Overwatch is running another round of six-vs-six experiments, and the July 30 update reshapes how Tanks hold the front line. The changes are packaged for Quick Play Hacked, a limited-time mode, and they also carry over into Open Queue for the duration of the weekend. Everything here is designed to test how the game feels with two Tanks on each team rather than one.
Quick answer: In-combat healing reduction drops from 30% to 15% for every hero, the Tank role passive now cuts enemy ultimate charge by 40% instead of 20%, and five Tanks get shorter defensive cooldowns with trimmed durations to match.
Where the July 30 changes apply
These balance tweaks are tied to a specific limited-time game mode. They do not touch the standard 5v5 queues unless stated otherwise. The full breakdown is published on the official Overwatch patch notes page.
The core idea is to soften self-sustain and give Tanks more frequent access to their defensive tools without letting two Tanks stack an endless wall of cooldowns. Higher raw healing is being tested across the board, offset by weaker self-healing sub-roles and shorter ability durations.

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The biggest swing is a lower in-combat healing penalty. With two extra players in the fight at any moment, healing was reduced by a smaller amount so teams can keep more heroes alive. The Tank role passive was pushed harder in the other direction, so damaging or healing a Tank now feeds ultimates far less.
| Change | Old | New |
|---|---|---|
| In-Combat Healing Reduction (all heroes) | 30% | 15% |
| Tank passive ultimate charge reduction | 20% | 40% |
Sub-role passive changes
To keep the higher healing environment in check, several self-sustaining sub-roles were toned down. The Medic conversion cut is the most direct nerf to self-healing, while Bruiser and Flanker lose some of their solo survivability.
| Sub-role | Adjustment |
|---|---|
| Bruiser | Movement speed buff 20% → 15% |
| Initiator | Healing 50 → 40; cooldown 5s → 4s |
| Flanker | Extra health from Health Packs 75 → 50 |
| Medic | Healing conversion 40% → 30% |
Tank cooldown and duration changes
Five Tanks have their defensive abilities available more often. Because two Tanks together could otherwise chain too much protection, the durations on several of those abilities were shortened at the same time. Doomfist is the exception, gaining a small buff to shield generation.
| Tank | Ability | Change |
|---|---|---|
| Domina | Barrier Array | Cooldown 17s → 15s; duration 8s → 7s |
| Doomfist | The Best Defense | Shield gain 25 → 30 |
| Hazard | Jagged Wall | Cooldown 15s → 13s |
| Mauga | Overrun | Cooldown 7s → 6s |
| Ramattra | Void Barrier | Cooldown 16s → 13s; duration 4s → 3s |
How to try the changes and confirm they are active
Load into Quick Play Hacked from the arcade or Open Queue during the weekend window. You will know the test rules are in effect when two Tanks can be selected per team and defensive abilities like Void Barrier or Jagged Wall come back sooner than in the standard queues.
These adjustments do not apply to ranked play, Stadium, or the usual 5v5 modes. If you are seeing the normal single-Tank format and full-length healing reduction, you are outside the limited-time test and the changes will not be present.
The direction here keeps both team sizes on the table at once. Players who prefer the classic six-vs-six format get a fresh chance to test it, while the standard 5v5 experience stays untouched until the experiment wraps.






