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!

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Since starting in mid-season 4, Assault and Hybrid maps now break Assault objective point ties by a team that captured more percentage of an objective point (with a minimum of 33%). This includes the scenario where a team with more than a minute (and the other team with no time remaining) plays a single final round to capture 33% of an objective point.

Links from the original developer post have been modified to lead to the appropriate updated locations.