Additional Info re: Season 2 Time Bank Changes

Announcements
If you watched our latest developer update, then you know we've got a lot of changes planned for Competitive Play in Season 2. While these changes can be found in our PTR patch notes, we wanted to provide a few more details about the adjustments we're making to Overwatch's game modes—specifically regarding how our updated "time bank" system will work.

If you’re not familiar with the time bank system, here’s a quick overview:
  • If a competitive match is tied after both teams have played one round attacking and one defending, the time bank system will initiate a new attack/defend rotation, giving teams a chance to break the tie.
  • The amount of time that each team will have for their second round on attack depends on how much time was left on the clock at the end of the previous round.

With the removal of Sudden Death, matches can now result in a draw (with both teams gaining a small amount of Competitive Points, but no adjustments made to Skill Rating). As a result, we're looking to adapt the time bank system we've been using in Competitive Play for our Assault maps in Season 1 and adding it to both our Escort and Assault/Escort hybrid maps in Season 2. We've also made some refinements to the system as a whole, with the goal of keeping match draws as rare as possible.

Here's a full breakdown of how the system will work for each game mode:

Escort Maps (Dorado, Route 66, and Watchpoint: Gibraltar):
  • In cases where both teams end a rotation having played on both attack and defend, and both teams have escorted the payload to the final objective, we examine their remaining time:
    • If both Team A and Team B have at least 60 seconds of time remaining, then a new rotation begins with both teams playing a round on attack with their remaining time.
    • If either team or both teams have less than 60 seconds remaining, then the team with the least remaining time is granted additional time to bring their new total to 60 seconds. The other team receives the same amount of added time. A new rotation then begins with both teams playing a round on attack with their remaining time.
  • Whenever a new map rotation starts and both teams are going to play, then the team with the least time remaining starts the next rotation on attack.
  • For the second and additional rotations, no bonus time is added when the payload reaches a checkpoint.


Assault Maps (Hanamura, Temple of Anubis, and Volskaya Industries):
  • In cases where both teams end a rotation having played on both attack and defend with the scored tied, we examine their remaining time:
    • If both Team A and Team B have 0 remaining time, then the match results in a DRAW.
    • If both Team A and Team B have at least 60 seconds of time remaining, then a new rotation begins with both teams playing a round on attack with their remaining time.
    • If Team A has less than 60 seconds of time but greater than 0 seconds, and Team B has at least 60 seconds of time, then a new rotation begins. Team A is granted additional time to increase their remaining time to 60 seconds, and Team B is also granted the same amount of additional time to their bank.
    • If Team A has 0 remaining time, and team B has at least 60 seconds of time, then team B plays a final round on attack with their remaining time. If Team B can take the first map objective during their remaining time, they win. If they do not, the match results in a DRAW.
    • If both Team A and Team B have less than 60 seconds of time remaining, then a new rotation begins, but it is the final rotation for both teams—even in the rare case a team could take both map objectives in less than a minute. The team with the smallest amount of remaining time is granted additional time to increase their remaining time to 60 seconds, and the other team is also granted the same amount of additional time.
  • Whenever a new map rotation starts and both teams are going to play, then the team with the least time remaining starts the next rotation on attack.
  • When a team on attack takes the first map objective, they now receive 4 minutes of additional time during the first team rotation and 30 seconds during subsequent rotations.


Assault/Escort Maps (Hollywood, King's Row, and Numbani):
  • In cases where both teams end a rotation having played on both attack and defend and neither team took the first map objective, then the match results in a DRAW.
    • In cases where both teams end a rotation having played on both attack and defend, and both teams have escorted the payload to the final objective, we examine their remaining time:
    • If both Team A and Team B have 0 remaining time, then the match results in a DRAW.
    • If both Team A and Team B have at least 60 seconds of time remaining, then a new rotation begins with both teams playing a round on attack with their remaining time.
    • If Team A has less than 60 seconds of time but greater than 0 seconds, and Team B has at least 60 seconds of time, then a new rotation begins. Team A is granted additional time to increase their remaining time to 60 seconds, and Team B is also granted the same amount of additional time to their bank.
    • If Team A has 0 remaining time, and team B has at least 60 seconds of time, then team B plays a final round on attack with their remaining time. If Team B can take the first map objective during their remaining time, they win. If they do not, the match results in a DRAW.
    • If both Team A and Team B have less than 60 seconds of time remaining, then a new rotation begins, but it is the final rotation for both teams—even in the rare case a team could take both map objectives in less than a minute. The team with the smallest amount of remaining time is granted additional time to increase their remaining time to 60 seconds, and the other team is also granted the same amount of additional time.
  • Whenever a new map rotation starts and both teams are going to play, then the team with the least time remaining starts the next rotation on attack.
  • For the second and additional rotations, no bonus time is added when a team takes the first map objective or the payload reaches a checkpoint.


These updates are available for testing right now on the PTR (along with all the other changes we've made to Season 2), and we encourage you to play a few matches and share your feedback with us! To learn how to participate in the PTR, click here.

We'll also continue to keep an eye on Competitive Play throughout next season, and will make additional revisions and refinements to the time bank system if needed. Thanks so much for your support, and for helping us make Overwatch an even better game!
Highly Rated
Thank you based Blizz for removing the coinflip.
This is worlds better than the coin flip. I can't wait till season 2 now! :D
I love the new mechanics removing the coin flip. Actually comes down to skill now.
This is awesome ! Sadly that from October I am not sure I'll be able to play more than 2 days a week...I'll will be at univercity and my laptop is for office not gaming :((
I didn't mind the coin flip. As it forced people to communicate on a good push. However. the defenders didn't really have to work together. but the attackers did, which is a problem if people aren't trying to work together.
This is awesome ! Sadly that from October I am not sure I'll be able to play more than 2 days a week...I'll will be at univercity and my laptop is for office not gaming :((
Thank you.
good

Assault Maps (Hanamura, Temple of Anubis, and Volskaya Industries):
  • In cases where both teams end a rotation having played on both attack and defend with the scored tied, we examine their remaining time:
    If both Team A and Team B have 0 remaining time, then the match results in a DRAW.


Assault/Escort Maps (Hollywood, King's Row, and Numbani):
  • In cases where both teams end a rotation having played on both attack and defend and neither team took the first map objective, then the match results in a DRAW.


Why not look at the ticks of the objective meter and declare the side with more ticks as the winner to further avoid games that end up in a draw?
Are you going to translate our season 1 ranking to the new 1-5000 scale? So when I look at my previous season high ranks I'll know where season 1 stands in all of my seasons.

What does my rank of 62 equal in the new 1-5,000 scale?
08/17/2016 12:44 PMPosted by CepheusX
Why not look at the ticks of the objective meter and declare the side with more ticks as the winner to further avoid games that end up in a draw?


I've always wondered about that.
Although this is so much better then the coin flip I tried to make a flow chart and it was as complicated as the above text.

I watched a few matches today on twitch and games just ended sometimes unceremoniously.

This is better but very confusing looks like it still needs some UI work.

Glad you guys are working on it though.
08/17/2016 12:53 PMPosted by Jinx
Are you going to translate our season 1 ranking to the new 1-5000 scale? So when I look at my previous season high ranks I'll know where season 1 stands in all of my seasons.

What does my rank of 62 equal in the new 1-5,000 scale?


Placment matches for every season. No carrying rank
TL:DR
08/17/2016 03:07 PMPosted by GreenCafe
08/17/2016 12:53 PMPosted by Jinx
Are you going to translate our season 1 ranking to the new 1-5000 scale? So when I look at my previous season high ranks I'll know where season 1 stands in all of my seasons.

What does my rank of 62 equal in the new 1-5,000 scale?


Placment matches for every season. No carrying rank


Not sure if you read my post... but I'm asking about the translation of a season 1 rank from 1-100 to the equivalent rank in the 1-5,000 range. It has nothing to do with carrying a rank and placement matches.
08/17/2016 03:51 PMPosted by Jinx
08/17/2016 03:07 PMPosted by GreenCafe
...

Placment matches for every season. No carrying rank


Not sure if you read my post... but I'm asking about the translation of a season 1 rank from 1-100 to the equivalent rank in the 1-5,000 range. It has nothing to do with carrying a rank and placement matches.


I was accidently answering the question that you originally quoted. I didn't really look all the way which I'm sorry for.
the first team is the first to attack, and the second team is the second to attack

In Escort Maps, if the first team cannot reach the final objective, the second team will win when their payload reach the point of the first team's payload, right?

But actually, the first team's payload may almost reach the next checkpoint and then move backward to the point the second team has to reach.

So, it's not fair for the first team in case they actually could manage to move the second team's payload backward to the losing state if the time continued.

So I want the second team to win when they reach the next checkpoint, not the payload point.
08/17/2016 03:51 PMPosted by Jinx
08/17/2016 03:07 PMPosted by GreenCafe
...

Placment matches for every season. No carrying rank


Not sure if you read my post... but I'm asking about the translation of a season 1 rank from 1-100 to the equivalent rank in the 1-5,000 range. It has nothing to do with carrying a rank and placement matches.


If it helps, 62% of 5000 is 3100. So I'd call it somewhere in that range.

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