
There are some situations where the new armor is worse - weapons that shoot a high number of weak pellets like Reaper's Hellfire Shotguns used to struggle a lot more against armor since each individual pellet's damage was reduced by five points - but overall, armor is more effective than it used to be. Notably, armor health across the board has been buffed, and now reduces all damage by 30% instead of reducing damage taken by five points flatly. This means that armor will be more effective against large chunks of damage caused by abilities like Junkrat's Concussion Mine or heavy-hitting projectile weapons like Pharah's Rocket Launcher. They now provide Overhealth, which doesn't have damage reduction properties, although it does reduce the amount of Ultimate charge that enemy players get when they damage you. The introduction of Overhealth also simplifies how getting extra health from abilities works, though it directly nerfs both Brigitte and Torbjörn since Brigitte's Inspire Ultimate and Torbjörn's Overload used to provide damage-reducing armor. Support heroes being able to rapidly heal after not taking damage gives them a significant self-sustaining boost, ensuring that enemies can't easily whittle them down with chip damage over time. The 30% knockback resistance and 50% reduction in Ultimate charge given to tanks make them harder to forcibly move around and "farm" for Ultimates. The ability to retain a 30% Ultimate charge when swapping between heroes encourages all players to be more flexible, while the 25% movement and reload speed boost on elimination for damage heroes encourages aggressive playstyles. The introduction of role passives in Overwatch 2 gives each type of hero in the game distinct advantages.

The last attack that fully depletes a hero's armor will have its damage reduced by that armor dynamically, with higher damage attacks being reduced less.

