Overwatch 2: Season 1 is already over and we are all now going into Season 2 today. The most obvious update is definitely the new hero, Ramattra, that had been revealed and explored in many videos by the Overwatch 2 Design & Development Team.
A new season in Overwatch 2 however, does not only mean that you can get a new hero to be added to your roster, but comes with it many balance changes like hero buffs and nerfs, reworks, and also new Battle Pass rewards which include skins, voicelines, and more.
When you log on to Overwatch 2, you’ll be greeted with your Overwatch 2 Season 1 summary (if you are playing competitive). Here’s mine:
And of course, a greeting screen to welcome Season 2!
My impressions on Ramattra
Ramattra is a new tank in Overwatch 2, which the devs called him a Tempo Tank. He himself is not OP in my opinion, as he can easily get burst down if he’s not careful. I had many games where I was being too aggressive and my healers couldn’t out heal the incoming damage (which resulted in my deaths many times). His kits however, have many potentials to change the tides of the game such as being able to hold Mercy down so she can’t get away or erecting a shield for pushing a choke and protecting the team from an incoming burst damage.
His punches are also very powerful and can go through shields. There was an enemy’s Brigitte in a couple of games I played and Ramattra’s punches basically render her useless.
His primary fire is not bad but the projectiles are pretty slow and small (in terms of hitboxes), so you sometimes have to lead your shots farther than you’ve ever been with Zenyatta or Orisa. It’s definitely harder to hit moving enemies at a certain distance but has the right damage output, in my opinion. You can burst someone down if you can hit your shots and can scare Widowmaker away, which is nice.
Here is a short video of my first game with Ramattra and it covers some of my impressions about Ramattra above:
Overwatch 2: Season 2 – Patch Notes, Hero updates, balances, buffs and nerfs
Source is from this KarQ video but if you don’t want to watch the whole video to find out, I’ve listed them for you here:
- DPS Role Passive: Increase movement speed after eliminating an enemy has been removed
- DPS Role Passive: Reload speed after eliminating is increased from 25% to 35%
- HP per target is increased from 30 to 40
- Passive HP overhealth cap is increased from 150 to 200
- Rocket Punch can be cancelled earlier (time to cancel is reduced from 0.25s to 0.12s)
- Rocket Punch impact damage range is increased from 25-30 to 25-50 damage
- Rocket Punch wall slam damage reduced from 20-40 to 10-30 damage
- Rocket Punch now stuns for 0.25 seconds on wall impact
- Empowered Rocket Punch wall stun duration is reduced from 0.5-1 seconds to 0.25-0.75 seconds
- Empowered Rocket Punch knockback radius is reduced from 4 metres to 3 metres
- Power Block cooldown is reduced from 8 seconds to 7 seconds
- Power Block duration is increased from 2 seconds to 2.5 seconds
- Power Block minimum damage mitigated is reduced from 90 damage to 80 damage
- Meteor Strike ultimate ability now empowers Rocket Punch upon landing
- Meteor Strike now slows enemy longer from 2 seconds to 3 seconds
- Her had and torso hitbox volume is increased by 12%
- Adrenaline passive ability now has a self-healing ratio increased from 1.0x to 1.25x
- Commanding Shout cooldown is reduced from 15 seconds to 14 seconds
- Rampage ultimate ability cost is reduced by 10%
- Rampage wound duration is reduced from 5 seconds to 4.5 seconds (deal more DOT damage at a shorter period of time)
- Configuration Sentry’s transformation cooldown is reduced from 12 seconds to 10 seconds
- Configuration Artillery (Ultimate ability)’s delay before projectile drops is reduced from 1 second to 0.6 seconds (so the artillery shells drop quicker)
- Configuration Artillery’s damage is reduced from 300 to 250 damage (to compensate)
- Configuration Artillery’s minimum delay between shots is reduced by 20% so you can click quicker
- Configuration Artillery no longer self-damages Bastion (like Junkrat)
- Charged Railgun decay duration is reduced from 8 seconds to 5 seconds (her charge goes down quicker if not used for a while)
- Charged Railgun critical damage multiplier (i.e headshot) is reduced from 2x to 1.5x, so you no longer kill a 200 health character with a single, fully-charged headshot
- Charged Railgun falloff range is reduced from 70 metres to 40 metres
- Primary fire damage per projectile is increased from 9 damage to 10 damage per projectile
- Overclock’s (Ultimate ability) energy charge rate is increased by 20% so the charge goes up much quicker now
- Photon Projector (Primary Fire)’s charge rate increased by 20%
- Photon Projector’s decay rate is increased by 20% (the power level goes down quicker when you are not shooting at anything)
- Photon Projector now regains ammo from damaging barriers again (it was removed before in Overwatch 2)
- Pulse Pistols (Primary Fire)’s damage is increased from 5 to 6 damage
- Sleep Dart’s cooldown is reduced from 15 seconds to 14 seconds
- Her arm hitbox volume (which is in front of her face) is reduced by 15%, so you can now headshot her easier (previously, the hand was blocking her head)
- Can automatically climb walls (can be turned on and off at her personal hero settings)
- Swift Step is more responsive (buffer the input)
- Kunai ammo is increased from 12 to 15 ammo
- Protection Suzu’s cast time is decreased from 0.15 seconds to 0.10 seconds
- Kitsune Rush (Ultimate ability)’s cost is increased by 10%
- Kitsune Rush’s movement speed bonus is reduced from 50% to 30%
- Kitsune Rush’s cooldown reduction bonus is reduced from 3x to 2x
- Weapon swap is now faster, with swap time reduced from 0.5 seconds to 0.3 seconds
- Her ammo is increased from 20 to 25 ammo
Overwatch 2 Season 2 also introduces a new map (Shambali Monastery) and a new mythic skin for Junker Queen.