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A small patch mainly just fixing Mercy's "rez you while you're still falling off the map and then you fall again and die" bug and some Sombra reaching unintended locations bugs. Geoff Goodman also explained the reasoning and intentions behind the current changes to D.Va on the PTR.
Josh Engen (source)
New Feature: Simple Checkout
Purchasing Loot Boxes has never been easier. Our streamlined system gives players access more payment options from directly within the Overwatch client.
Decreased the volume of passing cars on the Oasis background in the Hero Gallery
Fixed a bug that was allowing Mercy to resurrect players that had fallen off the map to their death
Fixed a bug to prevent the garden point on Oasis from being contested/captured from the second-floor walkway above it Fixed a bug that allowed Sombra to reach unintended locations on several maps
Geoff Goodman (source)
This is great feedback, thanks.
Keep in mind her spread didn't actually change, but her shots 'fill in' her spread more evenly now, meaning her damage per shot is generally more consistent. For example, in the video provided from the live game, if you take that same shot multiple times you'll see a greater diversity in damage results than you would on the PTR, because sometimes some of those bullets would just miss. Overall though, the change to her damage is intended to be a small nerf.
As for her health/armor, the bottom line is shes intended to be weaker vs faster firing weapons (and shotguns), such as Reaper and Tracer. The game is a lot healthier when heroes have strengths and weaknesses versus other heroes. As she was, it was common to hear people ask 'What do I do about D.Va?'. People often would try to use Zarya or Roadhog, since they both have the potential to deal high damage and pierce her Matrix, but even those answers were marginal at best. Heroes like Reaper that are generally supposed to be good at taking down tanks weren't very effective because of all the armor they had to get through. With lowered armor, she now has more legitimate counters and she still counters many heroes and abilities in the game, especially considering her Defense Matrix wasn't touched.
I understand that people feel like she may be too weak overall after these changes, and if that turns out to be the case we'll look at helping her out. That said, that help isn't likely to come back in the form of a bunch of armor, since that would just put us back the problems we had to begin with. We'll be watching her impact closely after these changes.
The ongoing saga of Hook 2.0 continues on the PTR as Roadhog gets closer and closer to not violating the space-time continuum, getting less broken hooks and less problems with people peeking around corners being un-targetable. Ana got a duration buff to the previously nerfed Biotic Grenade and Sombra got a significant cooldown reduction on Hack as well.
Geoff Goodman (source)
We're about to push a new build to the PTR with some new changes:
- Added some more line of sight checks towards the left/right of a potential hook target. This means it should be easier to hook someone who is sticking halfway out of a doorway, or behind a thin pole, etc. These checks are also used for the persistent line of sight check, so if a hook target moves behind a slim object like a stump or a lightpole, they won't be released anymore.
- Hooked targets are now slowed heavily while they are stunned, even if they are in the air. This means if someone is strafe jumping away from you and you land a hook, they are a lot less likely to slide out of line on sight, breaking the hook.
- Fixed a bug that could allow you to hook someone and pull them behind you if you spun around before the hook landed.
- Biotic Grenade duration reduced from 5s to 4s
- Hack cooldown reduced from 12s to 8s
Thanks for the feedback so far! Hopefully we'll have this new patch up very soon so you guys can check it out and let us know what you think.
Here's the big issue that is addressed in these fixes:
Previous PTR patch notes.
Mostly funny stuff, good plays and even an informative clip or two. This week Roadhog gets confused, Zarya cleans a room (literally) and Mei... gets what's coming to her.
The play of the game and highlight features are some of the best in Overwatch, so it's no surprise the entire community is obsessed with sharing them. Looking through reddit trying to find some rule 34 stuff interesting discussions you have to get through a lot of clips and, the thing is they're pretty much all really, really good. I thought I'd share some of my favorites each week here so let me know if you like the idea and/or clips in the comments and if you'd like actual explanations of what the hell just happened in them in future posts. Let's get started.
As Hook 2.0 has been a big topic this week we start off with a very confused Roadhog, seemingly unable to understand the difference between his hook and Widowmaker's grapple. (Source)
A hole in one. (Source)
Then it's time for a lesson, a physics lesson, in fact, as Zarya's ult both cleans and messes up a room on Eichenwalde. (Source)
Sticking with the science theme, someone has come up with a foolproof new way of communication, absolutely 100% ensuring you get to pick the hero you want. Sometimes. (Source)
Back to actual good plays, this Genji illustrates that you don't really need your team's ults or weapons at all, reflecting both Zarya and Tracer ults for that juicy 4 kill. (Source)
No collection of clips would be complete without the mandatory Reinhardt crazy charge kill. (Source)
And, finally, everyone's "favorite" shows off just why she's so popular as poor Genji clings to life as long as he possibly can. (Source)
And then gets punished for her wicked ways. Repeatedly. (Source 1)(Source 2)
Ah, there really is nothing more "feelgood" than watching Mei die repeatedly is there? So, let me know if this is the kind of thing you'd want to see again and if there's something that could be added or changed for future articles. Hope to see you in some of these clips one day!
It seems the recent PTR patch notes have caused a bit of a kerfuffle, mainly due to Hook 2.0 and D.Va changes. As the Overwatch team is very good with communicating their intent on the forums, Geoff Goodman and Jeff Kaplan addressed some of the concerns and shared upcoming changes:
We have a fix for this coming soon onto the PTR, as well as other fixes (such as being able to throw people behind you if you spin before the hook lands).
I'm also playing around with the ability for the hook to slow down a player when it impacts them, especially if they are in the air. This should help some of the more extreme cases where a player was strafe jumping and got hooked, but just before they get pulled they traveled a good 3-4 meters before breaking LOS, causing the hook to fail.
You'll still be able to move people somewhat (right now its +/- 70 degrees from the starting hook angle).
And here's an example of the people throwing:
Then there's the concern over the D.Va changes ( Health increased from 200 to 400, Armor decreased from 400 to 200, Fusion Cannons Bullet damage decreased from 3 to 2, Number of bullets per shot has been increased from 8 to 11) that are apparently causing an uproar and many "D.Va is terrible now" statements.
To answer the original title's question:
No the sky is not falling.
0.26% of Overwatch players have tested these changes on the PTR.
The average playtime on the PTR (including sitting in menus etc.) this week is 26 minutes.
I encourage people to log in and try these changes for a few nights -- not one anecdotal match -- and see how you feel about them by formulating your own opinion.
To put it another way, 99.74% of the community hasn't actually played with any of these changes.
The devs made good on their word that Roadhog's Hook 2.0 will be on the PTR today, and we can also see a lot more tweaks in the patch, specifically a big nerf to Ana's Biotic Granade, 200 of D'Va's armor being flipped to health and her mech guns receiving some fine tuning. There's more fixes and changes below.
Update: there's also a comment by Jeff Kaplan on Mei's wall bug that's hopefully getting fixed today as well on live, under the patch notes.
Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes will also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and therefore will only reflect changes coming specifically to that platform.
Emote Wheel Players can now equip up to 4 emotes, sprays, and voice lines from within the hero gallery Voice line and emote submenus can be accessed using the left and right mouse buttons from within the Communication wheel Players can now bind individual sprays, emotes, and voice lines to unique keys or mouse buttons HERO BALANCE UPDATES
Biotic Grenade Healing boost on allies has been decreased by 50% Developer Comments: The healing boost from Ana’s Biotic Grenade was providing too much healing, especially when used on targets with large health pools.
Health increased from 200 to 400 Armor decreased from 400 to 200 Fusion Cannons Bullet damage decreased from 3 to 2 Number of bullets per shot has been increased from 8 to 11 Developer Comments: D.Va’s armor often made her feel like she had no weaknesses, even against heroes that are often effective against bigger targets (like Reaper). The changes to her Fusion Cannons will result in a small overall decrease in damage, but they should feel more consistent now.
Chain Hook Targets are now pulled directly in front of Roadhog (rather than straight to him), except in cases where Roadhog drastically rotates Hooked targets are now released if they leave Roadhog’s line-of-sight before being pulled Line-of-sight checks (which detect if targets should be initially hit by the hook) are now done from Roadhog’s position, rather than the hook’s position Developer Comments: The hook should now feel more consistent for Roadhog players, but it should also feel more reasonable to his enemies, as they cannot be hooked or pulled around corners anymore.
Hack The time it takes to hack a target has been decreased from 1 second to 0.8 seconds Developer Comments: Sombra often had difficulty hacking enemies, even when she surprised the target. This change should help her execute hacks more easily.
USER INTERFACE UPDATES
The “Stay as Team” button lights up when anyone on your team clicks it Kill Feed
Hero ability icons are now displayed Ultimate abilities are now indicated with an orange arrow Headshot eliminations are now indicated with a red icon BUG FIXES
Fixed a bug that allowed spectators to click the “Stay as Team” button after a game ended Fixed a bug that caused the “Stay as Team” button to overlap with the “Back” button on the Social menu Fixed a bug causing the “Mouse 4” button to execute the “Back” function during menu navigation, preventing it from being used for other features Fixed a bug preventing the Social menu from correctly displaying World of Warcraft zones that have a single quotation mark in the name Fixed a bug causing heroes to display a “T-pose” on the victory screen following a Mystery Heroes brawl AI
Fixed a bug that prevented the Roadhog bot from grabbing enemies with his Chain Hook through a friendly Reinhardt’s Barrier Field Fixed a bug that allowed the Sombra bot to hack through barriers Fixed a bug that made the Torbjörn bot unresponsive after placing his turret Competitive Play
Fixed a bug preventing players from receiving experience points when playing offseason games Heroes
Fixed a bug that would cause the cup in Ana’s “Toast” victory pose to appear blurry on the right side of the screen Fixed a bug causing a several visual effect issues on McCree’s “Hat Trick” emote Fixed a bug causing Mercy’s wings to be improperly placed on her Valkyrie and Sigrún skins Fixed a bug that sometimes prevented Symmetra’s Photon Barrier from playing a sound effect when destroyed Fixed a bug that sometimes prevented Widowmaker’s Venom Mine from attaching to walls Fixed a bug that prevented Zenyatta’s Nutcracker skin from glowing when his Transcendence ultimate ability was activated Maps
Fixed a bug that allowed Widowmaker to reach an unintended location on Eichenwalde Fixed a bug that allowed Widowmaker to reach unintended locations on Ecopoint: Antarctica Fixed a bug that allowed Sombra to reach unintended locations on Dorado Fixed a bug that allowed Sombra to reach unintended locations on Watchpoint: Gibraltar Fixed a bug on Oasis's garden tier where the border around the capture point inaccurately marked the bounds of the capture point Fixed an issue causing texture fragmentation on the Practice Range Fixed a bug preventing some projectiles from destroying the piñatas on Dorado Fixed an issue preventing the glass railings on Oasis from being easily broken by a melee
Jeff Kaplan on Mei Wall bug/exploit (source)
Hi. This bug was surprisingly tricky for us to track down but we believe we have identified a fix. Our hope is to have it fixed sometime tomorrow (1/5/2017 PST) but there is always the chance that our fix could fail. We're currently testing to verify the fix.
This bug is clearly an exploit and we consider this cheating. Do not attempt to reproduce this bug. If you see someone abusing this mechanic, please report them.
We will be taking action against those who abused this exploit. Overwatch is a PvP experience so that means exploiting game mechanics like this comes at a cost to those you are competing against. We take aggressive action against people who abuse game mechanics, hack or cheat. This case is no different.
Apologies that this bug lingered for as long as it did. Hopefully this should go away soon (along with those who abused it).
And here's a little look into one of the aspects of Hook 2.0 on the PTR, courtesy of HowdoIdoareddit: