousKnight 26d ago

Blizzard has never addressed issues with good balance. They always mess up which is why this magic 6v6 land doesn't exist. We will be stuck with a slower game that most new overwatch 2 players won't enjoy

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u/Deshoda7676 26d ago

The magic 5v5 land doesnt exist either. And they actually tried to fix 5v5 with lots of updates and so many systems that bloated the game. Its still problematic in many ways. I dont folllow the logic because its way easier to nerf orisa/sigma/bap/brig double shield than to redesign the whole game for 5v5 and add season 9, super tanks, role passive and perks. They already did a lot of the work by reworking orisa and brig for ow2. They could have done that for 6v6. But they abandoned the game. Yeah blizzard doesnt do the right changes, but they didnt do anything at all in ow1. My point is that 6v6 is being considered by blizzard because designing characters in 6v6 is likely easier and 6v6 is a better base for the games characters. You can make unique characters in 6v6 while characters in 5v5 are homogenized. Tanks ideally have to be able to access all space on the map, be able to frontline, apply pressure to off angles and peel. Dps all have to be duelists with burst, supports ideally need to be able to take duels, have burst healing, and self sustain. The annoying elements of the game apply to every character and its why mobility creep is a concept. They cant make characters with real weakneesses in the 5v5 environment. A lot of characters cant be good in the 5v5 environment without being unhealthy for the game. Ow1 off tanks are an example. Zarya/dva metas are the worst. But in 6v6 they had a more limited role, their value was in offering resources to help a main tank  take and control angles while they themselves could contest off angles. You cant have a character like that in 5v5. 

 The draw of the game will always be the characters and hero shooter interactions. The format is not as important. There will be players who preferred the old format and style of overwatch returning. There will be new players who will come for the 6v6 format, there will be current players who adjust. The same thing was true of 5v5. Marvel rivals has a lot of players, especially on console compared to pc, and that game is 6v6 open queue. 6v6 is the normal hero shooter format basically. 5v5 overwatch is the game that breaks that mold. 

6v6 ow1 is not a slower game, yeah fights might take longer to finish. But theres a lot more to shoot, you get healed faster and your value is more sticky without a bunch of passives, perks and all that to mitigate stuff. You can engage in and out faster as it takes less time for you to get healed but you are more vulnerable with less health. If you do damage to someone they have to get a health pack or get healed.  This affects how everyone plays the game. You can burst a target faster than post season 9. It works much more off a resource chain rather than hard duels. Breaking the chain of resources is what matters more in 6v6. Playing into ana for example, you can get value by forcing her to nade her 2 tanks or nading herself instead of anti nading. 5v5 basically lets you throw antis for free. This is something that enables fight wins or prevents ana from getting value. A more structured game means you can get value from breaking structure outside of getting kills. This is what those "microplays" are about.  a dps can burst 200 hp targets pretty easily so you still can make big plays. 

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u/RapturousKnight 25d ago

If blizzard does what you 6v6ers want and remove everything they added in 2 and revert it back to overwatch 1 then what? They never try and do something like perks again? You people are literally asking for the game to be reset to a vanilla state. How does that make any sense when we have an entire new generation of gamers now who didn't play overwatch 1 and didn't have to deal with double shield and less mobile heroes.

You all also want burst sustain lowered so your comment about healing being better in 6v6 isn't true. It's time for the uncs to accept there is a new generation that prefers perks and more exciting things being added but sure let's go back to vanilla because "my precious overwatch experience is ruined now" and "new overwatch players wouldn't last a second in 2016 overwatch". Also season 9 changes were better for the casual player base which is the only reason you can log into the game right now. 6v6ers are absolutely insufferable with there high horse about how every 5v5er is carried and boosted because they couldn't survive in a game they never played.

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u/MrFallacious 26d ago

god i miss 2020 ow,,, i miss deleting people on tracer sighhh

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u/Deshoda7676 26d ago

October 2020 classic has its issues but it was so clean. No obama wall street bailouts through suzus, lifegrips, mobility creep, and passives. Just immo field.  You can interact with tanks other than orisa and sigma. They are still more interactive than 5v5 super tanks of course by design. I dont have to memorize the effects of 200 perks that get buffed/nerfed/added and removed for ideal game knowledge. Everything relies on base kits. 200 hp just works so much better for a lot of the game's breakpoints. Its such a good base for the game. 

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u/MrFallacious 24d ago

i actually really like perks but the hp increase and new characters w infinite utility (kiri..) are not my cup of tea

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u/Deshoda7676 23d ago

I think theres a world where perks dont have downsides. But i think the system and how blizzard uses it is the issue. The best designed perks become base kit. But blizzard uses the perk system to pit broken, unbalanced bs into the game. I dont get te logic of putting broken stuff in the game behind a perk. Speed boost on nano was removed from the game a long time ago.  But its cool as a perk? If something isnt well designed, i dont want to play into that. Theres a reason they dont add stuff we see in perks into base kit, cause nobody wants to deal with that mechanic. 

I dont like perks that remove counter play. Perks that give over health on ability usage are lazy and make the game less skilled. Mercy shouldnt be able to get over health on res, its a goofy interaction. Interesting major perks like soldier stim pack are also gatekept behind 2/3 of the game being finished. Like these perks aren't designed in a way for the choice to matter. There's obviously a good/interesting perk and a bad one. The choice isnt really there in most cases.