Overwatch’s new season launches today, and it brings new hero Doctrine, reworks Sombra and Roadhog, and leads us into the final chapter of Blizzard’s year-long narrative arc. It also, like any other season, has a big balance patch that flips switches and dials knobs on multiple heroes in the roster. It has, sadly for some, mercifully for others, killed one of the most fun character synergies we’ve gotten this year.

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Jetpack Cat was one of the first heroes Overwatch added this year as part of its year-long push to bring 10 new characters to the roster. She’s a Support character whose most unique mechanic is that she can tether herself to a teammate and fly them around the map. This is great for getting unprecedented high ground, and as a Soldier: 76 player, I love when a good Cat can fly me above the enemy team as I rain down fire with my auto-targeting Ultimate. 

One character who also makes good use of this tether is Cassidy, the gunslinging cowboy whose Ultimate, High Noon, locks onto enemies’ heads and pops them off in a clean headshot as long as they stay in his line of sight. Well, it’s hard to get out of someone’s line of sight when they’re flying above you. Blizzard, however, doesn’t seem too keen on players doing this any longer, and has specifically made it so if Cassidy uses High Noon, he will detach from Jetpack Cat’s tether and fall to the ground.

“Lifeline can create unique interactions with several ultimates, but its combination with High Noon has proven too powerful at repositioning Cassidy to eliminate targets,” Blizzard writes in the patch notes. “High Noon will now prevent Cassidy from attaching to Lifeline. We will continue evaluating other interactions on a case-by-case basis.”

It’s odd to me that this is the only interaction of its kind that has been changed. Soldier’s Ultimate also locks onto enemies, and Ashe’s deployable bodyguard B.O.B. can also be carried across the map on a tether and wasn’t changed. I suppose those aren’t instant kills the way High Noon is. I do fear we’re getting to a point where Jetpack Cat’s tether might end up getting some kind of timer on it, as Overwatch loves to patch out infinite states like Sombra’s invisibility and Wrecking Ball’s tether, making it harder to use those characters’ base abilities in the way they were once intended to be used. 

The full balance patch notes are as follows:

Roadhog

Developer Comments: We had two main goals with this Roadhog rework: to reduce the frustration that comes out of how lethal Chain Hook ends up being on most heroes, and to give Roadhog a new tool to help him aid his team as a more traditional Tank would. Changing his primary fire to shoot in a 2-burst cadence alongside slight adjustments to Chain Hook should preserve the ability’s strength as a displacement tool while dampening its lethality. Meanwhile, Roadhog’s new ability, Trash Compactor, brings new utility for him and his team that feeds back into Roadhog being a lethal force on the battlefield. While Trash Compactor is active, Roadhog vacuums up projectiles in front of him, converting them into an explosive projectile to fling back at enemies. Operating as a strong defensive and offensive ability, Trash Compactor should help point Roadhog towards making game-swinging plays with more vectors than just trying to one-shot-combo heroes.

Scrap Gun – Primary Fire

  • Primary Fire now fires 2 bursts per volley.
  • Ammo increased from 6 to 12.
  • Total damage per volley increased from 175 to 204.
  • Critical damage multiplier decreased from 2x to 1.5x.
  • Shotgun pellet count decreased from 25 to 16.
  • Shotgun pellet damage decreased from 7 to 4.25.
  • Now fires a larger projectile in the center of each shot.
  • Center projectile deals 34 damage.
  • Spread decreased from 8 degrees to 6 degrees.
  • Falloff range decreased from 30-50 meters to 20-35 meters.
  • Projectile speed increased from 80 meters per second to 100 meters per second.

Scrap Gun – Secondary Fire

  • Removed.

Trash Compactor

  • New ability assigned to Secondary Fire by default.
  • When activated, begin absorbing projectiles in front of Roadhog for 2 seconds.
  • After the duration, fire an explosive projectile whose damage scales based on the damage absorbed, ranging from 75 to 200 damage.
  • Explosion inner radius of 2 meters, explosion outer radius of 6 meters with a 30% falloff scalar.
  • Impact damage is 10.
  • Conversion rate is 30% of damage absorbed.
  • Movement speed penalty of 15% while active.
  • Cooldown is 10 seconds in 5v5.
  • Cooldown is 11 seconds in 6v6.

Chain Hook

  • Enemy stun duration after being pulled decreased from 0.4 seconds to 0.3 seconds.
  • Target’s final distance from Roadhog after being pulled increased from 3 meters to 4.5 meters.
  • Cooldown decreased from 7 seconds to 6 seconds in 5v5.
  • Cooldown decreased from 8 seconds to 7 seconds in 6v6.

Take A Breather

  • Max duration decreased from 3 seconds to 2 seconds.
  • Healing over time increased from 150 per second to 200 per second.
  • Damage reduction decreased from 40% to 35%.
  • Cooldown increased from 1.25 seconds to 2 seconds.

Scrap Hook – Minor Perk

  • Ammo reloaded increased from 2 to 4.

Shrapnel Launcher – Minor Perk

  • Removed.

Here, Piggy Piggy – Minor Perk

  • New Minor Perk.
  • During Whole Hog, Chain Hook’s cooldown is reduced by 80%.

Pulled Pork – Major Perk

  • Removed.

Toxic Exhaust – Major Perk

  • New Major Perk.
  • Enemies in front of Roadhog while Trash Compactor is active are slowed by 30% and take 20 damage per second.

Sombra

Developer Comments: Sombra is being brought into the Support role with this latest rework. In the past, her identity as a disruptive mastermind was at odds with the value a Damage hero was expected to bring. Moving Sombra to the Support role should allow us to fully lean into her hero fantasy while keeping important pillars of her gameplay intact.

One notable change of the rework is the removal of Hack as an ability. Facing Sombra often meant being unexpectedly locked out of your abilities from time to time. While this can create fun moments of cancelling key abilities for the Sombra player, most players found it jarring, frustrating, and difficult to deal with. By removing Hack from her main abilities, we brought in a new debuff Sombra can inflict on enemies: Weaken, which halves an enemy’s own damage and healing output. A well-timed weaken can turn the tide of battle, much like Hack was able to, without completely locking an enemy out of their own abilities.

  • Moved from Damage to Support role.
  • Moved from Recon subrole to Tactician subrole.
  • Experience required to earn minor perk increased by 67%.
  • Experience required to earn major perk increased by 69.5%.

Machine Pistol

  • Damage per projectile decreased from 8 to 7.
  • Minimum falloff distance increased from 15 meters to 20 meters.
  • Maximum spread decreased from 2.3 degrees to 2 degrees.
  • Shots until max spread increased from 6 to 10.

EMP (Ultimate)

  • Ultimate cost increased by 67.5%.
  • Damage decreased from 25% of current health to 20% of current health.

Hack

  • Removed.

Hotfix

  • New ability assigned to Secondary Fire by default.
  • Heal an ally over time for a set amount of health.
  • Hotfixing an ally heals them for 65 instant health and 25 health per second over its duration.
  • Hotfix lasts on an ally until either 175 total healing is done or until 12 seconds have passed.
  • Hotfix can also target health packs and most enemy deployables to hack them, which does not require any Hotfix charges and triggers a separate 6 second cooldown.
  • Hacked health pack duration decreased from 45 seconds to 30 seconds.
  • Hacking health packs or deployables can be interrupted by taking damage, which will cancel the ability and trigger the separate 6 second cooldown.
  • Hotfix can be used while stealthed, temporarily revealing Sombra without breaking stealth.
  • Cast time is 0.5 seconds.
  • Range is 17 meters.
  • Has 2 charges.
  • Cooldown is 8 seconds.

Virus

  • Removed.

Cyberspace

  • New ability assigned to Ability 1 by default.
  • Launch a projectile that explodes on impact, creating a zone that weakens enemies and heals allies.
  • Initial explosion deals 40 damage to enemies and 40 healing to allies.
  • Zone deals 25 damage per second to enemies and 30 healing per second to allies.
  • Zone duration is 3 seconds.
  • Zone radius is 5 meters.
  • Enemies within the zone are weakened, which is a new status effect that reduces the target’s own damage and healing output by 50%.

Translocator

  • Stealth duration increased from 5 seconds to 6.5 seconds.
  • Time to enter Stealth increased from 0.3 seconds to 0.75 seconds.
  • Projectile range reduced from 18 meters to 12.25 meters.
  • Movement speed bonus is now active immediately after teleporting instead of after fully entering Stealth.
  • Cooldown increased from 6 seconds to 7.5 seconds.

Opportunist

  • Removed.

Conspirator

  • New Passive.
  • Fully-charged enemy ultimates are revealed to you.

Encrypted Upload – Minor Perk

  • Removed.

Life Hack – Minor Perk

  • New Minor Perk.
  • EMP applies Hotfix to all nearby allies.

High-Speed Bandwidth – Major Perk

  • Removed.

Data Packet – Major Perk

  • New Major Perk.
  • Hacking health packs with Hotfix reduces its main cooldown by 4 seconds.

Viral Replication – Major Perk

  • Removed.

Cybersecurity – Major Perk

  • New Major Perk.
  • Cyberspace’s healing is doubled on allies below half health.

GENERAL

Developer Comments: As a result of the hit volume updates this patch smoothing out some of the hit detection inconsistencies between heroes, we’re reducing the size of hitscan projectiles to maintain a similar level of effectiveness. We’ll be keeping an eye on how the changes impact the consistency of projectiles with travel times as well.

  • Global “large” hitscan projectile size reduced from 0.07 to 0.04 meters
  • Global “small” hitscan projectile size reduced from 0.04 to 0.02 meters

TANK

D.Va

Developer Comments: Increasing Micro Missiles’ fire rate reduces the time needed to fire the full volley, increasing the burst potential without increasing its total damage output.

Micro Missiles

  • Fire rate increased from 11 to 14 shots per second

Domina

Developer Comments: Domina struggles to sustain herself against opponents who can consistently pressure through her barrier. Reducing Crystal Charge’s cooldown and increasing Reconstruction’s lifesteal improves her ability to recover health during extended engagements.

Crystal Charge

  • Cooldown reduced from 8 to 7 seconds

Reconstruction (Passive)

  • Ability lifesteal increased from 75% to 100%

DAMAGE

Bastion

Developer Comments: Bastion’s Reconfiguration can provide sustained pressure for extended periods of time. Reducing its duration places greater emphasis on timing while preserving its overall impact.

Reconfigure

  • Duration reduced from 6 to 5 seconds.

Cassidy

Developer Comments: Lifeline can create unique interactions with several ultimates, but its combination with High Noon has proven too powerful at repositioning Cassidy to eliminate targets. High Noon will now prevent Cassidy from attaching to Lifeline. We will continue evaluating other interactions on a case-by-case basis.

High Noon

  • Now prevents attaching to Jetpack Cat’s Lifeline

Emre

Developer Comments: Emre’s damage output is high, but he can struggle to secure eliminations. Reducing Cyber Frag’s cooldown increases its availability and gives him more opportunities to capitalize on its high burst damage.

Cyber Frag

  • Cooldown reduced from 10 to 9 seconds.

Genji

Developer Comments: Swift Strike’s damage is being increased to strengthen Genji’s ability to secure eliminations through his core combos. Dragonblade’s changes are intended to avoid damage boost breakpoints created by the Swift Strike increase while improving its overall effectiveness.

Swift Strike

  • Damage increased from 50 to 60.

Dragonblade

  • Damage reduced from 110 to 100.
  • Swing speed increased by 15%

Shion

Developer Comments: Rapid Reload has underperformed as a minor perk and is being replaced with Survival Instinct, providing a more reliable survivability option for aggressive playstyles by extending Evade’s overhealth duration.

Rapid Reload – Minor Perk

  • Removed.

Survival Instinct – Minor Perk

  • Added.
  • Evade’s overhealth duration is increased by 1 second.

SUPPORT

Ana

Developer Comments: While Groggy can be valuable in the right situations, it has generally underperformed compared to its alternative option. Local Anesthetic increases Sleep Dart’s utility by allowing it to affect nearby enemies, creating additional uses beyond hitting a single target.

Groggy – Minor Perk

  • Removed

Local Anesthetic

  • Sleep dart explodes on impact, slowing enemies and dealing 45 damage over 3 seconds.

Doctrine

Developer Comments: Doctrine was generally well received during the trial weekend but was overperforming relative to other supports. These adjustments target several areas of his kit while preserving his core gameplay flow. Deliverance will now apply its effects more quickly, but for a shorter duration, reducing the overall time both allies and enemies are affected.

  • Ultimate cost increased by 8%.

Invigorating Drones

  • Attack Speed reduced from 35% to 30%.

Shrouded Momentum

  • Cooldown increased from 7 to 8 seconds.
  • Damage reduction reduced from 50% to 40%.
  • No longer is critical immune while active.

Deliverance

  • Drone Fire Rate increased from 4 to 5.
  • Overhealth and debuff duration reduced from 8 to 6 seconds.
  • Decay duration reduced from 5 to 4 seconds.

Transfusion – Major Perk

  • Damage and healing conversion rate reduced by 50%.

Lucio

Developer Comments: Previous changes to Sound Barrier reduced its effectiveness more than intended. The duration of its overhealth decay is being reverted while retaining the reduced overhealth amount. Beat Drop is also being adjusted independently and reduced in duration rather than being tied directly to Sound Barrier’s overall duration.

Sound Barrier

  • Duration increased from 5 to 6 seconds.

Beat Drop – Minor Perk

  • Amp It Up is now active for 4 seconds after casting Sound Barrier.

Hero Hit Volumes

Developer Comments: We’ve done a broad pass across the hero roster to bring their hit volume sizes closer to other similar types of heroes. The raw values are noted here rather than a percentage for a clearer understanding of the change relative to other heroes. The hit volume sizes are not strictly standardized due to the varying size of visual models, unique animation sets, and a wide range of movement abilities but they are influenced by factors such as engagement range and mobility.

This is intended to make aiming at targets more consistent on average but overall shouldn’t feel very different in gameplay.

Ana

  • Head hit volume increased from 16.9 to 18

Anran

  • Head hit volume increased from 15.2 to 17
  • Torso hit volume increased from 18 to 23
  • Leg hit volume increased from 14.7 to 19

Ashe

  • Torso hit volume increased from 22.4 to 25
  • Leg hit volumes increased from 16.7 to 19

Baptiste

  • Head hit volume increased from 15.1 to 16

Bastion

  • Head hit volume increased from 20 to 21.5
  • Back minigun hit volume reduced from 20 to 18
  • Lower arm hit volume reduced from 20 to 15

Brigitte

  • Head hit volume increased from 14 to 16

Cassidy

  • Torso hit volume reduced from 37 to 33
  • Leg hit volumes reduced from 24 to 22

Doomfist

  • Head hit volume increased from 19.7 to 21
  • Waist hit volume increased from 30 to 35
  • Leg hit volume increased from 21 to 26
  • Fist hit volume reduced from 24 to 20

Echo

  • Head hit volume increased from 15.9 to 18
  • Leg hit volumes increased from 14.6 to 20

Emre

  • Head hit volume increased from 16 to 18
  • Leg hit volumes increased from 17.5 to 20

Hanzo

  • Head hit volume increased from 16 to 18

Hazard

  • Head hit volume increased from 18.5 to 20
  • Leg hit volumes increased from 21.9 to 24

Illari

  • Head hit volume increased from 14.9 to 18
  • Torso hit volume increased from 20 to 23.5

Jetpack Cat

  • Head hit volume increased from 15.8 to 18.5
  • Torso hit volume increased from 14.8 to 17
  • Waist hit volume increased from 19.5 to 26
  • Leg hit volumes increased from 9.7 to 12

Junker Queen

  • Head hit volume increased from 17.8 to 19
  • Torso hit volume increased from 26.2 to 28
  • Waist hit volume increased from 23.8 to 26
  • Leg hit volume increased from 19.2 to 22

Junkrat

  • Torso hit volume reduced from 32 to 29
  • Leg hit volumes increased from 17.3 to 20

Juno

  • Torso hit volume increased from 19 to 23
  • Hand hit volumes reduced from 8.5 to 5
  • Arm hit volumes reduced from 9 to 7

Kiriko

  • Head hit volume increased from 14.9 to 16
  • Torso hit volume increased from 17.7 to 21

Lifeweaver

  • Head hit volume increased from 14.8 to 17
  • Torso hit volume increased from 19.7 to 25
  • Leg hit volumes increased from 15.5 to 19
  • Waist hit volume increased from 15.9 to 20

Lucio

  • Head hit volume increased from 13.2 to 16

Mercy

  • Head hit volume increased from 14.4 to 17
  • Torso hit volume increased from 22.4 to 24.5
  • Leg hit volumes reduced from 22.4 to 20

Mizuki

  • Head hit volume height reduced from 10 to 6
  • Head hit volume increased from 16 to 17.5
  • Torso hit volume increased from 22 to 24
  • Leg hit volumes increased from 17 to 19

Mauga

  • Head hit volume increased from 22 to 23.5
  • Hand hit volumes reduced from 16 to 12
  • Leg hit volume length reduced from 50 to 35
  • Torso hit volume increased from 40 to 42
  • Torso hit volume width increased from 30 to 40

Mei

  • Head hit volume increased from 15 to 16
  • Head hit volume height reduced from 10 to 4
  • Leg hit volumes increased from 17.2 to 19
  • Backpack hit volume reduced from 14.6 to 12

Moira

  • Torso hit volume reduced from 27 to 25

Reinhardt

  • Shoulder hit volume reduced from 40 to 35
  • Hand hit volumes reduced from 25 to 20
  • Foot hit volumes reduced from 40 to 30

Sierra

  • Torso hit volume increased from 20.7 to 23
  • Legs hit volumes increased from 16.7 to 19
  • Lower leg hit volumes increased from 15 to 19
  • Lower leg hit volume height reduced from 54.9 to 40

Sojourn

  • Head hit volume increased from 14.9 to 16
  • Torso hit volume increased from 20.5 to 23.5
  • Leg hit volumes increased from 17 to 18.5

Sombra

  • Head hit volume increased from 14 to 16
  • Torso hit volume reduced from 25 to 23
  • Leg hit volumes increased from 15 to 18

Symmetra

  • Torso hit volume increased from 22.4 to 24
  • Leg hit volume reduced from 22.4 to 20

Tracer

  • Torso hit volume increased from 22.4 to 24
  • Legs hit volumes reduced from 22.4 to 20

Torbjorn

  • Head hit volume reduced from 23.3 to 20
  • Claw hand hit volume reduced from 15 to 11

Venture

  • Torso hit volume increased from 22.9 to 25
  • Leg hit volumes increased from 17 to 21

Wrecking Ball

  • Head hit volume increased from 22 to 25
  • Torso hit volume increased from 83.5 to 87.5

Wuyang

  • Head hit volume increased from 14.85 to 16
  • Torso hit volume increased from 20.2 to 23

Zenyatta

  • Head hit volume reduced from 20 to 17
  • Torso hit volume reduced from 32 to 30
  • Leg hit volumes reduced from 24 to 22

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