Summary
- Overwatch 2 launched a limited-time 6v6 format on December 17.
- The new mode, available in the Unranked Menu, combines the classic Overwatch format with the sequel’s updated roster of heroes and abilities. Blizzard pushed out some balancing changes exclusive to the 6v6 mode to accompany its release.
- The limited-time experiment will remain playable until January 6, 2025.
Overwatch 2 has launched its limited-time 6v6 experiment. This throwback to the original iteration of Overwatch will be available until early January 2025.
Ditching 6v6 matches in favor of 5v5 gameplay was one of the biggest changes that Overwatch 2 made to its predecessor. While the move had some benefits, including shorter queues and easier support, it was also criticized for fundamentally altering the game’s team dynamics and making snowballing easier, primarily on account of cutting down on the number of tanks, thus leaving teams with fewer members who could protect others by soaking up damage. While both formats have their own strengths and weaknesses, some players have consistently been calling for 6v6 to return ever since Overwatch 2 launched in early access in late 2022.
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Following much deliberation, Blizzard decided to answer these demands by launching an Overwatch 2 6v6 test on December 17, a week following the start of Season 14. The idea behind this experiment is to combine the original structured 2-2-2 team composition from the first Overwatch with the updated heroes and abilities from its sequel. To that end, the developers have also rebalanced some of the heroes with the goal of having them better fit the new format. However, all such changes will only apply to the experimental 6v6 mode, which can now be found in the Unranked Menu.
The latest Overwatch 2 balancing changes exclusive to the 6v6 mode include a flat increase in the base health regeneration timer from five to seven seconds for all heroes. The reasoning behind this change seems to be straightforward: with each team having an extra tank, health regeneration will become slower to balance the fact that both sets of players will now have one more ally protecting them.
Tank role passives have also been reworked, with Blizzard removing their knockback and critical damage reduction, as well as preventing them from affecting health. Moreover, Tank role passives in the new 6v6 mode will only reduce ultimate charge generated by 25%. At the same time, the Overwatch 2 Damage role passive had its healing reduction slashed from 25% to 15%, and won’t have reduced effectiveness for Tank heroes in the 6v6 mode. All the other balancing changes introduced as part of the December 17 update are character-specific.
The 6v6 experiment will be playable until January 6, 2025. As previously announced, the limited-time mode uses the Quick Play ruleset for map selection and gameplay. The exact chances of this format ever returning to Overwatch 2 in a permanent capacity are currently unclear, but Blizzard surely wouldn’t be committing resources to it if it wasn’t at least considering such a move.
Overwatch 2 6v6 Test Update Patch Notes
6v6 Experiment – 2-2-2 Role Queue
Revisit the roots of Overwatch with the 6v6 Role Queue experiment, bringing back the structured 2-2-2 team composition for a limited time. This mode combines the thrill of the original six-player team dynamic with the strategic depth of Overwatch 2’s updated heroes and abilities. Dive in to experience a new balance of strategy, adaptability, and pure team synergy—showcasing how modern Overwatch gameplay thrives in a classic format.
- The 6v6 Experiment will be available to play in the Unranked Menu from December 17 to January 6.
- This mode uses the Role Queue Ruleset comprised of 2 Tank Heroes, 2 Damage Heroes, and 2 Support Heroes.
- Map selection and gameplay is based on the Quick Play ruleset.
Experimental Changes
To accommodate the 6v6 format, multiple heroes received balance changes that better suit their abilities in the 6v6 format. These changes are only applied for this mode and are adjusted from the most recent hero balance from the December 10 Patch.
General
- Base health regeneration timer increased from 5 to 7 seconds.
Tank Role Passive
- Knockback and critical damage reduction removed.
- No longer affects health.
- Now only reduces ultimate charge generated by 25%.
Damage Role Passive
- Healing reduction decreased from 25% to 15%.
- No longer has reduced effectiveness for tank heroes.
Tank Hero Balancing Changes
- D.Va
- Base health increased from 225 to 350.
- Base armor reduced from 325 to 300.
- Defense Matrix
- Maximum duration reduced from 3 to 2 seconds.
- Fusion Cannons
- Weapon spread increased from 3.375 to 4 degrees.
- Movement speed penalty increased from 30% to 40%.
- Micro Missiles
- Cooldown increased from 7 to 8 seconds.
- Boosters
- Cooldown increased from 3.5 to 4 seconds.
- Doomfist
- Base health increased from 375 to 425.
- The Best Defense passive
- Overhealth gained per target reduced from 40 to 35 HP.
- Maximum temporary health reduced from 200 to 150 health.
- 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.
- Hazard
- Jagged Wall
- Cooldown increased from 12 to 15 seconds.
- Health increased from 400 to 500.
- Spike Guard
- Duration reduced from 3.5 to 3 seconds.
- Recharge time increased from 5 to 6 seconds.
- Jagged Wall
- Junker Queen
- Base health increased from 375 to 425.
- Adrenaline Rush
- Self-healing from wounds damage scalar reduced from 2.5x to 1.0x.
- Commanding Shout
- Cooldown increased from 12 to 15 seconds.
- 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
- Allied lifesteal reduced from 50% to 30%.
- 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.
- Fortify
- No longer immune to critical damage.
- Augmented Fusion Driver
- Now has damage falloff starting at 25 meters.
- Energy Javelin
- Cooldown increased from 6 to 8 seconds.
- Ramattra
- Base health increased from 250 to 375.
- Nemesis form
- Bonus armor reduced from 300 to 200.
- Void Barrier
- Cooldown increased from 13 to 16 seconds.
- 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%.
- Charge
- Cooldown increased from 7 to 10 seconds.
- Steering reduced 50%.
- Barrier Field
- Health increased from 1500 to 2000.
- 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.
- Chain Hook
- Cooldown increased from 6 to 8 seconds.
- Pig Pen
- 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.
- 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.
- 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.
- Barrier Projector
- Cooldown increased from 12 to 13 seconds.
- Jump Pack
- Cooldown increased from 5 to 6 seconds.
- 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.
- 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 Hero Balancing Changes
- Ashe
- BOB health increased from 1000 to 1200.
- Cassidy
- Peacekeeper
- Fan the hammer secondary fire damage increased from 45 to 50.
- Peacekeeper
- Echo
- Duplicate
- No longer has a max health for copied target.
- Focusing Beam
- Damage multiplier for low health targets increased from 3.5 to 4x (200 DPS).
- Duplicate
- Hanzo
- Storm Bow
- Time to fully charge each shot reduced from 0.8 to 0.72 seconds.
- Storm Bow
- Mei
- Ice Wall
- Health increased from 250 to 300.
- Ice Wall
- Soldier: 76
- Heavy Pulse Rifle
- Damage increased from 19 to 20.
- Heavy Pulse Rifle
- Torbjorn
- Deploy Turret
- Damage increased from 13 to 15.
- Deploy Turret
- Tracer
- Pulse Pistols
- Falloff range increased from 10 to 12 meters.
- Pulse Pistols
- Widowmaker
- Base health increased from 200 to 225.
Support Hero Balancing Changes
- Ana
- Biotic Rifle
- Maximum ammo reduced from 15 to 12.
- Sleep Dart
- No longer has reduced duration versus Tank heroes.
- Cooldown reduced from 14 to 12 seconds.
- Biotic Grenade
- Cooldown reduced from 12 to 10 seconds.
- Biotic Rifle
- 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
- Health increased from 125 to 150
- Regenerative Burst
- 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.
- Solar Rifle
- Juno
- Hyper Ring
- Maximum duration reduced from 6 to 4.5 seconds.
- Orbital Ray
- Maximum duration reduced from 10 to 8 seconds.
- Pulsar Torpedoes
- Cooldown increased from 10 to 12 seconds.
- Hyper Ring
- Kiriko
- Healing Ofuda
- Recovery time reduced from 0.9 to 0.8 seconds.
- Healing per projectile increased from 13 to 14.
- Healing Ofuda
- Lifeweaver
- Tree of Life
- Maximum duration reduced from 15 to 12 seconds.
- Maximum health increased from 1200 to 1400.
- Platform
- Cooldown increased from 12 to 15 seconds.
- Healing Blossom
- Maximum heal increased from 80 to 90.
- Tree of Life
- Zenyatta
- Destruction Orb
- 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.
- Destruction Orb
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