Overwatch All Changes to Competitive Season 4

Overwatch’s Competitive Season 4 has begun and these are the changes.

By: Ramses ter Veer

Skill ratings

Some players were trying to go or stay in the lowest attainable skill rating, which shouldn’t be the goal in competitive so Blizzard figured out a way to stop that from happening. They’re making it a little more difficult to hit the lowest and highest possible ratings: 0 and 5000. They’re also no longer displaying skill rating values that are lower than 500. This change will have no effect on players who have a skill rating between 500 and 4500.

Furthermore players with a skill rating of Diamond and higher will have to complete seven ranked games during the period of a week to not get skill rating decay. This will make it harder for players to keep multiple accounts on a high level and increase the accuracy in skill rating. Since season 2 players had to play only one game every week to avoid decay.

Top 500

They are also making some changes to the Top 500 leaderboard. Previously, any player who managed to break into the top 500 at any point throughout the season would receive a special spray and player icon at the end of the season. This meant that many players no longer had an incentive to maintain their status as the season progressed, which could result in less competitive matches toward the end of the season. Now these rewards will only be granted if the player is in the top 500 leaderboard at the end of the season. This will make the end-of-season leaderboard rankings much more competitive as players fight to reach the top 500.

Respawn changes

Until now, stalling an attack by repeatedly throwing yourself at the point has been a common defensive strategy on Assault, Escort, and Assault/Escort maps – even when the attackers have a decisive advantage. Typically, this tactic doesn’t change the outcome of battle, it simply delays the attackers’ progress. This season, Blizzard implemented a respawn time delay that’s activated when the attackers outnumber the defenders on a contested point. If the point hasn’t been captured and the defense hasn’t regained the advantage after a specified time, the defender respawn timer will slowly begin to increase until it hits a maximum value. If the defense manages to gain the upper hand, the timer resets to zero.