Overwatch 2 Update 3.72 – Patch Notes on February 14, 2024
A new update for Overwatch 2, known as Update 3.72, has recently been released. This update is accessible across all gaming platforms, as well as on PC. Players can now download this update, which introduces bug fixes, improvement updates, and patch notes for the game. It is worth noting that the file size of this update may differ depending on the gaming platform being used.
Overwatch 2 Update 3.72: Skill Rank Reset
- The latest update for Overwatch 2, Patch 3.72, brings significant changes to the game’s Competitive Play mode. One of the major changes is the Skill Rank Reset, which is designed to give all players a chance to climb higher than ever before. This reset affects all roles in both Role Queue and Open Queue in Competitive Play, resetting them to Unranked.
Placement Matches
- The Placement Matches system has also been rebuilt from the ground up. After each placement match, players will now be able to see their predicted rank. To receive their Skill Rank for a specific role, players must complete 10 matches in that role. Winning the placements will have a significant impact on their final rank.
Competitive Updates
- The Competitive Updates system has been reworked. Instead of requiring five wins or 15 losses to trigger an update, updates now happen after every match. The Competitive Updates page now provides information about ranks in both Role Queue and Open Queue, as well as progress towards Competitive Point rewards.
Skill Modifiers
- Modifiers now appear on the Competitive Progress page after each match. These skill modifiers provide information on how much a rank will gain or lose progress after a match. They take into account factors such as win or loss streaks, rank instability, and match favorability.
New Skill Tier – Champion
- A new rank called Champion has been added above Grandmaster. This rank is more exclusive than any other rank in Overwatch, and only an exceedingly small percentage of players will reach this echelon of Competitive Play.
Versus Screen
- The range of ranks for players in a match of Competitive Play is now displayed on the same screen where both teams are shown with their name cards, player icons, and titles. This provides players with more information about the skill levels of the players in their match.
New Grouping Requirements
- The grouping requirements for players of different skill ranks have been updated. Bronze through Diamond players may now group with other players within 2 Skill Tiers of their own Skill Rank. Master players may group with other players within 1 Skill Tier of their own. Grandmaster players may group with other players within 3 Skill Divisions of their own. Champion players may only group with one other player within 3 Skill Divisions of their own.
Art & UI Updates
- The Skill Tier and Skill Division art for rank icons have been redesigned for improved readability. The Competitive Skill Tier legend has also been redesigned to include updated and new relevant information.
Competitive Points and Rewards
- The amount of Competitive Points awarded has been adjusted. Each win now grants 10 Competitive Points, each draw grants 5 Competitive Points, and losses still grant 0 Competitive Points. Additionally, Competitive Challenges that awarded additional Competitive Points at the end of the season have been replaced with a new Competitive Progression system. Every match now grants progress towards the Competitive Progression meter, and after earning 30, players will receive an additional 100 Competitive Points.
- Jade Weapon Variants have been introduced as new Competitive Rewards. Each Jade Weapon Variant costs 3000 Competitive Points to purchase. All players will start this season with a balance of 0 Competitive Points. Existing Competitive Points have been converted into a new currency called Legacy Competitive Points, and each Golden Weapon Variant now costs 3000 Legacy Competitive Points to purchase. At the end of a Competitive Year, any remaining balance of Competitive Points converts to Legacy Competitive Points.
Matchmaking Rating
- The internal Matchmaking Ratings for all players have been adjusted at the start of this season to push players closer to the normalized average, approximately at Gold 3. Matchmaking Ratings have also been decayed, with higher ranks experiencing more decay. This means that most players will start at a lower skill rank and division than their most recent rank.
Competitive Challenges
- Competitive challenges have been removed. Rewards and progress for Competitive Play are now displayed on the Competitive Progress page, and titles are rewarded at the end of the season.
General Updates
Player Progression
- A new set of visual upgrades has been added for Hero and Game Mode badges, starting at Level 500. Progression Level badge upgrades now start at Level 2500. Additionally, Wrecking Ball’s title rewards have been renamed from “Champion” to “Champ” to align with Junker Queen’s usage of the title and avoid confusion with the new Champion rank. The amount needed to level up certain sub-badges for Mauga and Illari has been adjusted.
Friend Endorsements
- The endorsement system has been updated. Endorsements are now only eligible if a player is in the match for a set duration, and they are subject to a configured cooldown period of 12 hours. Endorsements will still be subject to cooldown even if the recipient is unfriended.
Settings
- A new feature has been added for controller and keyboard users. The game now remembers what the user had focus on when backing out of screens.
Crosshair Update
- New types of reticles have been added, including Square, Box, Line, Triwing, and Falloff. New reticle dots options have also been added, including Ring, Square, Triangle, Cross, and Heart. Additionally, new reticle color options have been introduced, such as Brown, Dark Red, Light Red, Light Purple, Gray, and Teal.
Hero Updates
General
- Season 9 features changes to the fundamentals of Overwatch 2 gameplay that affect every hero. Many of these changes are in response to community feedback and aim to address some gameplay pain points.
Most damage-dealing projectiles
- The size of most damage-dealing projectiles has been increased by a new global modifier added to their base size. This includes hitscan projectiles with a high rate of fire or spread, hitscan projectiles that are more precise, travel time projectiles that are shotguns or have a very high rate of fire, travel time projectiles with a speed greater than 50 meters per second, and travel time projectiles with a speed less than or equal to 50 meters per second. However, very large projectiles with a base size greater than 0.5 meters have been excluded from these increases.
Hero Combined HP
- The combined HP of all heroes, including base health, armor, and shields, has been increased by 15-25%. This means that 150-175 HP heroes now have 25 additional HP, 200-300 HP heroes have 50 additional HP, and tanks with 300+ HP have received an increase of 75-100 HP. The specific health increases for each hero can be found in their individual patch notes.
Ultimate Charge
- The cost of all Ultimate abilities has been increased by 10%.
Regenerative Passive for All Heroes
- All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Support Role Passive
- The support role passive now reduces the delay before regeneration begins by half, down to 2.5 seconds.
Damage Role Passive
- The damage role passive has been updated. The reload speed bonus on elimination has been removed, and a new role passive has been added: dealing damage now reduces enemy healing received by 20% for 2 seconds.
Quick Melee
- The damage of quick melee attacks has been increased from 30 to 40.
TANK
(Detailed changes for each tank hero)
D.Va
- Pilot health increased from 150 to 175
- Mech armor increased from 300 to 375
- Self Destruct:
- Explosion maximum damage increased from 900 to 1000
- Inner explosion radius increased from 4 to 6 meters
Doomfist
- Health increased from 300 to 375
- Rocket Punch:
- Max impact damage increased from 50 to 75
- Max wall slam damage increased from 30 to 40
Junker Queen
- Health increased from 300 to 375
- Rampage:
- Wound damage over time increased from 60 to 90
Mauga
- Health increased from 300 to 400
Orisa
- Armor increased from 275 to 350
Ramattra
- Health increased from 200 to 275
Reinhardt
- Health increased from 200 to 250
- Armor increased from 250 to 275
- Rocket Hammer:
- Damage increased from 85 to 100
- Charge:
- Wall impact damage increased from 225 to 275
Roadhog
- Health increased from 550 to 650
Sigma
- Shields increased from 200 to 275
Winston
- Health increased from 200 to 225
- Armor increased from 200 to 250
- Tesla Cannon:
- Damage increased from 60 to 75 damage per second
- Primal Rage:
- Punch damage increased from 40 to 50
Wrecking Ball
- Armor increased from 100 to 175
Zarya
- Health increased from 200 to 275
- Particle Cannon (Primary fire beam):
- Width increased from 0.15 to 0.2 meters
DAMAGE
(Detailed changes for each damage hero)
Ashe
- Health increased from 200 to 250
Bastion
- Health increased from 200 to 250
Cassidy
- Health increased from 225 to 275
- Deadeye:
- Initial damage rate increased from 130 to 150
- Damage rate increased from 260 to 300
Echo
- Health increased from 200 to 250
- Focusing Beam:
- Width increased from 0.2 to 0.25 meters
- Duplicate:
- Maximum combined health value increased from 300 to 350
Genji
- Health increased from 200 to 250
- Dragonblade:
- Swing recovery decreased from 0.9 to 0.7 seconds
Hanzo
- Health increased from 200 to 250
- Storm Arrows:
- Damage increased from 65 to 75
- Cooldown reduced from 10 to 8 seconds
Junkrat
- Health increased from 200 to 250
- Frag Launcher:
- Base projectile size reduced from 0.25 to 0.2 meters
Mei
- Health increased from 250 to 300
Pharah
- Health increased from 200 to 250
- Rocket Launcher:
- Recovery reduced from 0.85 to 0.80 seconds
- Projectile speed increased from 35 to 40 meters per second
- Explosion self-damage reduced from 50% to 25%
- Jet Dash:
- New Secondary Fire Ability
- Provides a quick horizontal boost in the direction Pharah is moving
- 8-second cooldown
- Added a setting to activate Jet Dash on Double Jump instead
- Jump Jet:
- Now restores 50% of Hover Jets fuel and can briefly overfill the maximum fuel amount
- Vertical boost height reduced by 20%
- Cooldown increased from 10 to 14 seconds
- Concussive Blast:
- Cooldown decreased from 9 to 7 seconds
- Explosion now deals 30 damage to enemy targets
- Explosion radius reduced from 8 to 6 meters
- Knockback reduced by 10%
- Barrage:
- Now instantly refills Hover Jets fuel
- Hover Jets:
- Speed boost increased from 20% to 40%
- Now requires landing to recharge fuel
- Can now be activated without fuel to slow your descent
Reaper
- Health increased from 250 to 300
Sojourn
- Health increased from 200 to 250
Symmetra
- Shields increased from 100 to 150
- Photon Projector (Primary fire beam):
- Width increased from 0.2 to 0.25 meters
Torbjörn
- Health increased from 200 to 250
Tracer
- Health increased from 150 to 175
Widowmaker
- Health increased from 175 to 200
SUPPORT
(Detailed changes for each support hero)
Ana
- Health increased from 200 to 250
Baptiste
- Health increased from 200 to 250
Brigitte
- Health increased from 150 to 200
- Rocket Flail:
- Damage increased from 35 to 45
Illari
- Health increased from 200 to 250
Kiriko
- Health increased from 200 to 250
Lifeweaver
- Health increased from 175 to 225
Lúcio
- Health increased from 200 to 250
- Soundwave:
- Damage increased from 25 to 35
- Knockback increased by 12%
- Movement lockout duration increased from 0.3 to 0.45 seconds
Mercy
- Health increased from 200 to 250
- Guardian Angel:
- Active duration on jump/crouch cancel reduced from 1.5 to 1 second
- Sympathetic Recovery (passive):
- Health recovered increased from 25% to 40% of healing dealt
Moira
- Health increased from 200 to 250
- Biotic Grasp (Secondary fire):
- Damage increased from 50 to 65 damage per second
- Target acquisition radius increased from 0.6 to 0.7 meters
Zenyatta
- Health increased from 75 to 100
- Shields increased from 150 to 175
MAP UPDATES
Junkertown Update
- Junkertown has received a significant update with the addition of a new nighttime lighting theme. The first point now features a new building to provide more cover and block long sightlines. A water tower has also been added to block sightlines from upper choke positions. Additional vehicles have been placed near the cliff to provide more cover and block long sightlines. The cliffside path has been reduced to tighten the space and reduce the overall footprint of the area. A small health pack on the second area balcony that was being overused by defenders has been removed. A vertical beam has been added at the second choke point to promote movement out of the upper floor and make the choke easier to defend. The hallway in the third area has been widened and provided with more cover to make close-quarter fights easier to maneuver.
Bug Fixes
- Fixed an issue with some shadows appearing jagged on settings below Ultra.
- Fixed a bug that prevented the player’s skin from changing when using the Change Skin option in Hero Select if a Loadout was selected.
- Fixed a bug with Golden Weapons being marked as unspecified and not being purchasable.
- Fixed a bug with some callouts for pushing the payload playing at incorrect moments.
- Fixed an issue with Wall Climb failing in certain situations.
- Additional bug fixes have been made for general stability and performance.
Map Updates
- Antarctic Peninsula: Fixed lighting in some areas of the map.
- King’s Row: Fixed areas of the map that were missing collision.
- Midtown: Fixed some locations that could cause certain heroes to become stuck.
- Shambali Monastery: Fixed a location on the map that displayed incorrect textures.
Hero Fixes
- Doomfist: Fixed a bug with Meteor Strike that could result in Doomfist getting inside the environment. Fixed a bug that sometimes prevented Seismic Slam’s damage from going through turrets. Fixed a bug that could prevent Doomfist from acquiring Overhealth in some cases. Fixed a bug where Rocket Punch left a small window of time open to use abilities.
- Echo: Fixed an interaction when Duplicating Bastion that prevented the Duplicated Configuration: Artillery’s shots from landing if Duplicate ended before they landed.
- Lifeweaver: Fixed a bug that prevented Tree of Life from healing Reaper when in Wraith form.
- Lúcio: Amp it Up now goes on cooldown if interrupted by stun during its cast time or when dying while it’s active.
- Mauga: Fixed a bug with the burning applied by Mauga not being removed when picking up a health pack.
- Orisa: Terra Surge now correctly pulls in and damages enemies that are on uneven slopes or collision, as long as Orisa has a direct line of sight.
- Roadhog: Fixed a bug with Roadhog’s model becoming distorted with some skins during the Heroic Highlight intro. Fixed a bug with Pig Pen displaying a Junkrat icon when pinged.
- Sombra: Fixed an interaction that prevented Hack from being interrupted by Rocket Punch or Shield Bash. Fixed a bug where Sombra would enter Stealth while escorting the robot in some situations.
- Torbjörn: Fixed a bug with disabling the Interact Cancel Deploy Turret setting causing only a deployed turret to be destroyed and not a new one being thrown out when the ability is used.
- Winston: Fixed a bug with Primal Rage that interrupted the ability to attack if the Ultimate was initiated while Jumping and using Melee at the same time.
- Zenyatta: Golden weapon tint should now properly be reflected on all skins.
These are the detailed patch notes for the Overwatch 2 Update 3.72. They include changes to the Skill Rank Reset, Placement Matches, Competitive Updates, Skill Modifiers, the addition of a new Skill Tier, Grouping Requirements, Art & UI updates, Competitive Points and Rewards, Matchmaking Rating, and Competitive Challenges. Additionally, there are updates to player progression, friend endorsements, settings, crosshair options, and bug fixes for various heroes and maps.