Overwatch 2 6v6 Experiement Is Now Live

As a seasoned gamer with over two decades of experience under my belt, I must say that the recent Overwatch 2 roster update has certainly piqued my interest. From the looks of it, Blizzard is making a concerted effort to keep the game fresh and engaging for both veterans and newcomers alike.

In Overwatch 2, the long-awaited 2-2-2 role queue has made a return! The 6v6 experiment in Overwatch 2, which was initially unveiled this month during Season 14, is now active and ready for gameplay.

During this temporary promotion, the Overwatch series reverts to its founding principles, showcasing the initial six-member squads that were present before the shift to a 5 versus 5 setup in Overwatch 2.

Starting today until January 6th, you can participate in the 6v6 Experiment by selecting it from the Unranked section. The game adheres to a team composition model where each side has 2 Tanks, 2 Support, and 2 Damage characters. The rules for gameplay and map selection mirror those of Quick Play mode.

During this temporary event, I’m thrilled that Blizzard is tweaking the balance for several heroes to align with their strengths in the 6v6 mode. These adjustments are exclusive to the 6v6 format and are a refinement from the latest hero balance update on the December 10th patch.

The full list of patch notes is available on Blizzard’s website and below.

Overwatch 2 6v6 Experiment Patch Notes

General

  • Base health regeneration timer increased from 5 to 7 seconds.

Tank

Tank role passive

  • Knockback and critical damage reduction removed.
  • No longer affects health.
  • Now only reduces ultimate charge generated by 25%.

D.Va

  • Base health increased from 225 to 350.
  • Base armor reduced from 325 to 300.

Fusion Cannons

  • Weapon spread increased from 3.375 to 4 degrees.
  • Movement speed penalty increased from 30% to 40%.

Defense Matrix

  • Maximum duration reduced from 3 to 2 seconds.

Boosters

  • Cooldown increased from 3.5 to 4 seconds.

Micro Missiles

  • Cooldown increased from 7 to 8 seconds.

Doomfist

  • Base health increased from 375 to 425.

Seismic Slam

  • Cooldown increased from 6.5 to 7.5 seconds.

Power Block

  • Maximum duration reduced from 2.5 to 2 seconds.
  • Cooldown increased from 7 to 8 seconds.

The Best Defense (Passive)

  • Overhealth gained per target reduced from 40 to 35 HP.
  • Maximum temporary health reduced from 200 to 150 health.

Hazard

Spike Guard

  • Duration reduced from 3.5 to 3 seconds.
  • Recharge time increased from 5 to 6 seconds.

Jagged Wall

  • Cooldown increased from 12 to 15 seconds.
  • Health increased from 400 to 500.

Junker Queen

  • Base health increased from 375 to 425.

Commanding Shout

  • Cooldown increased from 12 to 15 seconds.

Adrenaline Rush

  • Self-healing from wounds damage scalar reduced from 2.5x to 1.0x.

Mauga

  • Base armor reduced from 150 to 100.
  • Base health increased from 425 to 450.

Overrun

  • Cooldown increased from 5 to 7 seconds.
  • Stomp damage reduced from 75 to 60.

Cardiac Overdrive

o Allied lifesteal reduced from 50% to 30%. o Cooldown increased from 15 to 17 seconds.

Cage Fight

  • Maximum duration reduced from 8 to 7 seconds.

Orisa

  • Base armor reduced from 325 to 250.
  • Base health increased from 150 to 250.

Augmented Fusion Driver

  • Now has damage falloff starting at 25 meters.

Energy Javelin

  • Maximum duration reduced from 8 to 7 seconds.

Fortify

  • No longer immune to critical damage.

Ramattra

  • Base health increased from 250 to 375.

Void Barrier

  • Cooldown increased from 13 to 16 seconds.

Nemesis form

  • Bonus armor reduced from 300 to 200.

Reinhardt

  • Base health increased from 250 to 325.
  • Base armor reduced from 300 to 225.
  • Now has the Steadfast passive again, reducing knockback by 30%.

Barrier Field

  • Health increased from 1500 to 2000.

Charge

  • Cooldown increased from 7 to 10 seconds.
  • Steering reduced 50%.

Fire Strike

  • Ability charges reduced from 2 to 1.

Earthshatter

  • Distance reduced from 25 to 20 meters.

Roadhog

  • Base health increased from 600 to 650.

Scrap Gun

  • Secondary fire air burst projectile added.
  • Primary fire 4 large center projectiles removed.
  • Primary fire pellets per shot increased from 16 to 25 projectiles.
  • Damage per pellet increased from 6.25 to 6.5.
  • Critical damage multiplier increased from 1.5 to 2x.

Chain Hook

Cooldown increased from 6 to 8 seconds.

Take a Breather

  • Default bind moved from secondary fire to Ability 2.
  • Maximum heal reduced from 400 to 325.
  • Damage reduction increased from 40 to 50%.
  • Cooldown is now 8 seconds, no longer resource based.

Whole Hog

  • Duration reduced from 8 to 6 seconds.

Sigma

  • Base shield health reduced from 275 to 250.

Experimental Barrier

  • Recharge rate increased from 85 to 100 health per second.

Accretion

  • Damage reduced from 120 to 100.

Winston

  • Base health increased from 225 to 350.
  • Base armor reduced from 250 to 200.

Tesla Cannon

  • No longer ignores armor damage reduction.
  • Secondary fire charge time increased from 0.85 to 1.1 sec.
  • Secondary fire ammo cost increased from 12 to 25.

Jump Pack

  • Cooldown increased from 5 to 6 seconds.

Barrier Projector

  • Cooldown increased from 12 to 13 seconds.

Primal Rage

  • Maximum health gain reduced from 700 to 500.

Wrecking Ball

  • Base shield health removed.
  • Base health increased from 300 to 500.
  • Base armor reduced from 175 to 150.

Adaptive Shields

  • No longer able to disperse shields to allies.
  • Radius reduced from 13 to 8 meters.
  • Overhealth gained per target reduced from 100 to 75.

Pile Driver

  • Cooldown increased from 8 to 10 seconds.

Zarya

  • Base health increased from 175 to 225.

Particle Barrier

  • No longer shares a cooldown with Projected Barrier.
  • Health reduced from 225 to 200.
  • Duration reduced from 2.25 to 2 seconds.
  • Cooldown reduced from 11 to 10 seconds.

Projected Barrier

  • Health reduced from 225 to 200.
  • Duration reduced from 2.25 to 2 seconds.
  • Cooldown reduced from 9 to 8 seconds.

Damage

Damage role passive

  • Healing reduction decreased from 25% to 15%.
  • No longer has reduced effectiveness for tank heroes.

Ashe

B.O.B.

  • B.O.B.’s health increased from 1000 to 1200.

Cassidy

Peacekeeper

  • Fan the hammer secondary fire damage increased from 45 to 50.

Echo

Focusing Beam

  • Damage multiplier for low health targets increased from 3.5 to 4x (200 DPS).

Duplicate

  • No longer has a max health for copied target.

Hanzo

Storm Bow

  • Time to fully charge each shot reduced from 0.8 to 0.72 seconds.

Mei

Ice Wall

  • Wall Health increased from 250 to 300.

Soldier: 76

Heavy Pulse Rifle

  • Damage increased from 19 to 20.

Torbjörn

Deploy Turret

  • Damage increased from 13 to 15.

Tracer

Pulse Pistols

  • Falloff range increased from 10 to 12 meters.

Widowmaker

  • Base health increased from 200 to 225.

Support

Ana

Biotic Rifle

  • Maximum ammo reduced from 15 to 12.

Biotic Grenade

  • Cooldown reduced from 12 to 10 seconds.

Sleep Dart

  • No longer has reduced duration versus Tank heroes.
  • Cooldown reduced from 14 to 12 seconds.

Baptiste

Regenerative Burst

  • No longer heals twice as much for allies under 50% max health.
  • Instant heal increased from 40 to 50.
  • Healing over time increased from 40 to 100 over 5 seconds.

Immortality Field

  • Drone Health increased from 125 to 150

Illari

Solar Rifle

  • Max damage increased from 70 to 75.
  • Min damage increased from 20 to 25.

Healing Pylon

  • Cooldown reduced from 14 to 12 seconds.

Juno

Pulsar Torpedoes

  • Cooldown increased from 10 to 12 seconds.

Hyper Ring

  • Maximum duration reduced from 6 to 4.5 seconds.

Oribital Ray

  • Maximum duration reduced from 10 to 8 seconds.

Kiriko

Healing Ofuda

  • Recovery time reduced from 0.9 to 0.8 seconds.
  • Healing per projectile increased from 13 to 14.

Lifeweaver

Healing Blossom

  • Maximum heal increased from 80 to 90.

Petal Platform

  • Cooldown increased from 12 to 15 seconds.

Tree of Life

  • Maximum duration reduced from 15 to 12 seconds.
  • Cooldown increased from 12 to 15 seconds.

Zenyatta

Orb of Destruction

Ammo reduced from 25 to 20.

Harmony Orb

Time to wear off when not in line of sight reduced from 5 to 3 seconds.

Orb of Discord

  • No longer has a cooldown per target.
  • Time to fall off target when not in line of sight increased from 1.5 to 3 seconds.

Snap Kick (Passive)

  • Knockback reduced 20%.
  • No longer increases quick melee damage.

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2024-12-18 00:09