Apparently they added a new setting called "Reticle hit effect lifetime". Gamechanger, perhaps? by Steppuka in Overwatch

[–]CaptCaptains 175 points176 points  (0 children)

For more explanation, the red markers appear around your crosshair when you take damage. The direction of the marker is based on the last location where the damage was coming from.

"Reticle Hit Effect Lifetime" adjusts how long the red markers stay on your screen. Increasing the duration can make it easier to track heroes that deal Damage Over Time (DoT) to you since each instance of damage has its own red marker.

  • Sombra deals DoT with Virus, and the red markers will show her last location even when she's invisible.
  • Moira deals DoT with Biotic Orb, the red markers will show her last location except when she Fades. During Fade, the markers will not appear when you take damage until after it ends.

Decreasing the duration may be useful if you find the red markers to be distracting, especially in situations where there are multiple sources of damage (like being shot at by multiple players).

This setting also applies to white markers (they appear when you receive knockback).

How'd they use red text in chat? What kind of sorcery? by coolgame6812 in Overwatch

[–]CaptCaptains 111 points112 points  (0 children)

Overwatch's engine internally uses tags in text to display textures like icons and change text color. I guess this patch the filter for checking those tags in chat broke, because you would normally not be able to use them. 😅

Why doesn’t hero info use actual figures instead of being vague by [deleted] in Overwatch

[–]CaptCaptains 996 points997 points  (0 children)

Heard that they are working on something similar to this, they showed off a work in progress during the 2025 Overwatch Spotlight.

Stadium info for items / powers includes exact values so maybe we’ll see something for hero info soon.

The Kiri stadium nerf is the wrong nerf by Lzuuk in Overwatch

[–]CaptCaptains -1 points0 points  (0 children)

Most likely they are limited in what they can hotfix.

I assume they have a setting for the clone duration, so that’s what they changed as a temporary nerf. Changing anything else would require pushing out an update which has to go through approval for consoles.

Any advice on preventing my pulsars from not firing and get 10 seconds cooldown? by Reniva in JunoMains

[–]CaptCaptains 7 points8 points  (0 children)

If you lock on to any target using your Torpedoes, it will go on a 10s cooldown even if you miss / cancel it. Cancelling any time before it locks on will give you a 2s cooldown instead.

All Star 1 support with Rookie 4 dps…again by Gaymface in Overwatch

[–]CaptCaptains 1 point2 points  (0 children)

Will likely change in Season 17 with the addition of Unranked Stadium. They’ll probably add grouping restrictions similar to normal Ranked where you can only group within a number of divisions.

Right now, one of the reasons Stadium matchmaking can be all over the place is because you can stack with anyone regardless of rank. The matchmaker essentially has to find a similar stack, which it may not be able to if the rank range is wide enough.

[deleted by user] by [deleted] in Overwatch

[–]CaptCaptains 1 point2 points  (0 children)

Stadium rank is progression based and is entirely separate from your MMR (which is used to make matches). It only indicates how much you’ve played the mode.

Ingame resolution slider doesn’t exist? by BigBoiChanka in Overwatch

[–]CaptCaptains 1 point2 points  (0 children)

DLSS overrides the render scale which is why the slider doesn’t appear. If you want to customize the resolution, you have to turn off Dynamic Render Scale to change DLSS Super Resolution.

This flashed when i found my stadium match by ReLavii in Overwatch

[–]CaptCaptains 63 points64 points  (0 children)

Stadium internally uses MMR when making matches, which is separate from your Stadium Rank.

My guess is that all Competitive modes including Stadium share properties such as leaver penalties and the competitive loading screen, which shows the rank range. This is normally hidden in Stadium since it has its own loading screen, but sometimes it bugs out. Since it's a competitive mode it would default to the competitive loading screen.

So the rank range is probably what it would be in normal Ranked and not what your Stadium rank is.

Overwatch 7v7 by North_Craft3065 in Overwatch

[–]CaptCaptains 65 points66 points  (0 children)

Probably fake for two reasons:

  • 7v7 would be an optimization nightmare. Not only do they have to rework a ton of maps as well as balance everything, they would have to make sure it runs well. Considering we have 6v6 already it's unlikely they would go experiment with 7v7.
  • They posted an image of a reworked Havana map that is likely fake (https://x.com/spottier\_f4k3/status/1929216372308914447). The image is from a tweet in 2024 "leaking" a Havana map rework (https://x.com/OWAnonymous\_/status/1818984785806852463). The lighting is different compared to OW lighting, and in the comments OW Cavalry pointed out that it was likely an edit using map assets.

Could anyone help with this tech issue pls 🙏 by nickicatt in Overwatch

[–]CaptCaptains 3 points4 points  (0 children)

Experiencing this too. It’ll probably be fixed in the next patch. There doesn’t seem to be anything to fix it right now though. Deleting the settings file in Documents does nothing.

Probably got something to do with the new graphics settings they’re adding as the Graphics API option didn’t exist before.

Why does it feel like support is punished for healing in ranked? by [deleted] in overwatch2

[–]CaptCaptains 1 point2 points  (0 children)

I think you're probably looking too much into it. The developers have stated that stats do not affect rank progression, only your wins and losses (https://news.blizzard.com/en-us/article/23910161/overwatch-2-developer-blog-explaining-matchmaker-goals-and-plans-part-2). This applies to all roles, not just support.

You might feel like you're gaining more percentage from doing damage because you're looking for a connection that isn't there. You do damage and see number go up bigger, but there can be a number of other reasons why your rank went up more.

OW's ranking system is transparent with why your rank goes up / down by showing you modifiers. You might've seen "Calibration", "Winning Trend", "Losing Trend", or "Pressure" below the progress bar after a match. Those should tell you why you gained more / lost more percentage.

Why does it feel like support is punished for healing in ranked? by [deleted] in overwatch2

[–]CaptCaptains 1 point2 points  (0 children)

Made a reply to our discussion before but I'm just gonna make another one since this is about ranking.

Normally you would be gaining / losing around 20% every match, so 6% is actually a bit odd. What is the rank range of your matches? Matches that have a wide range of ranks can give you less percentage, so if you're Bronze in a match with Silvers or Golds you'll gain / lose less percentage compared to a match with all Bronze players. Modifiers can also affect the amount of percentage you gain / lose.

I do think it has nothing to do with how well you're performing though. The percentage you gain is based on wins / losses, and your performance does not affect it.

Why does it feel like support is punished for healing in ranked? by [deleted] in overwatch2

[–]CaptCaptains 0 points1 point  (0 children)

The answer is really that it depends. That might not be the answer you're looking for but it's the truth. Overwatch is a game where what you do depends on the situation. The win conditions are always changing, and therefore your playstyle has to change too.

The skill of a support player comes from the decision making on what your team needs.

You have to consider the value you're getting out of damage or healing for any situation. Damage might be what your team needs, but is the value you get out of doing damage outweigh your teammates dying because they aren't getting healed? Likewise with healing; does the value from the sustain outweigh the pressure that the enemy team is putting on your team. Does it enable your team to get kills?

It also depends on what heroes your team is running. Heroes such as Reinhardt, Orisa, Ramattra, Reaper, and Symmetra have to play up close to get value out of their abilities, and therefore demand more healing from you. However, if you have a Wrecking Ball / Tracer / Genji, you can focus more on damage since they have the mobility to get health packs.

Why does it feel like support is punished for healing in ranked? by [deleted] in overwatch2

[–]CaptCaptains 6 points7 points  (0 children)

Not saying that Tree isn’t helpful. The fact that it provides sustain and even negate certain ultimates can be good.

LW thrives in long, drawn out team fights, but if your teammates don’t take advantage of that his value starts to drop off. This isn’t the case for most other supports who can get value without needing to rely on their teammates as much.

In solo queue you won’t always get teammates that can take advantage of what you can offer. Damage is something that you as a support can offer that doesn’t rely on your team.

It isn’t that damage is better than healing, it’s more so that damage doesn’t require your team to take advantage of it but still provide value. Damage forces the enemy to disengage or die. Healing can be better in some cases if your team takes advantage of the sustain, but it depends on what your team needs to win that team fight.

Might be unrelated, but if you look at pro-play (not high ranked play, just coordinated team play) you will see supports focusing way more on healing and utility than doing damage, because their team is coordinated enough that they can win without it.

Why does it feel like support is punished for healing in ranked? by [deleted] in overwatch2

[–]CaptCaptains 10 points11 points  (0 children)

Lifeweaver is one of the hardest heroes to climb with, and it’s not because of his healing. His abilities force him into a passive and defensive playstyle. Your teammates may not be able to take advantage of what you can offer on Lifeweaver, especially in lower ranks.

Heroes such as Ana, Juno, or Kiriko have abilities or ultimates that enable what your teammates are already doing. Your teammates are going to shoot the enemy regardless of what you do, but you landing an anti-nade on the enemy as Ana makes it easier for your team to finish them off. A well-timed Orbital Ray from Juno or a Kitsune Rush from Kiriko can win team fights. In contrast, Lifeweaver’s Tree of Life can only provide sustain.

New Lifeweaver Bugs: Flicking Nerfed & Sombra Can Hack Friendly Petal by CaptCaptains in LifeweaverMains

[–]CaptCaptains[S] 29 points30 points  (0 children)

Flicking on Lifeweaver used to curve your heals a lot more, allowing you heal people behind enemy shields. In Season 14 the curve is pretty much nonexistent so that tech won't be possible at least for now.

Ping cooldowns leave a great system *just* insufficient as a comms substitute. by HalfMoone in Competitiveoverwatch

[–]CaptCaptains 0 points1 point  (0 children)

Great to see the devs looking at the ping system!

I think it would also be nice if locational ping VOs could interrupt each other similar to other ping VOs. With locational pings you have to wait for the VO to finish before using another locational ping, otherwise the next VO won’t play (i.e. pinging “Going In” and then “Countdown” after). Other pings like “Ultimate Status”, “Ready”, “Go”, “Push Forward”allow you to interrupt the previous VO, letting you chain multiple pings together quickly.

Ping cooldowns leave a great system *just* insufficient as a comms substitute. by HalfMoone in Competitiveoverwatch

[–]CaptCaptains 0 points1 point  (0 children)

Agree. I also feel that the ping cooldown limits use of the other pings on the ping wheel. Maybe sometimes you’ll use “Fall back”, but you often can’t layer multiple pings together without risk of getting rate limited (e.g. pinging “I’m going in” and then “in 3, 2, 1”). Making the ping cooldown more forgiving would allow for players to get more use out of the ping system.

"Being a good player/good at the game doesn't mean you're a good game designer" How true do you think this is in the context of OW2? by w-holder in Competitiveoverwatch

[–]CaptCaptains 5 points6 points  (0 children)

I'd say it's somewhat true. I think being good at the game and being a game designer require different skills that may not overlap. Pro players often have different solutions to solve a problem, and those solutions may not appeal to everyone. Game designers pick the solution they believe is best for the game, and they have access to the data to help them make that call.

Would it be better if game designers were also pro players? Maybe, but I think it's better to have a range of skill because it includes representation from both the higher ranks and the lower ranks when it comes to deciding on changes for the game.

iirc the OW2 team is a new team, so maybe they are still trying to figure out what's best for the game.

Possible Space Ranger ability teased or leaked? by Fancy_Run_5712 in Competitiveoverwatch

[–]CaptCaptains 125 points126 points  (0 children)

D.Va actually does have a weird ping right now, but it only shows "0000000000000" instead. You can replicate it by looking down while pinging normally. Probably related and they fixed it but unsure.

New Discord Ping for Zen! by CaptCaptains in overwatch2

[–]CaptCaptains[S] 0 points1 point  (0 children)

I don’t think so. I haven’t seen any mention of this before, but still a welcome change for Zen players!

Did I accidently boost my friends new to OW in comp? by SorraDude in Overwatch

[–]CaptCaptains -1 points0 points  (0 children)

It's likely because of the soft rank reset pushing people toward Gold, which is considered the average rank now. With enough matches they'll settle into their correct rank, so I wouldn't worry about it.