July 6, 2016 Patch

From Liquipedia Overwatch Wiki
[e][h]July 6, 2016 Patch
Patch Information
Release Date:
  • Improvements to Competitive Play
  • Bug Fixes

General Updates[edit]

Competitive Play[edit]

The duration of Sudden Death has been adjusted across all maps from 1m45s to the following values:

  • Assault:
    • Hanamura - 1m35s
    • Temple of Anubis - 1m30s
    • Volskaya Inudstries - 1m35s
  • Escort:
    • Dorado - 1m30s
    • Route 66 - 1m35s
    • Watchpoint: Gibraltar - 1m35s
  • Hybrid:
    • King's Row - 1m30s
    • Numbani - 1m50s
    • Note: Sudden Death duration is unchanged for Hollywood, which remains at 1m45s

Bug Fixes[edit]


  • Fixed a bug that prevented Overtime music from playing on Escort and Assault/Escort maps, if they payload was nearing the final checkpoint
  • Fixed a bug where display settings weren't always saved after restarting the client
  • Fixed an issue that sometimes caused the in-game UI to display incorrectly at 4k resolutions
  • Fixed a bug where sometimes the wrong player level would appear in the Social menu


  • Fixed an issue with collision not blocking line of sight on certain areas of Nepal


  • Fixed a bug that caused Mercy's Caduceus Staff beam to disconnect from its target if the player a) quickly switched between healing and damage beams by holding down both mouse buttons and/or b) was facing away from the target at the time of the switch
  • Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations on certain maps
  • Fixed a bug that caused Winston's melee attack during Primal Rage to inconsistently hit targets in range
  • Fixed a bug that sometimes cause Zarya's alternate fire to scaled incorrectly with her damage boost modifier

Competitive Play[edit]

  • Fixed a bug that caused the "Top 500" icon to incorrectly display for certain players in various places throughout the game UI
  • Fixed a bug that sometimes caused players' Skill Rating to display as "64" during placement matches
  • Fixed an issue where if you left and rejoined an in-progress Competitive Play match, the game would still track the match as a loss in your placement match history and when determining the amount of Skill Rating you receive for completing a match even if your team won
    • Note: You must be present for the conclusion of the match to be eligible for the win. If you leave a match and do not rejoin before it's over, it will count as a loss both in your placement match history and when calculating your Skill Rating adjustment.
  • Fixed an issue where you would still receive a Competitive Play "leave" penalty even if you rejoined a match and completed it
    • Note: If you leave a single Competitive Play match more than 3 times, you will receive a Competitive Play "leave" penalty even if you complete the match

External Links[edit]