Ok thanks everyone, we have to wrap this one up! The good news is Brigitte is rolling out to the live game as we speak so you guys should be able to just go play her! As always, keep the feedback coming!

I think I remember reading or hearing in an interview that the balance team sometimes has multiple directions for possible balance tweaks prepared to test. So what the community often calls knee jerk reactions to changes on the PTR may very well be the team testing another balance tuning they’ve already been thinking about.

When Moira was released, you guys said you were keeping an eye on her survivability, as that was a potential area where she may end up being too strong.

That goes along those same lines, right?

How does this apply to Brigitte? What sorts of “watch areas” do you have for Brigitte? What sorts of possible fixes are you guys already thinking about to address any possible issues you suspect may yet appear.

This is a good question. Obviously by the time a hero comes out we’ve done more playtesting on it than anyone else, so we generally have some things on our ‘watch list’ for any given hero.

For Brigitte there are a few things we’re keeping a close eye on.

  • Is there too much max health gain potential now? Is Torb/Brigitte/Sym going to be some crazy thing where you stack Tracer up with so much health she becomes nearly unkillable for example?
  • Is her ultimate too strong? The fact that half of it can linger indefinitely and how powerful armor can be in the game, it might just be too strong overall.
  • Her stun burst combo. Even though she has fairly low DPS across the game as a whole, she can put out quite a bit of damage if you shield bash -> melee -> whip shop and it is fairly safe since they can’t really act until they are flying away from you.

This list is mostly a ‘this might be OP’ list, but there are other things we really want to keep an eye on such as making sure her Inspire passive feels useful and powerful, and making sure her ultimate is worth using in combat instead of only outside of combat for the lingering armor.


Any fun or interesting bugs and interactions from development to share?

Every hero goes through a ton of changes throughout internal development! We have great tools to work worth so often instead of just talking about what might or might not be cool we can just throw something together and try it out.

For example, her ult started out very ‘kitchen sinky’. It used to do all of these things (at the same time):

  • Gave her a ton of upfront armor for herself (I think it was like 150?)
  • Armor regen for everyone
  • Speed boost
  • Made her shield solid metal which made it indestructible.
  • Made it so if she shield bashed you while using this shield, you were knocked down like a Reinhardt ult, instead of just staggered.

Obviously this was pretty crazy but it was interesting to see what elements people really liked. Ultimately we decided to clean it up and get it down to what really mattered. Plus the stun thing was super overpowered :slight_smile:



  • Changed the name of Junkrat’s Scarecrow spray to Hayseed
  • Updated Mercy’s Toast victory pose




  • Now goes on a 2-second cooldown when interrupted by damage
  • Now more consistently interrupted when targets break line of sight

Developer Comments: We’re also removing the 0.1 second window of time during a hack where it couldn’t be canceled via line of sight or with other abilities including Tracer’s Recall and Zarya’s Particle Barrier, which was originally put in place so the hack wouldn’t be interrupted by small objects such as light posts. We’ve implemented a separate fix for that issue, so she should still be unaffected by those small objects.

USER INTERFACE UPDATES General The Team Information Screen now displays the ultimate charge of your teammates



  • Fixed a bug that prevented Doomfist’s Rocket Punch from traveling forward if he had been hit by an enemy Doomfist’s Rising Uppercut

  • Fixed a bug that sometimes prevented players from aiming Doomfist’s Rocket Punch when facing an enemy

  • Fixed an issue that allowed players to jump over Doomfist’s Rocket Punch when on an incline

  • Fixed a bug that caused Doomfist’s Seismic Slam to cancel if he could not get close to his target

  • Fixed a bug that prevented Doomfist’s Rising Uppercut cooldown countdown from displaying if he was in a movement hindering ability (e.g. Zarya’s Graviton Surge or Junkrat’s Steel Trap)

  • Fixed a bug that caused Doomfist’s Rocket Punch cooldown to delay counting down if he was in a movement hindering ability (e.g. Zarya’s Graviton Surge or Junkrat’s Steel Trap)

  • Fixed a bug that prevented Doomfist’s Rocket Punch from hitting enemies that were close to him

  • Fixed a bug that prevented Junkrat’s RIP-Tire kills from being credited in the Kill Feed if the targets had a long death animation (e.g. D.Va’s Mech)

  • Fixed a bug that caused Mercy’s Regeneration to occur instantly if she took damage while at full health

  • Fixed a bug that caused Mercy’s wings to separate from her body if her Zhuque skin was equipped during her Toast victory pose

  • Fixed a bug that prevented Moira’s Biotic Orb from receiving kill credit if it expired at the same time it killed an enemy

  • Fixed a bug that caused Moira’s Fade visual effects to indicate the direction she was traveling in when she used the ability

  • Fixed a bug that prevented Reinhardt’s Charge from pinning enemies

  • Fixed a bug that prevented the chunks from the pumpkin in Reinhardt’s Pumpkin Smash emote from appearing after he obliterated it with his Rocket Hammer

  • Fixed a bug that caused Roadhog’s Chain Hook to appear at the top of an opponent’s screen if he used it against an enemy Mercy when she used Valkyrie

  • Fixed a bug that prevented Sombra from receiving environmental kill credit if she kills an enemy using Hack

  • Fixed a bug that sometimes caused Sombra to be visible to enemies without displaying a “Detected” notification during Stealth

  • Fixed a bug that sometimes failed to teleport players using Symmetra’s Teleporter if they used an ability that increased their movement speed when passing through it (e.g. Doomfist’s Rocket Punch)


  • Fixed a bug that caused some objects to block projectiles on Blizzard World (e.g. souvenir carts)


  • Fixed a bug that prevented the “Restore Defaults” button from resetting all settings in the Social Options tab

  • Fixed a bug that caused players to delete characters in the “Save Highlight” text box if they pressed down the delete input while their settings were below 60 FPS

  • Fixed a bug that caused the user interface to indicate two control points on a single control point map when playing a custom game


New Hero: Brigitte (Support):

An engineer with peerless armor-constructing abilities, Brigitte Lindholm is a valiant squire who fights on the front line to protect her allies.

Brigitte’s armor engineering capabilities make her a stalwart support hero, capable of holding her ground in combat while also providing healing and armor for her allies. Her primary weapon is her heavy-hitting Rocket Flail that she swings in a wide arc in front of her to smash multiple enemies at once. Whip Shot enables Brigitte to fling her flail forward, striking enemies at a distance and knocking them backward. With each blow, Brigitte’s passive ability, Inspire, heals nearby allies over time.

Brigitte’s Barrier Shield deploys a frontal energy barrier that can absorb a limited amount of damage and protect any allies directly behind her. Once her Barrier Shield is deployed, she can use Shield Bash to lunge forward and stun the first enemy in her path. Drawing on her engineering prowess, Brigitte can create Repair Packs to instantly heal wounded allies or provide armor to teammates at maximum health. When Brigitte is at her strongest, she can activate her ultimate ability, Rally—a galvanizing call to arms that generates a substantial amount of armor for nearby allies and increases Brigitte’s movement speed so she can lead them into battle.

To learn more about Brigitte, click here.

Brigitte will be available in Competitive Play in Season 10. To learn more, click here.

A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum.
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our Technical Support forum.



I see you guys are departing from a “teammate oriented support” style to a more “independent and free” style. In other words: from a passive concept to a proactive concept.

Is this a response to the criticism of players not fond of the “Mercy concept” or that loved being a healer but felt that most of the roster were EXTREMELY dependent on their teammates (aka: healers “were meant to serve” the rest of the team) ?

Has there been a change of vision of how you folks perceive support and how it should be in a FPS like Overwatch? What changed ? What has been kept ?

If so, is this change of direction trending for future supports ? I see Moira can fight on their own and deal with flankers and “Bri” actually leads the team. None of them was meant to stay in the backline just watching the others and enhancing the one’s damage !

I think you guys nailed with Moira and Briguitte. Keep with this style !

I think the bottom line here is to just make sure we have a lot of diversity in all our roles. While Moira and Brigitte are both hybrid healers, this doesn’t mean every hero coming out will be a hybrid of some kind. Many players really prefer to focus directly on a single role rather than split focus onto multiple roles, and we want to make sure that is supported as well!


A lot of pros think Brigette won’t change the meta because her heals aren’t reliable enough at that level. Many have suggested dive will never not be the meta due to the way maps are generally designed for high ground. What do you say about these concerns?

To be honest, its pretty hard to tell right now. We’ve actually gotten a lot of mixed feedback on her from all levels of play, as far as how powerful she is. The level design stuff is something we’ve been looking at a lot recently as well, as we agree there are some maps that certainly lend themselves to dive. We don’t have a specific goal to kill dive all together, but we agree it would be nice to see more diversity in the meta in general.

Meet Brigitte—a former mechanical engineer turned squire who fights on the front lines to protect those in need.

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What’s the mindset behind gameplay features such as Brigitte’s flail stun and other mechanics such as freeze/sleep/earthshatter/McCree’s flash when other game designers have vocally talked about avoiding anything that takes control away from the player. In most shooters these mechanics are not available.

Can you talk a little about how your team sees these mechanics? What do they add from your POV?

Crowd control effects are always somewhat contentious, even internally for us. Overall I think the game is healthier having these mechanics in the game, especially since it can allow us to have heroes such as Tracer who are particularly weak to stun effects.

Rest assured, every time we are working on a hero that involves a crowd control effect we being very careful to make sure the game doesn’t devolve into too many CC effects.

You're not wrong and we'll pass along this feedback.


How much of a priority does “fun to play” take in comparison to “fun to play against” when designing a new hero?

We’re constantly thinking about both as we’re designing new heroes. That said, we generally start with ‘fun to play’ and work backwards to make sure a hero is fun to play against as well. A lot of the ‘fun to play against’ stuff comes from just making sure that a hero has reasonable counterplay. In Brigitte’s case, she can be frustrating to play against if she is constantly shield bashing you, but she has very limited range and can get shut down pretty hard by heroes like Pharah.

Bingo! Apologies for the lack of a heads up on this. As we get close to patching we don't want players stuck or booted from Competitive Play matches. It'll be back soon!


where is Jetpack Cat

I think the better question is… where isn’t jetpack cat. He’s the one with the jetpack.

Sorry, everyone. As we near patch time we don't want players stuck or booted in a Competitive Play match and lose SR accidentally. It'll be back up soon.


Why was the choice made to give Brigitte such low damage when she’s intended to be part of the frontline brawl and hitting people as often as possible? Is it to nerf her killing potential to fall in line with the “She’s a Support” argument, or is it to maximize her healing potential with more swings per target?

On the flip side of that, why is her healing from her passive so low and why can it not stack? Granted she has the armor pack, but it doesn’t have a lot of team sustainability. Does the team think that the current selection of main healers is enough or is there a deeper reasoning for this?

Her basic melee damage tuning comes from a place where she just can’t be everything. Being a healer/tank hybrid that doesn’t leave a whole lot of room to dish out a ton of damage. That said, she can still occasionally deal some nice burst damage with her shield bash and whip combo.

On the topic of her passive healing, it is a difficult thing to tune. The original mechanic for her passive was that it would fire off every third melee hit, and had no cooldown (but didn’t stack still). This meant if you were smacking a ton of enemies all at once it would be firing off like crazy.

The issue we ran into with that (and the stacking heal), is that it made you feel like you always needed to be meleeing an enemy to be at your full potential, which left very little room for protecting allies or peeling enemies from your back line etc. As it is now, as long as you’re getting a melee hit in here and there, and landing your whip shots, you are healing as much as you can. We can always increase the passive healing amount if it ends up feeling too weak.


How will Brigitte affect new support hero development going forward? Considering she is a support/tank hybrid, will we see more of these kinds of supports in the future?

I think the goal for us is to always provide as much diversity as we can, in all aspects of the game! We don’t want to just make hybrid supports going forward, as some players really enjoy focusing heavily on a single role and it makes the potential group compositions much more interesting to have options.

I’m interested to hear what people want to see though! We’re always listening and trying to respond and react to what people are really wishing for.


Do you guys like making melee heroes? or are they harder to balance?

The short answer is Yes and Yes!

Reinhardt was one of our first heroes and he mostly just worked for us right away. In retrospect a lot of that was because of his shield which allows him to have another thing to do other than trying to constantly melee enemies.

Genji originally started as a hero that only had his sword, and he was going to be our second melee hero. We ran into huge problems trying to get him to work in the game like that, which is why we eventually gave him shurikens and made the melee his ultimate instead.