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This page is an archive for the format and ruleset of Competitive Season 2. For the details of the current rules and mechanics of Competitive Play, see Competitive Play

Season 2 was the second season of Competitive Play.

Season 2 changes Edit

  • The skill rating was being changed to 1-5000, moving away from the 1-100 format of Season 1.
  • Skill rating tier was reintroduced (from the Open Beta):
    • There were 7 skill tiers being introduced: Bronze (1-1499), Silver (1500-1999), Gold (2000-2499), Platinum (2500-2999), Diamond (3000-3499), Master (3500-4000), Grandmaster (4000-5000).
    • Unless players are in the top tiers (Master and Grandmaster), they won't slip out of the tier they've earned, even if their score falls below that required for the tier.
    • Diamond, Master and Grandmaster started to subject to ratings decay, which make the skill rating drop 50 points after 168 hours (7 days) without playing Competitive match and will continue to drop 50 points for every 24 hours after. The decay stops when player return to play Competitive again or the skill rating drops to the bottom of Diamond tier (3000 skill rating).
    • Entry into top 500 started to require playing a minimum of 50 competitive matches each season. Players who are in Top 500 would be immediately excluded from the Top 500 if they don't play Competitive for 168 hours (7 days).
  • Restriction in skill rating in a group was introduced, which only allow people within a range of skill rating to group up in Competitive match.
    • Removed the level restriction in Season 1.
  • Some match format was changed:
    • There were a trim in the length of time of some part in a Competitive Match, like "Assemble your heroes" to make a match shorter.
    • Sudden Death and the Coin Toss were removed. A draw result would happen when both team achieve the same result after using up the same span of time.
    • The time given at the beginning was reduced. Time bonus for some map was modified.
    • Time banking was introduced to Hybrid and Escort maps.
  • Competitive Points:
    • The amount earned and the amount required for purchase were multiplied by 10. The Competitive Points earned from Season 1 would be multiplied by 10 as well. The reward for a tie match would be less than the reward for a winning match.
    • A softcap for Competitive Point was implemented, meaning that players would stop receiving Competitive Point at 6000 Points. Player with more than 6000 Points at the beginning of Season 2 would no longer accrue Points until it is spent. End-of-season Competitive Points reward would still be granted for players at the softcap.

Format Edit

This format was used for Season 2.

Control Maps Edit

  • Match rule:
    • Two teams play in a best-of-five format. There are at least 3 games and at most 5 games.
    • If one team succeeds capturing a control point, the game ends immediately and the team gains a point. The score will be updated and announced after every game.
    • If one team reaches three points, the match ends immediately and that team wins the match.
  • Map rule: The first three games will use all three sub-areas of the Control map, and the last two will use random two in three sub-areas.

Assault Maps Edit

  • Match rule:
    • Both teams play two games as a rotation: one attacking team and one defending team, and both teams change sides after one game. The final score, and the remaining time will be announced after each game.
    • The attacking team gains a point any time a control point is captured.
  • Time rule:
    • Each team is given 4 minutes at the beginning to capture the first point.
    • For capturing point A, the attacking team is given a bonus of 4 minutes during the first rotation and 30 seconds during subsequent rotations.
  • Condition for winning:
    • In a rotation, if the first attacking team fails to capture a control point, the match ends as soon as the second attacking team captures that control point and the second attack team wins the match.
    • In a rotation, if the second attacking team fails to capture any control point which the first attacking team already succeeded to capture, the match ends and the first attack team wins the match.
    • After a rotation and the scores are tied, if both teams use up all of their time, the game ends immediately and the result is a draw. Otherwise, extra rotation begins.
    • After a rotation and both teams have the same point, meaning the scores are tied.
      • If at least one team still has time remaining, an extra rotation will begin.
      • If both teams at this point have 0 remaining time, the game ends immediately and the result is a draw.
  • Extra rotation rule:
    • The team with the least time remaining starts the next rotation as the first attacking team.
    • If this is the first extra rotation, and both teams have 0 second remains, both teams will be granted 60 seconds for this rotation. This will be their final rotation, and the match will end after this rotation regardless.
    • If only one team have less than 60 seconds remaining time (but more than 0 seconds), they are granted additional time to increase their remaining time to 60 seconds. And the other team is also granted the same amount of time. The final rotation will begin, and the match will end after this rotation regardless.
    • If both team have less than 60 seconds remaining time (but more than 0 seconds), the team with the least 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 time. The final rotation will begin, and the match will end after this rotation regardless.
    • In the special case of one team have at least 60 seconds remaining time, and the other team have 0, no additional time is given to any team. The team which still has remaining time will start the final game of the match on attacking side. If the attacking team win a point within that time, the match ends immediately and they are the winner; otherwise, the match ends in a draw.

Escort Maps Edit

  • Match rule:
    • Both teams play two games as a rotation: one attacking team and one defending team, and both teams change sides after one game. The final score, the distance, and the remaining time will be announced after each game.
    • The attacking team gains a point any time a checkpoint is reached, and the distance is reset to 0 meter.
  • Time rule:
    • Each team is given 4 minutes at the beginning to reach the first checkpoint.
    • The attacking team is given bonus time for each checkpoint reached. But the bonus time is only given in the first rotation.
  • Condition for winning:
    • If the first attacking team did not deliver the payload to the final checkpoint, there will be a light-up yellow mark on the ground in the second game of that rotation, marking the furthest point of the first attacking team's payload.
      • If the second attacking team pushes their payload over the mark, they will get a point and will be the winner.
      • If the second attacking team cannot push their payload to touch the mark, the other team will be the winner.
      • In the rare case of both teams push the payload to the same distance, the result will be a draw.
    • If both teams reach the final checkpoint, meaning the scores are tied. An extra rotation will begin.
  • Extra rotation rule:
    • The team with the least time remaining starts the next rotation as the first attacking team.
    • If this is the first extra rotation, and both teams have 0 second remains, both teams will be granted 60 seconds for this rotation. This will be their final rotation, and the match will end after this rotation regardless.
    • 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 time. The final rotation will begin, and the match will end after this rotation regardless.

Hybrid Maps Edit

  • Match rule:
    • Both teams play two games as a rotation: one attacking team and one defending team, and both teams change sides after one game.
    • The attacking team gains a point any time a control point is captured or a checkpoint is reached. If a control point is captured, the distance meter will start.
  • Time rule:
    • Each team is given 4 minutes at the beginning to capture the first point.
    • The attacking team is given bonus time for capturing control point and reaching checkpoint. But the bonus time is only given for the first rotation.
  • Condition for winning:
    • If the first attacking team did not capture the control point, and the second attacking team is success to capture it, the match ends immediately and the second attacking team is the winner; otherwise, the result is a draw.
    • If the first attacking team did not deliver the payload to the final checkpoint, there will be a light-up yellow mark on the ground in the second game, marking the furthest point of the first attacking team's payload.
      • If the second attacking team captures the point and pushes their payload over the mark, they get a point and will be the winner.
      • If the second attacking team cannot capture the point, the match will end and the other team will be the winner.
      • If the second attacking team are able to capture the point but cannot push their payload to touch the mark, the other team will be the winner.
      • In the rare case of both teams push the payload to the same distance, the result is a draw.
    • If both teams reach the final checkpoint, meaning the scores are tied. An extra rotation will begin.
  • Extra rotation rule:
    • The team with the least time remaining starts the next rotation as the first attacking team.
    • If this is the first extra rotation, and both teams have 0 second remains, both teams will be granted 60 seconds for this rotation. This will be their final rotation, and the match will end after this rotation regardless.
    • If only one team have less than 60 seconds remaining time (but more than 0 second), they are granted additional time to increase their remaining time to 60 seconds. And the other team is also granted the same amount of time. The final rotation will begin, and the match will end after this rotation regardless.
    • If both team have less than 60 seconds remaining time, the team with the least 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 time. The final rotation will begin, and the match will end after this rotation regardless.
    • In the special case of one team have at least 60 seconds remaining time, and the other team have 0, no additional time is given to any team. The team which still has remaining time will start the final game of the match on attacking side. If the attacking team win a point within that time, the match ends immediately and they are the winner; otherwise, the match ends in a draw.

Skill rating Edit

This skill rating mechanic was used for Season 2.

Skill rating is a number between 1 and 5000, indicating how skilled a player is (with the higher number being the most skilled). Skill rating will be initially determined by playing 10 placement matches. After that, the skill rating will increase or decrease with each win or loss, respectively. How much the player gains or loses depends on two factors: the player's own performance and the skill of the other players in the match. For example, winning against a stronger team will give the player a bigger boost in skill rating than winning against a same-level team.

Skill rating Season 2

Skill rating tiers and their icons along with icon for Top 500.

Tiers Edit

There are 7 skill tiers:

  • Bronze (skill rating: 1-1499)
  • Silver (skill rating: 1500-1999)
  • Gold (skill rating: 2000-2499)
  • Platinum (skill rating: 2500-2999)
  • Diamond (skill rating: 3000-3499)
    • The icon for Diamond has a flickering light shining in the middle.
  • Master (skill rating: 3500-4000)
    • The icon for Master has a sparkling effect.
  • Grandmaster (skill rating: 4000-5000)
    • The icon for Grandmaster has a sparking effect and an anamorphic lens flare in the middle.

Unless players are in the tiers of Master and Grandmaster, they won't drop out of the tier they've earned, even if their score falls below that required for the tier.

Rating decay Edit

Players in the tiers of Diamond, Master and Grandmaster are subject to rating decay, which makes their skill ratings drop 50 points after 168 hours (7 days) without playing Competitive matches, and will continue to drop 50 points for every 24 hours thereafter. The decay stops when the player returns to play Competitive again or when the skill rating drops to the bottom of Diamond tier (3000 skill rating).

Top 500 Edit

Top 500 players of the season have a special icon for their skill rating (which has a distinct sparkle lightning and anamorphic lens flare effect). No matter what tier they are supposed to be in when they achieve the Top 500 status, their icon will change into the special icon. Any player who achieves the Top 500 status will be informed when reaching it, along with their rating in Top 500.

In order to reach the Top 500 status, players must win at least 50 Competitive matches.[1] Getting skill rating decay, which means not playing Competitive for 168 hours, will drop that player out of the Top 500 status.

Group skill rating restriction Edit

There are also skill rating restrictions for Competitive grouping.

  • Players who are completing their placement match are unable to group up with players who are in Diamond tier and above.
  • Players who are in Diamond tier and below are unable to group up with other players which have a skill rating difference of more than 1000.
  • Players who are in Master and Grandmaster tiers are unable to group up with other players which have a skill rating difference of more than 500.

Rewards Edit

This reward was used for Season 2.

Each match won in Competitive Play yields Competpoints blackborder 10. Each match drawn in Competitive Play gives Competpoints blackborder 3 instead. Also at the beginning of Season 2, the current Competitive Points each player owns have been multiplied by 10.

End-of-season rewards Edit

At the end of each season, two tiers of unique items are rewarded:

  • Competitor: Every player who has completed their 10 placement matches will receive a unique Player Icon and Spray to match the season.
  • Hero: Every player in the Top 500 list on their region and platform will receive an animated variant of the Competitor spray and two unique player icons; one for being in the Top 500 and another for being in the Top 500 of that season. These rewards will be awarded to anyone who has entered the Top 500 during the season, regardless of whether or not they still hold the position at the end of the season.

Players will also receive a set amount of Competitive Points at the end of the season, based on their highest recorded skill rating tier in that season. End-of-season Competitive Points reward will still be granted for players at the soft cap.

  • Bronze: Competpoints blackborder 100
  • Silver: Competpoints blackborder 200
  • Gold: Competpoints blackborder 400
  • Platinum: Competpoints blackborder 800
  • Diamond: Competpoints blackborder 1200
  • Master: Competpoints blackborder 2000
  • Grandmaster: Competpoints blackborder 3000

References Edit

  1. Overwatch Twitter 1:31 PM - 24 Oct 2016