Overwatch 2 Beta Patch Notes Today (April 26)
the Monitor 2 Beta patch notes were released after the launch of the first PvP test.
For those who want to join the new experience, there are many limitations that might mean having to wait longer than you would like.
For now, the Monitor 2 The beta is only available on PC, but it’s expected to come to consoles later. There will also be several test periods for the game before it goes live later this year.
Here is the latest information shared by Blizzard today regarding the new Overwatch 2 Beta patch notes.
Overwatch 2 Beta Patch Notes For April 26
Although the information was shared on the official site, some caching issues mean you may not be able to view the full Overwatch 2 Beta patch notes shared by Blizzard today. Luckily for everyone, players are posting them online so everyone can see the latest PvP testing news.
Blizzard has warned that everything you see in the beta is a work in progress and that this PvP testing period is being used to gather feedback. This means that there will be a lot of bugs and other issues that could cause desktop crashes or game issues.
Fans may also notice that some Overwatch features are missing from the beta. This reflects the current state of the game’s work in progress, and will change throughout testing, meaning there’s a lot to look forward to. Below are the latest Overwatch 2 Beta patch notes shared by Blizzard:
- New Game Mode – Push Push is a new game mode available on two new maps: Toronto and Rome. Gameplay unfolds with two opposing teams vying for control of a single shared objective, the large utility robot Treadweather TS-1, which begins in the middle of the map.
- Each team fights to take control of TS-1 as if it were a payload: by having teammates located next to TS-1 with no enemies nearby. When a team gains control of TS-1, they slowly push their team’s barricade towards the opposing team’s starting location along the predetermined path. If TS-1 and the barricade reach the goal at the end of the path, then the team controlling TS-1 wins the game.
- When the opposing team takes control of TS-1, it leaves the first team’s barricade in place and reverses its direction. TS-1 then quickly backs up along the path until it reaches the opposing team’s barricade, which then pushes towards the first team’s spawn.
- Halfway between TS-1’s starting location and each team’s final objective, there is an advanced checkpoint objective along the way. When TS-1 pushes a team’s barricade towards their forward control point, that team activates a closer spawn location. This spawn location deactivates if the other team regains control of TS-1, then moves TS-1 to a point on the path before the forward control point.
- Players have 8 minutes to push their team’s barricade to the final goal and win. If neither team’s barricade reaches its final objective after 8 minutes, then the team that pushed their barricade the farthest AND has control of TS-1 wins. The game goes into overtime if control of TS-1 is contested, or if the team currently in control of TS-1 does not have the farthest distance. Overtime ends when the team with TS-1 loses control of it, or when the team with control of TS-1 pushes their barricade a greater distance than the opponent.
- Removal of Assault Maps With the addition of the Push game mode and its new maps to Overwatch, we have decided to remove all maps using the Assault game mode from the Quick Play and Competitive map rotations.
- After reviewing all of our maps and game modes, we found that the Assault game mode has always been a source of dissatisfaction for many members of our community. We believe that many issues with Assault maps could only be resolved by making major changes to the game mode and extensive map rework, which would result in complete level rebuilds. We focused on creating maps in exciting new locations around the world, such as Toronto and Rome.
- Although Assault Maps will no longer be in standard rotations, all Assault Maps (Hanamura, Temple of Anubis, Volskaya, Paris, and Horizon Lunar Colony) will still be available for use in Custom Games and the workshop. We’ll also be looking for future opportunities to bring them back in fast-paced, competitive map rotations, as well as special events and arcade game modes.
- 5v5 For Quick Play and Competitive Role Queue modes, the team composition now consists of 1 Tank, 2 Support and 2 Damage heroes. For Quick Play Classic, Open Role Queue and arcade modes such as CTF or Mystery Heroes, the number of players in a team is now 5 instead of 6.
- With one less player on each side, individual contribution means more to the overall success of the team. Fewer players on the map also changes gameplay in many positive and sometimes subtle ways. Players have more space to spread out and the battlefield is easier to understand with less visual effects and sounds around you.
- Removing a Tank hero from restricted role queues allowed us to rework all of our Tank heroes to be even more impactful and fun to play. This change increases gameplay clarity for all hero roles and makes matches run smoother.
- Tab Score Board We’re making a big change to the Scoreboard screen by displaying key stats in real time for all players in the game, including kills and deaths. They will be presented in a new layout that mirrors other games and competitive sports. This new layout should provide players with a more accurate overall view of the game.
- As a result of this change, we are removing the Fire and Medal systems. The two systems are no longer as necessary with the new dashboard providing a more accurate and easier to read view of data related to each player’s performance. We plan to review the Fire system in the future as it can generate excitement and positive feedback around awesome games made by you or your teammates. These changes are a work in progress, and we can’t wait to hear what the community thinks of these updates!
- SOUND Weapon sound updates New weapon firing sound for all heroes Environmental audio updates New “Convolution Reverb” system – more realistic environments 3D Reverb – can hear the environment your enemies are firing in, giving more game info Weapon and Explosion Tails – weapon decay and explosions now reflect the environment they occur in Debris Updates – more complete pass for weapon impacts and explosions to react to surface they affect range impacts and explosions Updates to the UI sound Added a “Kill Stinger” sound for final hits Added a “Teammate Down” sound to help you know when you are losing a teammate in combat Get Hits Perform a consistent pass on all damage sounds Added different hit sound for different health types (regular, armor, shields, over-health) Home C mix Improved use of subwoofer/LFE channel Improved multi-channel panning Sound options Optional sounds eliminated by teammate and enemy There are two new settings in the sound options to activate the sound when a teammate or enemy is eliminated audio mixing We’ve added audio mixing options for various common settings (home theater, TV, headphones, etc.). They are still in the early stages of tuning and will likely change as we develop them through betas.
- Unit Impacts We’ve added unit impact sounds that now match the type of health pool you’re impacting – for example you’ll get armor impact sounds on Reinhardt until his armor runs out exhausted, and flesh impact sounds when in his default health pool. This is true for all heroes, regardless of the type of material they are made of.
- FEATURES Ping System This much-requested feature is finally coming to Overwatch! Linked to the middle mouse, G and D-pad left by default, the Ping system arrives with a suite of new communication options. Ping allows players to place waypoints anywhere in the world to strategize with allies or suggest which enemy heroes to attack. Press the Ping button to trigger a pop-up ping that highlights a location, marks enemies, confirms allied pings, objective pings, or even tells injured allies to regroup with you if you’re playing support! Press and hold the Ping button to open the Ping wheel, where you can choose from a variety of pings that can be placed in the world or on your hero. Pressing the Ping button twice places a warning ping, when you can’t see an enemy hero but want to notify your team of potential danger. Many Ping system settings can be changed in Options>Controls. Please share your feedback on the Ping system and any improvements you would like to see in the future! We’ll continue to tweak the Ping system as we progress through testing, but here are some work-in-progress items:
- Enemy hero ping icons use temporary artwork Controller support is on the way There are text-to-speech placeholders for some pings while we complete the recording process Localization is only partially complete for a few languages. Read About the ping system in our blog: An overview of the ping system in Overwatch 2.
- Heads Up Display (HUD) Visual updates to some Hero HUD elements and in-game HUD elements Some HUD elements have not yet been addressed MAPS Control Ilios
- (NEW) Lijiang Tower Lighting Party
- (NEW) Dawn Lighting Oasis
- (NEW) Night Lighting Escort (NEW) Royal Circuit
- Royal Circuit, the amazing future playground of the mega-rich, is Overwatch’s newest escort map. Protect the payload as you brave the golden promenade through the marble arcades of the luxurious Monte Carlo towards the majestic Arche Hotel. Dorado
- (NEW) Route 66 Evening Lighting
- (NEW) Hybrid Night Light (NEW) Midtown
- Midtown, New York City, site of some of the fiercest battles in the Omnic Crisis, and our new hybrid map! Push back your enemies through the shadows of skyscrapers. Then claim the payload and escort it through the thriving heart of Manhattan to its destination in historic Grand Central. King’s Row
- (NEW) Eichenwalde evening lighting
- (NEW) Evening Lighting Boost (New) New Queen Street
- New Queen Street in Toronto after reconstruction is one of our new Push Maps! Fight for control of your flight
In other news, Overwatch 2 beta: All changes and retouches for playable characters