Overwatch 2 introduces major changes to its gameplay elements as well as heroes compared to the original title. Here are all the Hero changes you know about.
With the second beta already underway, Overwatch 2 has gone through significant changes compared to the base game, which is all going to be discussed in detail in this article. All the heroes are transitioning over to the sequel, but most of them are going through balance changes ranging from simple tweaks to major reworks.
Overwatch 1 has been one of the most successful esports titles back in 2016 but soon died down due to major issues in the gameplay elements. Matches were taking too long to find for 12 players of similar ranks, the gameplay relied too much on shields and CC abilities, and it was a mess altogether. Blizzard attempts to fix all the issues of the base game in the sequel, and all the fans have high hopes because this is Blizzard’s last and final attempt to resurrect the player base.
The developers have decided to switch the game format from a 5v5 to a 6v6. This also means there will be one less tank, and the composition will consist of 1 tank, 2 DPS, and 2 healers. To compensate for this, most of the heroes are going through tweaks and reworks, all of which are discussed below. Note that the game is constantly updating, so the changes you see here might get updated when the next beta comes out. Only the heroes that underwent changes are listed here, so if you don’t spot a hero, it means that they remained unchanged in Overwatch 2.
So without further ado, let’s dive right into the heroes and their changes for Overwatch 2:
Our favorite Dorito and Mountain Dew-fuelled gamer girl is getting a significant change to her hitpoints in Overwatch 2. Her effective HP is increasing overall, but she is sacrificing Armor for more health. The way health works is simple; the damage dealt is reflected directly in decreased hitpoints. However, it is a bit more complicated than that when Armor is considered. Armor will block 5 damage from every individual hit that deals 10 damage or more. Hits that deal less than 10 damage will be halved their damage instead. As a result, Armor is particularly effective against weapons that fire fast or shotguns that fire many low-damage pellets in succession.
- HP: 300 Health + 300 Armor = 600 HP > 350 health + 300 Armor = 650 HP (Buff)
- Primary fire movement penalty: 50% slow > 40% slow (Buff)
- Weapon Spread: 4>3.5 (Buff)
The new change is a nerf to D.Va as now she will take more damage on the battlefield. This was intended to still keep her a tank with a large health pool but also make her more killable. On the flip side, she has increased offensive capabilities with the reduced speed penalty and weapon spread. This means you actually need to learn a little bit of aiming to play D.Va.
Doomfist is now a tank! In preparations for the upcoming 5v5 matchmaking and One tank team composition, director Aaron Keller has announced that Doomfist will be transitioning to the tank role. This means Doomfist will gain more health and defensive capabilities as a tank while losing out on his offensive capabilities and mobility.
- Role change: DPS > Tank
- HP: 250 >> 450 (Huge Buff)
- Ammo Regeneration: 0.65 seconds per shot > 0.4 seconds per shot (Buff)
- Damage per pellet: 6 per pellet >5 per pellet (Nerf)
- Rocket Punch Impact Damage: 50-100 > 15-30 depending on charge (Huge Nerf)
- Wall Impact Damage: 50-100 > 20-40 depending on charge (Huge Nerf)
- Maximum Charge time: 1.4 seconds > 1 second (Buff)
- Can now Rocket Punch Multiple Targets (Buff)
- Uppercut Ability Removed (Huge Nerf)
- New Ability – Power Block: Blocks 80% of Incoming damage for 1 second (Buff)
- Seismic Slam Changes: 50 Damage flat. Doomfist now goes in the direction aimed at.
- Meteor Strike Changes:
- Cast time 1 second > 0.5 second.
- Outer Ring Damage 15-200 > 15-100.
- Upon landing, knockback has been removed and 20% slow is introduced.
The new reworks made to Doomfist to transition him into a tank might get Brandito and Getquakedon fans confused. The devs admitted that with how Doomfist’s kit was, it was almost impossible to balance him and the other heroes around him. This new change will make him much more manageable. He now has limited mobility and some of his CC abilities removed, which should make playing him and against him much smoother.
Orisa has undergone a massive rework to prep her for Overwatch 2 and the 5v5 single tank meta. The devs aim to remove the stagnant shield-focused gameplay of Overwatch 1 where Orisa was a top contributor. To bring about a radical change, they outright removed her shielding capabilities in favor of a more mobile hero with offensive capabilities. Instead of her shield, she now wields a Javelin that ties into new abilities; Energy Javelin & Javelin Spin, and a new ultimate; Terra Surge. Her alternate fire has also been removed, killing off a very good CC ability.
- HP: 200 Health + 250 Armor = 450 HP > 250 health + 250 Armor = 500 HP (Buff)
- Primary fire:
- Fusion Driver > Augmented Fusion Driver.
- Fires 10 plasma projectiles per second.
- Damage 12 per shot which drops to 4 at 35 meters.
- Infinite ammo but firing for long period increases heat.
- Overheating locks out the weapon for 3 seconds.
- Can still be headshot.
- Duration 4>4.5 seconds.
- Now provides instant 125 Overhealth.
- Reduces heat generated from the primary weapon by 50%.
- Shield Removed
- New Ability – Energy Javelin:
- Alternate fire launches a projectile dealing 60 damage, 0.2-second stun, and 6-meter knockback.
- On wall collision after knockback, 40 additional damage, and 0.3-second additional stun duration.
- On an 8 second cooldown
- New Ability – Javelin Spin:
- Orisa spins her Javelin rapidly destroying incoming projectiles for 1.75 seconds.
- Movement speed increased by 40% while active and increased 20% for 2 seconds after ability ends.
- At close range damage enemies up to 90 while knocking them back.
- On a 7-second cooldown
- New Ultimate – Terra Surge: Upto 4 second channeling ultimate that pulls enemies in and on activation deals up to 500 depending on the charge.
The devs aim to make Overwatch 2 more fast-paced and streamlined, so much effort went behind removing/reducing shield and CC abilities. The Orisa rework was an example of just that. The new Orisa for Overwatch 2 has much more offensive capabilities now and is a more mobile hero overall. She can rush enemies with Javelin spin and finish them off with her new augmented fusion driver. You can also land crazy skill shots with her Javelin throw to stun and knock back enemies at range.
The OG tank of Overwatch, Reinhardt, is probably the only hero in Overwatch that will fulfill his original role as a shield tank. He is getting a massive HP buff for Overwatch 2 and increased offensive capabilities. His shield is still getting a nerf in lieu of the global shield nerf for Overwatch 2. However, the biggest changes our favorite German Crusader is getting are changes to his Charge and Firestrike. Charge can now be canceled as well as have increased turn rate at the cost of a slight damage reduction. Firestrike now holds two charges at the cost of a slight damage penalty.
- HP: 300 Health + 200 Armor = 500 HP > 325 health + 300 Armor = 625 HP (Buff)
- Passive Steadfast replaced with Tank Passive: Reduces knockback by 30% and grants 30% less ult to enemies for damaging them.
- Barrier Field:
- Sheild health 1400 > 1200.
- Regen rate 200 health/sec > 144 health/sec.
- 50% increased turn rate and can be canceled mid-way. Damage 300 > 225.
- Cooldown 10 seconds > 8 seconds.
- Firestrike: Now has 2 charges. Damage 100>90. (Huge Buff)
The new changes will enable Reinhard to still remain a solid shield tank, all the while being able to be more aggressive and deal more damage.
Roadhog was already optimized in Overwatch 1 as a High DPS solo tank capable of being a self-sufficient killing machine. For the 5v5 One tank meta, he is getting more hitpoints and more sustainability as he is not getting much support from a secondary tank.
- HP: Health Increased 600 > 700 (Buff)
- Take a Breather: Health restored 300 > 350 (Buff)
The slight buffs to his health and healing will further help him full fill his role as a high-damage solo tank with a great CC ability.
Sigma is another of the few heroes left who still gets to keep a Barrier in Overwatch 2 albeit with a reduced regen rate. For the sequel, he is getting increased hitpoints, but the main spotlight here is his huge +150 shield buff. This, in turn, will make him harder to kill and let him regenerate a sizeable amount of HP. Acceleration damage has almost been increasing, so landing those skill shots are now that much more rewarding. Also, did we mention you can now Accretion into Primary fire combo and one-shot a 200hp target?
Another huge buff obtained by Sigma that went under the radar was the global nerf to movement abilities which previously could be used to escape his Gravitic flux.
- HP: 300 Health + 100 Shield = 400 HP > 300 health + 250 Shield = 550 HP ( Huge Buff)
- Accretion: Damage increased 70>100 (Buff)
- Experimental Barrier: Regen rate decreased 120 health/sec > 100 health/sec
The new changes to Sigma will vastly increase his survivability while slightly increasing his damage output. The nerf to enemy movement abilities will also let Sigma get more out of his ultimate
Our favorite Gorilla scientist is also getting a few tweaks to his kit. Winston is getting a minor buff to his hitpoints. His barrier projector also is getting increased health and reduced cooldown duration at the cost of decreased barrier duration. He gained a new secondary mechanic that launches a ball of lightning which deals 50 damage at 30 meters at a slightly increased ammo cost. This is a welcomed change as now Winston can still do some damage at medium range. Finally, we can see that his ultimate cost has increased by 10%, which came as a surprise.
- HP: 300 Health + 200 Armor = 500 HP > 350 health + 200 Armor = 550 HP (Buff)
- New Secondary Fire: Fires Ball lightning that deals 50 damage at 30 meters. Costs 20 Ammo. (Buff)
- Barrier Projector:
- Cooldown decreased 13 seconds > 12 seconds.
- Duration decreased 9 seconds >8 seconds.
- Primal rage: Cost increased by 20% (Nerf)
The new changes to Winston will increase his survivability with buffs to his health and barrier. His alternate fire will also prevent him from being a sitting duck versus enemies at medium ranges.
Already considered a decent solo tank in Overwatch 1, Wrecking ball should also reflect that in Overwatch 2. He is getting some health as well as armor buffs, bringing him to a whopping 700 HP matching Roadhog. Only the difference is that Wrecking ball has 150 armor while Roadhog has none. Wrecking ball is also getting a major buff in his adaptive shield with massively increased range and health gained.
- HP: 500 Health + 100 Armor = 600 HP > 550 health + 150 Armor = 700 HP (Buff)
- Adaptive Shield:
- Range increased 8 meters > 10 meters.
- Health gained from nearby target 75 > 100
Wrecking ball will become even more efficient as a solo dive tank now that he has increased survivability.
In the first Beta of Overwatch 2, Pharah went through no changes at all. After the closed beta, the devs decided to balance her a little to keep her in line with all the other heroes. In Overwatch 2 Beta 2.0, Pharah received buffs to her reload speed as well as her Concussive blast.
- Reload: Now reload starts 0.25 seconds faster when out of ammo (Buff)
- Concussive Blast: Now deals 30 damage and additional knockback on direct hits. (Huge Buff)
The reload speed buff with enable Pharah to dish out consistent damage, and the buffs to her concussive blast will enable her to boop enemies off the map more efficiently.
Symmetra also did not undergo any changes in the first Beta of Overwatch 2. After the closed beta, the devs decided to rework her in Beta 2.0 completely. Photon projector has gone through a massive rebalance with increased ammo capacity and secondary fire speed while her maximum damage and projectile size has been reduced. She also no longer generates ammo while damaging barriers, but that won’t be too noticeable since most heroes are losing their barriers anyway. Her teleporter is going through massive changes, with a faster cast time but a timed lifespan. It also has increased cooldown and reduced health. Finally, the sentry turrets now have a faster deploy speed but lessened slowdown effect.
- Photon Projector:
- Maximum Ammo increased from 70 > 100 (Buff)
- No longer generates ammo when damaging barriers (Nerf)
- Secondary Fire projectile speed increased from 25 > 50 (Huge Buff)
- Maximum damage reduced from 120 > 90 (Nerf)
- Maximum Charged projectile size reduced from 0.5 > 0.4 (Nerf)
- Charge time increased from 1 second > 1.2 seconds (Nerf)
- Secondary Fire Ammo cost increased from 8 > 10
- Build time is now faster from 2 seconds to 1 second. (Huge Buff)
- Now lasts for only 10 seconds (Huge Nerf)
- Cooldown increased from 10 seconds > 16 seconds (Huge Nerf)
- Cooldown starts when teleporter is placed
- HP reduced from 300 > 200. 50 Health, 150 Shields. (Nerf)
- Sentry Turrets:
- Travel Speed increased from 15 > 20 (Buff)
- Enemy movement speed reduction decreased from 20% slow > 15% slow per turret (Nerf)
The new changes aim to make Symmetra a more dynamic hero in Overwatch 2. Photon projector is now balanced to better fit the reduced barrier-centric gameplay in Overwatch 2. The changes to her teleporter mean she no longer can just place it in spawn and call it a day. Now she is forced to use her teleporter more in battle setting up quicker turret bombs with a faster deploy time. Finally, the nerfs to her sentry turret will make it easier to play against her and contribute to the lessened CC for Overwatch 2.
Zarya needs a lot of changes before she can be suitable for the 5v5 one-tank gameplay of Overwatch 2. Zarya was one of the few tanks in Overwatch 2 who could not be played as a solo tank, so she is going to need extensive tweaking. For Overwatch 2, Zarya is getting increased HP. Her charges for projected barrier and particle barrier are also getting grouped together into one ability with two charges. This will allow her to protect herself or an ally better. Finally, the energy decay rate has also increased, which will decrease Zarya’s offensive capabilities.
Another huge buff Zarya obtained under the radar was the global nerf to movement abilities that previously could be used to escape Zarya’s graviton surge.
- HP: 200 Health + 200 Shields = 400 HP > 250 health + 225 Shields = 475 HP (Buff)
- Particle Barrier: Now shares charges with Projected Barrier. Effective cooldown decreased by 10 seconds. Cooldowns begin on usage rather than ability expiring. (Huge Buff)
- Projected Barrier: Now shares charges with Projected Barrier. Effective cooldown decreased by 10 seconds. The same target cannot be bubbled again for 2 seconds.
- Energy (Passive): Decay rate increased 1.8/second > 2.2/second/ (Nerf)
The tweaks to Zarya are going to help her survive with added health and flexibility with more frequent particle barriers. The nerf to enemy movement abilities will also let Zarya get more out of her ultimate.
In the first Beta of Overwatch 2, Torbjorn underwent no changes at all. After the closed beta, the devs decided to balance him a little to keep him in line with all the other heroes’ changes. In Overwatch 2 Beta 2.0, Torbjorn received a buff to his fire rate.
- Rivet gun:
- Primary Fire time in between shots reduced from 0.6 seconds > 0.55 seconds (Buff)
- Secondary Fire time in between shots reduced from 0.8 seconds > 0.7 seconds (Buff)
These minimal changes should increase the Swedish Engineer’s overall damage output.
Ashe has not received any major changes in preparation for Overwatch 2. Her ultimate Bob was too effective in contesting points with a huge health pool which is why is getting a small nerf.
- Bob: Health reduced 1200>1000 (Nerf)
This change will make Bob slightly more killable but still, keep him as an effective contesting tool.
Bastion is getting huge reworks in preparation for Overwatch 2. He was a defensive hero in the first game and his abilities shined as a stationary turret holding down an area. A well-positioned Bastion protected by his teammates was the stuff of nightmares. Overwatch 2 has completely reworked Bastion and gave him a mobile turret form. Called Configuration Assault, this mode lets Bastiona transform into a moving tank with a minigun for a short period of time.
Configuration Recon also received tweaks making him more accurate at the cost of some DPS. Players will be disappointed to know self-repair is getting removed. In exchange, he is getting an offensive grenade launcher ability which can also enable rocket jumps. That, coupled with Assault mode, will definitely make for some interesting plays. Finally, he is getting a new Ultimate Artillery mode which turns Bastion into a stationary mortar and fires 3 high explosive shells in succession.
- Ironclad Passive Removed
- Configuration Recon:
- Damage Increased 20 > 25.
- Weapon Spread removed 1.2 > 0.
- Fire Rate reduced 8 > 5.
- Ammo Reduced 35 > 25.
- Configuration Sentry reworked to Configuration Assault
- Configuration Assault:
- Now mobile in his turret form at 35% reduced movement speed.
- Lasts 6 seconds and is on a 12-second cooldown.
- Has infinite ammo with 2 spread and ideas 12 damage/bullet.
- Self Repair removed
- New Ability – A36 Tactical Grenade:
- Can bounce off walls and stick to enemies dealing 130 damage.
- Bastion can rocket jump with this.
- On a 8 second cooldown
- New ultimate – Artillery: Bastion turns himself into a Mortar and fires 3 shells dealing up to 200 damage each.
The new rework will add some much-needed mobility to Bastion’s kit making him less dependent on his team.
Cassidy’s signature and perhaps his most useful ability, flashbang, will not be transitioning over to Overwatch 2. This is going to come as a shock to a lot of people, but when you bear in mind how bad the CC situation was in Overwatch 1, this makes sense to be removed moving forward in Overwatch 2. The devs stated their mission to minimize CC abilities as much as possible to make the new game more streamlined, which led to the removal of Cassidy’s flashbang. This ability has been replaced with Magnetic Grenade; a homing projectile that deals massive damage in bursts. Seems like he will still be able to contest those cheeky tracer players. Fan the hammer and deadeye also received significant buffs.
- Fan the Hammer: Fire rate increased by 7.5% (Buff)
- Flashbang removed (Huge Nerf)
- New Ability – Magnetic Grenade: Throws a homing grenade that sticks to enemies dealing 1 Impact Damage, 65 Stick damage, and 65 Explosion damage for a total of 131 Damage.
- Deadeye: Damage ramp-up decreased. Damage taken during channeling also decreased. Duration increased 6 seconds > 7 seconds. Ultimate cost increased by 10%.
- Combat Roll: Now grants 50% damage reduction within its 0.4-second duration
The changes to Cassidy’s kit have removed one CC from the game while keeping him effective at his role.
Echo is a powerful assassin hero that can swoop in and finish low HP enemies, but her damage ramp-up has been slightly nerfed. Her ultimate ability has also significantly changed, which will not allow her to have more than 300 HP on a copied target. This completely changes how her ult should be used as in Overwatch 1 enemy tanks were a priority target for the huge instant health gain.
- Focusing Beam: Max DPS decreased 200 > 175 (Nerf)
- Duplicate: Maximum health gained from copying a target will not exceed 300 HP (Nerf)
The changed values to Echo’s focusing beam and duplicate’s maximum health balances her out without totally crippling her. In Overwatch 2 Echo, players will have more freedom in picking which target to copy, bringing more variety into her playstyle.
The older Shimada brother Hanzo gets almost no changes for Overwatch 2 except for a small tweak in his Storm arrow damage and has been slightly nerfed.
- Storm Arrow: damage decreased 70 > 65 (Nerf)
Previously in Overwatch 1, Hanzo was notorious for dishing out huge damage to break enemy shields and take down the two-tank enemy composition. Since neither of those is a concern in Overwatch 2, Hanzo can still be as effective with slightly reduced DPS.
The second Aussie Junker is also getting some changes introduced for Overwatch 2. Keeping in line with the global CC ability reduction, Junkrat’s Steel trap is also getting some tweaks. The ability no longer traps enemies in place and instead slows them down. To compensate, the trap activation damage did increase, but this is still a huge nerf for the hero. We will definitely miss the trap and concussion mine flank setups that were able to kill any unsuspecting tracer from the other side of the map without breaking a sweat.
- Steel Trap:
- Damage increased 80 > 100.
- Steel trap deploy speed increased 10 meters/second> 15 meters/second
- Frag Launcher: Projectile size increased from 0.2 to 0.25
The new changes are a nerf for Junkrat and aim to enforce the global CC reduction in Overwatch 2.
In Overwatch 1, Mei was highly effective in crowd control as well as possessed strong defensive abilities. Her primary fire slowed down and completely froze enemies, which were extremely annoying to play against. Her Ice wall was also really powerful and absorbed a lot of damage before getting destroyed. The global CC and barrier reduction meant that her freeze ability had to go along with her wall’s potency as it was effectively another barrier. In Overwatch 2 her primary fire no longer freezes enemies but deals increased damage. Her ice wall’s range and hitpoints were also significantly nerfed. Finally, Cryo freeze no longer removed the effects of Zarya/Sigma’s ult, which also applied to most of the other movement abilities in the game. Her ultimate cost also increased significantly.
- Endothermic Blaster (Primary Fire):
- No longer freezes enemies.
- Instead afflicts a fixed 50% movement speed reduction.
- Slow duration decreased 1 second > 0.5 second.
- DPS Increased 55 > 100.
- Ammo Increased 120 > 150.
- Cryo Freeze no longer removed effects of Zarya/Sigma Ult (Nerf)
- Ice Wall:
- Max Range decreased 35 meters> 20 meters.
- Pillar health reduced 400 > 250.
- Ultimate: Cost Increased by 15% (Nerf)
The removal of Mei’s freezing capability means goodbye to the old Freeze+Icicle on the head combo. Ice wall will also be more breakable, and Blizzard, which is one of the most powerful ultimates in the game, will also be used less often.
Reaper looked pretty strong in the closed beta, and it was evident that he was getting a Nerf. His primary fire got a small nerf, but his spread was increased by 25%. This means in Overwatch 2 you have to get even more up close and personal with Reaper. The global movement ability restrictions in escaping Zarya/Sigma’s ult were also applied to Reaper’s Wraith Form.
- Hellfire Shotguns:
- Damage reduced 6 per pellet > 5.4 per pellet.
- Spread Increased 6 > 8.
- Wraith Form: Can no longer escape Zarya/Sigma’s ult (Nerf)
The new changes will nerf Reaper’s damage output and enforce an even closer range playstyle with him.
In a game that heavily relied on abilities and ultimates, Sombra was a perfect counter to it all. Her hack ability could disrupt and prevent the usage of key abilities reducing the effectiveness of her hacked targets for a significant amount of time. In Overwatch 2, Sombra’s hack has been reworked and balanced for a more streamlined experience. Her hack is now on a shorter cooldown and increased cast time. She can now also hack while being invisible but will remain visible for a very short period of time while hacking. Her primary weapon now has reduced spread at the cost of damage. She also gained a new passive ability, Opportunist, that grants her a whopping 40% increased damage on hacked targets.
Stealth has gotten a nerf with increased detection radius, but the faster cast-in time and ability to hack targets from stealth more than makeup for it. EMP no longer removes all enemy shields but instead damages enemies for 40% of their current health.
- Machine Pistol
- Damage reduced from 8 per bullet > 7 per bullet.
- Spread Reduced by 10%
- Cooldown decreased from 8 seconds > 4 seconds
- Cooldown no longer reduced while hacking health packs
- Cast time increased from 0.65 seconds > 0.85 seconds
- Health pack hack duration reduced from 60 seconds > 30 seconds
- Hacked target ability prevention duration greatly decreased from 5 seconds >> 1 second
- Now reveals hacked enemies through walls for allies
- Sombra getting interrupted while hacking still costs a full cooldown
- Hack duration of BOB reduced from 5 seconds > 2 seconds
- Now destroys Baptiste’s Immortality field
- Opportunist (Passive): Allows Sombra to deal 40% increased damage to hacked targets (Huge Buff)
- Faster cast in time by 0.5 seconds.
- Enemy detection radius increased from 2 meters > 4 meters.
- Can now hack during stealth but revealed during and 0.75 seconds after the hack
- Emp (Ultimate):
- No longer removes all enemy shields
- Instead damaged enemies for 40% of their current health.
The new reworks for Sombra will still make her efficient at killing sole targets, but her effectiveness in locking out an enemy’s abilities has been drastically nerfed. Regardless, Sombra’s stealth Hack or EMP in conjunction with her Opportunist passive is going to be a deadly combo in assassinating enemy squishies or setting her own team up for success.
Tracer has not undergone any ability changes for Overwatch 2, but she gained a damage nerf on her primary weapon.
- Pulse Pistols (Primary Fire): Damage per bullet reduced from 6 > 5. (Huge Nerf)
The changes seem minor on paper, but in practice, this is a huge nerf. Lower damage per bullet means even fewer chances of one-clipping an enemy now. But the global CC reduction will make it easier now to place tracer, which more than makes up for the damage nerf.
Our favorite Dorito and Mountain Dew-fuelled gamer girl is getting a significant change to her hitpoints in Overwatch 2. Her effective HP is increasing overall, but she is sacrificing Armor for more health. The way health works is simple; the damage dealt is reflected directly in decreased hitpoints.
- Hitpoints: Health increased from 175 > 200 (Buff)
The new change is a nerf to D.Va as now she will take more damage on the battlefield. This was intended to still keep her a tank with a large health pool but also make her more killable. On the
Ana is not getting any major changes moving forward to Overwatch 2. But her sleep dart, one of the few remaining CC abilities, is getting tweaked to be on a longer cooldown. This is going to lessen the total CC usage in the game while still keeping Ana’s strongest ability.
- Sleep dart: Cooldown increased from 12 seconds > 15 seconds (Nerf)
Even as a healer, Baptiste had strong offensive capabilities with his burst-fire rifle in Overwatch 1. In the sequel, the combat medic’s kit will have lowered offensive capabilities in favor of higher healing capabilities. His primary fire is getting nerfed with a lower damage fall-off distance. His regenerative burst ability, however, is getting a buff granting all allies in range increased healing.
- Biotic Launcher (Primary Fire): Damage fall-off range reduced from 25 meters > 20 meters (Nerf)
- Regenerative Burst: Total healing to allies increased from 75 HP > 100 HP (Buff)
The changes to Baptiste will make him more effective in healing at a small cost to DPS.
As far as CC is concerned, no other Hero is more notorious than Brigitte. In Overwatch 1 her shield bash was one of the most effective Crowd control abilities in the game. But in Overwatch 2, this ability has been removed entirely. To compensate for it, shield bash cooldown has been reduced, range and damage have been increased. Sheild bash now also triggers her passive healing ability.
- Shield Bash:
- No longer stuns enemies.
- Cooldown reduced from 7 seconds > 5 seconds
- Range increased from 7 meters > 12 meters
- Movement no longer stopped on enemy barrier collision
- Damage increased from 1 > 50
- Now triggers Inspire (Healing passive)
Keeping in line with the Global CC reduction, the removal of Brigitte’s shield bash ability will make it a lot less frustrating to play and balance the game around her.
Lucio received minimal changes in Overwatch 2. In the sequel, all healers gain a passive ability that heals them for 15 HP/ second when out of combat. To offset this, self-heal from Lucio’s crossfade has been reduced. Thanks to the ultimate cost reduction buff, Lucio can also ult more frequently.
- Sound Barrier: Cost reduced by 12% (Buff)
- Crossfade: Self-healing further reduced from 30% less > 60% less
Mercy has also not received any major changes moving on to Overwatch 2. She has gained increased self-healing, which stacks with the support passive, granting her an additional 50% health regeneration when out of combat. Her super jump mechanic has also been removed, decreasing her mobility to compensate for the increased self-heal.
- Support passive: Healing increased by 50% (Heals 22.5 HP/second after not taking damage for 1 second)
The new changes will make Mercy less mobile, making her weak against dive meta. But when out of combat, she will regenerate health really fast, so she needs to be focused down quickly.
The last hero on our list to undergo tweaks is the renowned Talon Scientist, Moira. The only thing about her kit that changed was how Fade interacted with Zarya and Sigma’s ults. Moira is no longer able to escape those ultimates with Fade.
- Fade: No longer able to escape Zarya/Sigma’s ult (Nerf)
So there you have it, these are all the changes that Overwatch 2 is bringing to the table. Note that the game is going through a constant state of updates, so the information you see here might be subject to change. All the latest hero tweaks will be updated here accordingly.
Continue reading: Overwatch 2 Beta: Start Date, How to Sign up, New Hero, and more