September 10 Overwatch patch nerfs Roadhog & updates shotgun consistency - Dexerto

September 10 Overwatch patch nerfs Roadhog & updates shotgun consistency

Published: 10/Sep/2020 19:51 Updated: 10/Sep/2020 19:55

by Michael Gwilliam


A new Overwatch patch has gone live on PC, PS4, Xbox One and Switch, finally nerfing Roadhog and bringing in a slew of shotgun changes, as well.

The big loser in the patch is Roadhog, who sees his lethality decreased, with each pellet from his Scrap Gun now doing one less damage.


In total, his gun will now deal a maximum of 150 damage per shot, although that’s not taking into account critical hits from headshots.

While the older version of Roadhog was a bit more forgiving, users will need to pick their shots a bit better going forward if they want to secure frags.

Roadhog on Temple of Anubis
Blizzard Entertainment
The age of Roadhog may be over at last.

That said, the changes to shotguns across the board may make up for the nerfs.

A big change to shotguns has made it so that the patterns no longer apply a random rotation. This should make them more reliable and remove any of the luck-based aspects of such weaponry.

Finally, Torbjorn is getting some balance changes. His secondary fire recovery has been increased by 0.2 seconds – however, the damage has been increased. Now, it will be doing 12.5 damage, up from 10.5 per projectile.

Torbjorn on Hanamura
Blizzard Entertainment
Could we be entering a Torb meta?

Hopefully, these changes are the best for the game and we don’t enter a world where Torbjorn becomes a must-pick in all levels of play.

We’ll have to wait and see what the future holds.

Full patch notes:




  • Shotgun patterns no longer apply random rotation. This will affect the following heroes:
    • Ashe
    • Doomfist
    • D.Va
    • Reaper
    • Roadhog
    • Torbjörn

Developer Comments: We’re making weapons that utilize shotgun patterns more reliable by removing the random rotation applied to each shot. Individual pellets within the shot will still have a tiny amount of variance to their firing angle for the sake of the shotgun weapon feel, but this change will provide significantly more control over aiming these weapons.



Scrap Gun

  • (General) Projectile damage reduced from 7 to 6 (150 total per shot)

Developer Comments: When combined with the changes to shotgun patterns, we’re looking to keep Roadhog’s Chain Hook combo reliable, but not overly powerful against heroes with higher health pools.


Rivet Gun

  • (Secondary Fire) Recovery increased from 0.6 to 0.8 seconds
  • (Secondary Fire) Damage increased from 10.5 to 12.5 per projectile (125 total per shot)

Developer Comments: This change to Torbjörn’s secondary fire is aimed at giving it a stronger role at close range. We’re hoping this change allows each shot to feel more impactful, since it has a larger burst. To keep this change in line, we’ve also reduced the damage-per-second.


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.