For the past week, attackers have won 49.97%.

Thanks for posting this we will take a look. While this seems crazy, the location the turret went to is the origin (0,0,0) of the map.

If I recall correctly we experimented with this early on. It didn’t feel good to be punished for using your ability.


As mentioned PTR is completely separate from live. We occasionally do a copy from live to PTR and we did that with this update. Cheers!

I’m locking this topic since it contributes nothing constructive to the community. Users who fail to refrain from trolling risk temporary account suspension. Please be respectful to your fellow forumgoers and their opinion(s). Thank you.

thank you thank you thank you thank you thank you thank you

This is awesome!! I’m not getting sniped by invisible Widowmakers or walking right past enemies anymore. It took a while to finally get these options, but it was well worth the wait

Plus, my aim is noticeably better now that I can actually see people’s heads

That’s fantastic news! Stoked it’s working out for you.

If you have any feedback or recommendations revolving around this system, please share it here.


RomainDijoux-1354 commented on 1.29 Known Issues List
Hey everyone, as my colleague Bill noted in another post, Reinhardt is currently disabled on the PTR due to a server crash that can happen when he’s used. We have a fix for this issue locally and hope to update the PTR with it on Monday/early next week. Thanks for your patience!

Disclaimer: This is not a complete list of all currently tracked issues affecting this build of Overwatch, rather this is a targeted list of some known specific issues with this release.

Patch 1.29 Colorblind Options


  • Not all of the Capture the Flag UI has custom coloring implemented yet
  • On Control maps the coloring of the Objective Score UI will be reversed for team 2
  • The Tab Screen in Deathmatch does not have custom coloring applied to it
  • Voice chat icons that appear in the top left of the screen are not applying custom coloring

Hero Specific

  • Objects like Torbjorn’s Turret and Symmetra’s Teleporter ability do not have custom coloring on their health bars
  • The warning Icon that appears for an incoming explosive blast (Tracer and D.Va’s Ultimates) does not receive custom coloring
  • Widowmaker’s Infra-Sight does not show the enemies when used with custom colorblind colors
Torbjorn Rework


  • When spawning in as torbjorn some keybind UI elements may not load until used
  • The turret build sound can play for enemies if they use certain abilities near the turret, or spawn close to it

Deploy Turret

  • It is possible for Torb to toss his turret and have it deploy in locations it would not normally be able to be built
  • If you throw your turret straight up and let it land on you, it will be built on top of you
  • If the turret is destroyed by cars on Oasis, the turret will explode multiple times
  • If the turret is the only source of damage to an enemy, it does not reveal their health bar
  • The tracking beam which follows the turrets target is jittery
  • The turret can be built in unintended locations on Route 66 and King’s Row

Molton Core

  • There is no controller rumble when Molton Core is used
  • Reinhardt’s shield can still take damage from the molton slag after he has stepped out of its range


  • Torb bot will not place turrets while in skirmish mode
  • Torb bot will still hammer on a newly built turret as if trying to upgrade it to level 2
  • Torb bot’s attacks and ability use can be inconsistent


  • It is possible to be hit by Reinhardt’s Earthshatter while your shield is up if you are strafing


  • Hanzo’s Golden weapon variant is not listed in the Hero Gallery


  • If Junkrat is stunned during his RIP-Tire animation, he goes back to his default idle animation for the remainder of the ultimate


  • The VFX for her barrier being destroyed does not play consistently


  • If Reinhardt charges into a short ledge/wall, SFX for the collision may not play


  • Hook does not destroy breakables when pulling back

Control maps

  • The control waypoint shows a friendly progress bar while it is being captured by the enemy


  • There is a soda can which defies the laws of physics when hit

Team Deathmatch

  • Once one team makes it to 25 kills, the “x kills remaining” VO will play each time the losing team gets a kill to catch up

Hey folks, as a note, Reinhardt is currently disabled on the PTR due to a server crash that can happen when he's used. We have a fix for this issue locally and hope to update the PTR with it on Monday. Cheers, have a great weekend.

Overwatch PTR Patch Notes – September 21, 2018

A new Overwatch patch is currently in development and now available for testing. To share your feedback or report and issue, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes will also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and therefore will only reflect changes coming specifically to that platform.


Colorblind Options Updates

Customize how team colors are displayed in your UI (e.g. nameplates, HUD, health bars) and hero outlines with a set of nine different colorblind-friendly colors to choose from. You choose to colorize enemy and friendly UI separately as well. These options can be found under Options > Video > Color Blind Options. All changes made will be saved and ready for you to see in the next match you play!



  • Updated visuals for all shields and barriers to increase readability


Barrier Shield

  • Shield health reduced from 600 to 500

Developer Comments: The health of Brigitte’s barrier was extremely difficult for most heroes to deal with even as she was able to close the distance with her targets. This change still provides Brigitte with substantial survivability but should also be more rewarding for opponents who pressure her.


Combat Roll

  • Cooldown reduced from 8 to 6 seconds

Developer Comments: Previously, the cooldown of McCree’s Combat Roll felt too restrictive, which sometimes prohibited players from using it. The new, faster cooldown should allow for more flexibility when choosing between using it for mobility or an instant reload.


Concussive Blast

  • Cooldown reduced from 12 to 9 seconds

Rocket Launcher

  • Attack speed increased
  • Lowered recovery between shots from 0.9 to 0.75
  • Damage redistributed between explosion and impact
  • Explosion damage reduced from 80 to 65
  • Impact damage increased from 40 to 55
  • Explosion knockback reduced by 20%
  • Self-knockback range increased by 25%

Developer Comments: We wanted to increase how responsive Pharah’s Rocket Launcher felt. Having almost a full second of recovery between shots made it feel sluggish. To balance out the improved recovery time, we shifted some of the damage from the rocket’s explosion to the direct impact damage. The overall damage potential is now increased when landing direct hits and decreased slightly when only dealing explosive damage. We reduced the amount of knockback each explosion causes, as they made it very difficult to aim at Pharah while rockets came in at a faster pace. The Concussive Blast cooldown reduction should allow the ability to sync up more closely with the Jump Jet cooldown when used for mobility.



  • Updated visual effects for all abilities


Fusion Driver

  • Maximum spread reduced from 1.5 to 1.2

Developer Comments: Orisa spends a significant amount of time firing her Fusion Driver from a relatively stationary location and the weapon’s spread value caused it to feel too random when leading targets at a distance, taking into account the projectiles’ travel time. We’ve tightened the spread slightly, which should leave her close- and mid-range damage potential largely unchanged, while making it feel better to try to hit targets at longer ranges.

Soldier: 76

Heavy Pulse Rifle

  • Number of shots until max spread increased from 6 to 9

Developer Comments: Soldier: 76’s damage output was a bit low but not too far off from where we feel it should be. Making it take a few more shots to reach max spread smooths out the weapon spread curve and should help his damage be more consistent.



  • Reduced the size of Torbjörn’s head hit volume by 10%

Rivet Gun

Primary Fire

  • Projectile speed increased from 60 to 70 per second
  • Reload time reduced from 2.2 to 2 seconds
  • Turret targets enemy hit by primary fire

Alternate Fire

  • Recovery lowered from 0.8 to 0.6 seconds
  • Damage per shot lowered from 150 to 125
  • Reload time reduced from 2.2 to 2 seconds
  • Spread randomization readjusted

Forge Hammer

  • Radius increased to align with Quick Melee

Deploy Turret

  • Now a thrown projectile
  • Automatically builds over three seconds
  • No longer has different levels
  • Same damage output as previous level 2 turret
  • Maximum health reduced from 300 to 250
  • Now incurs a 5 second cooldown when deployed
  • Now incurs a 10 second cooldown when destroyed in combat
  • No longer able to deploy a new turret if it’s in combat
  • While the turret is firing
  • If the turret has taken damage within three seconds
  • Now able to destroy turret using the Interact input
  • Now will complete self-building once deployed, even if Torbjörn is eliminated

New Ability: Overload

  • Replaces Armor Pack
  • Lasts for 5 seconds (12 second cooldown)
  • Temporarily grants 150 armor
  • Increases attack, movement, and reload speed by 30%

New Ultimate: Molten Core

  • Switches weapon from Rivet Gun to his claw arm
  • Lasts 6 seconds
  • Fire up to 10 molten globules that create damage pools where they land for 10 seconds
  • Bounces off walls and ceilings until coming into contact with the ground
  • Base damage is 130
  • Damage increases from 130 to 190 against enemies who have armor
  • Heroes affected by armor: Bastion, Brigitte, D.Va, Orisa, Reinhardt, Torbjörn, Winston, Wrecking Ball
  • Heroes who can grant armor to their allies: Brigitte

Developer Comments: Torbjörn was initially designed to be a specialized hero, intended to be a strong defensive option due to his armor-generating capabilities and ability to control areas with his turret. However, the scrap collecting and Armor Pack mechanics have proven to cause problematic gameplay issues through their feast or famine nature. In order to make the hero more flexible in a wide variety of situations, we’ve removed the scrap system, made the turret much easier to deploy, replaced the Armor Pack ability with Overload—a powerful self-buff—and transformed Molten Core into a powerful new area denial ultimate ability.

Learn more here.



  • Reduced the setup timer for Assault, Escort, and Assault/Escort maps from 1 minute to 45 seconds




  • Fixed a bug that caused the roll bar on Bastion’s Dune Buggy skin to obscure its view when backing up or firing in Tank configuration


  • Fixed a bug that prevented some glow visual effects from appearing on D.Va’s Nano Cola skin
  • Fixed a bug that prevented D.Va from fully appearing when viewing her MEKA Activated highlight intro in the Hero Gallery


  • Fixed a bug that caused Hanzo’s Storm Bow reticle to be visible while emoting


  • Fixed a bug that prevented Mei’s Blizzard from freezing enemies when cast in areas with low ceilings


  • Fixed a bug that caused the player’s reticle to pitch up after using Earthshatter
  • Fixed a bug that caused Reinhardt’s Earthshatter animations to play if used while he was juggled in the air by knockback abilities


  • Fixed an issue that caused Sombra to change the direction she was facing when using her Translocator to teleport


  • Fixed a bug that caused Symmetra to have a chance of playing inaccurate voice lines when placing turrets


  • Fixed a bug that prevented Torbjörn’s medal from appearing in his Medal victory pose


  • Fixed a bug that caused Zarya’s Particle Cannon reticle to be visible while emoting



  • Fixed a bug that allowed players to stand on some prohibited rooftops in Downtown
  • Fixed a bug that prevented sprays from displaying on glass windows in MEKA Base

Volskaya Industries

  • Fixed a bug that prevented players from receiving capture credit if they dropped onto the point from one of the moving platforms

Game Browser and Custom Games


  • Fixed a bug that prevented the “your team has lost” or “your team has taken the lead” voice lines from playing when the score swap happens due to self-inflicted deaths


  • Fixed a bug that prevented players from receiving an “unable to join” error message if they attempted to spectate a Player vs AI match when all spectator slots were full

I’m realizing the way I wrote this is misleading.

There are 2 separate DoTs, one affects all health types (not just normal white health), and one only affects armor.

This means while a player has armor, they are not taking both white health damage and yellow armor damage at the same time. Both DoTs are hitting the armor first, and once the armor is gone the armor-only DoT is no longer affecting anything since there is no more armor, but the other DoT is still working since it affects all health pool types.

Currently the duration for each individual pool is 10 seconds. They do not stack, meaning if you throw them all into the same spot they don’t deal any more damage than just putting one there.
The projectiles are blocked/bounce off barriers, but once it creates a pool on the ground the area damage ignore barriers for purposes of LOS checks. The pools themselves still deal damage to barriers, they just can’t be blocked by them.
Nope. Effects that damage only one type of health cannot “bleed over” into other health pool types. Each individual pool is actually a small sphere, so there is some height to them as well.
Molten Core only deals bonus damage to actual armored health. The way it works under the hood is two separate DoTs, one that only affects health and one that only affects armor. I hope that helps clear it up.

Hey there, the PTR will be up within the next couple hours. Cheers.

We have a plethora of updates to share with you including a Torbjörn rework, hero updates, and a seasonal event announcement!

ESRB Rating: TEEN with Blood, Use of Tobacco, Violence.

00:18 – The Torbjörn rework is coming to the PTR!
00:30 – Armor Packs and the scrap system have been replaced with…
00:47 – …a new ability: Overload!
01:15 – Molten Core now fires 10 molten globules that create damage pools where they land
02:00 – Turrets now attack your marked target, can be thrown, and automatically deploys!
03:05 – Orisa, Soldier: 76, McCree, and Pharah hero updates planned for 1.29
04:03 – Introducing more robust colorblind options
05:19 – Halloween Terror returns from the grave!
06:39 – Our focus has shifted to hero balance and quality of life changes
07:55 – We apologize…an upcoming social feature promised for 2018 has been delayed to next year
09:40 – Please share your feedback and thank you so much for playing Overwatch!

Learn more about Torbjörn’s rework:
Read the PTR patch notes:

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I’m locking this topic since it’s not constructive. Thank you.
JeffreyKaplan commented on Developer Update?

We recorded a dev update last week to coincide with a PTR release we had planned for Wednesday 9/19. We ran into issues with the PTR build and are working on getting something stable up and running. Unfortunately, the current ETA is now Friday but that could slip if the problems persist. Everyone here is working very hard so hopefully we can get something out this week.