Overwatch Sept 24 update buffs Orisa, nixes McCree air rolls: patch notes - Dexerto

Overwatch Sept 24 update buffs Orisa, nixes McCree air rolls: patch notes

Published: 24/Sep/2020 20:07 Updated: 24/Sep/2020 20:20

by Michael Gwilliam


A new Overwatch patch has hit the live servers bringing in a bunch of the Experimental mode’s changes, but opting not to push McCree’s air rolls into the game.

While this update is filled mostly with buffs, there is a sizable nerf to Ashe as the Deadlock Gang member sees her dynamite feel the heat.


Now, the explosion damage has been reduced from 75 to 50. This will mean players will be able to tank the powerful ability a bit easier and Ashe will need to land some additional shots to finish off targets.

Plus, this should greatly lower Ashe’s Ultimate charge, meaning that she will be getting less B.O.Bs in matches.

Ashe leads her team on Rialto
Blizzard Entertainment
Ashe is the big loser this patch.

Elsewhere, Baptiste is getting a bit of an Ultimate charge buff with Amplification Matrix charging 15% faster with its cost reduced. This change is likely to offset the nerfs to Baptiste’s healing that went live in previous updates.

For McCree, the developers seem to have decided not to allow him to roll mid-air, but he can still roll further. Additionally, his Flash Bang’s stun will last slightly longer up to 0.8 seconds from 0.7.

Orisa is probably the big winner this patch as her primary fire speed is increased and her base armor is up from 200 to 250.

Orisa in Overwatch
Blizzard Entertainment
Orisa has been buffed in a big way.

Roadhog also sees a bit of a buff with Hook now bringing targets even closer to him for a quick one-shot kill combo.

It will be interesting to see how these patches affect the game, especially considering how many feel Overwatch is already in a good spot meta wise.

Full patch notes:





  • Explosion damage reduced from 75 to 50

Developer Comments: 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.


Amplification Matrix

  • Ultimate cost decreased 15%

Developer Comments: 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.


Combat Roll

  • Distance increased 20%


  • Stun duration increased from 0.7 to 0.8 seconds

Developer Comments: 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.



  • Base armor increased from 200 to 250

Fusion Driver

  • Projectile speed increased from 90 to 120

Developer Comments: 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.


Chain Hook

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

Developer Comments: 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.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.