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With the LFG tool coming to live soon Scott Mercer has taken it upon himself to address players' general dislike of grouping in general. In the post below he clarifies the real effects of grouping on matchmaking, skill rating changes and more, to combat common misconceptions. We also get some great stats related to the matter, like the fact that the most common match-up in competitive play in the last 4 months has been 2,1,1,1,1 vs. 2,1,1,1,1!
Scott Mercer (source)
The Looking for Group tool in 1.25 is an exciting new in-game feature that gives players more control over their online play experience in Overwatch. It allows players to find like-minded or similarly skilled individuals who want to work together. Groups can lead to better team play with less negativity and, ultimately, more fun. Since Overwatch is at its very core a team game, there’s really no better way to play.
We’ve seen some reluctance from the community when it comes to grouping, especially in Competitive Play. There are a lot of misconceptions about how grouping is handled by the matchmaker, as well as how grouping affects Skill Rating changes. I want to address some of these by explaining in detail how our matchmaking system handles groups, and also examine the effects of grouping on win rates. I’ll include quite a bit of data and statistics to help with the explanations.
The first and maybe most common misconception I want to correct is the belief that the Competitive Play system decreases your SR gains and increases your SR losses when playing in a group. The simple answer here is that there’s no SR penalty based on your group status. It doesn’t matter if you’re solo, grouped with one other person, or in a full group of six. If you are a 2800 SR player grouped with five other 2800 SR players, the SR change after a win or loss is the exact same as if you played the game solo with five other solo 2800 SR players. We also do not artificially inflate the SR of the players in a group when finding matches. There is simply no penalty at all for the purposes of calculating SR and matchmaking.
There are many other reasons for the SR gained or lost after a game to differ in magnitude that have nothing to do with grouping:
What was the quality of the enemy team and your predicted win chance? You gain more on a win if your predicted win chance was <50%. You gain less on a win if your predicted win chance was >50%. Are you playing consistently? New accounts or accounts that have been inactive will see larger magnitude changes both upwards and downwards. This settles back to normal as you play additional games. Did your 3000+ SR recently decay due to inactivity? If this happened, you’ll gain more SR on a win until you get back to your “undecayed” SR. Are you a Platinum-tier player or below? If you performed particularly well or worse than what is considered a typical performance during a match, then there’s a small SR modification to reflect that. Is your current SR really high? Your SR increases less on a win than it decreases on a loss as your SR approaches the systemic limit of 5000. Now let’s talk about groups and matchmaking a bit. Interestingly enough, there’s actually more grouping going on than you might think! For the next set of data, we’re going to look at all competitive games from February 1st up to May 28th of this year.
Only 16% of all games purely consisted of solo players. The most common match composition is 2,1,1,1,1 vs. 2,1,1,1,1, which represents 28% of the all matches. If you are in a full team of solo players, 73% of those matches were against another team of solo players and another 24% were against a 2,1,1,1,1 team composition. Only 3% of the enemy teams were groups of three or more players. If you’re in a duo, 74% of your matches are against other 2,1,1,1,1 teams, 14% against 1,1,1,1,1,1 teams, and 8% against 3,1,1,1 teams. Only 4% of the enemy teams you faced had groups of four players or more. If you’re in a full six player group, 92% of your matches are against the combination of other six player groups; 5,1 teams; 4,2 teams; 3,3 teams; and 2,2,2 teams. The matchmaker was designed to try and create games with equivalent-sized groups, especially for solo players, and these statistics show that it’s doing a pretty decent job. We believe that games with equivalent groups create the fairest possible experience, and fair games create the best chance of players having a fun experience. When the matchmaker does compromise, it’s usually during off-hours when there aren’t as many available players, as well as at the lowest and highest extremes of SR.
There are limits to how much we compromise, however.
Several months back we implemented a restriction that prevents the matchmaker from creating games that are severely one-sided. Whenever it wants to make a game, it calculates an expected win percentage for each team based on the SR of all the players. If one of the teams doesn’t have at least a predicted 40% win rate, then we simply don’t create the game. Even if you do end up in game where your predicted win rate is close to 40%, it’s important to remember that it also means that your SR will drop less when you lose, and you will gain more SR if you win. To help explain this further, here’s a simplified example to help explain how predicted win percentage affects your SR. As an example, let’s say you play 10 games in a row and all 10 games only have a predicted 40% win rate. If you win 4 of those 10 matches, your SR be the same as it started.
Now, let’s look at all teams consisting of all solo players. They play against other all-solo teams 73% of the time, with a 50% win rate. Meanwhile, they’ll very seldomly be matched against a full six-stack (only once in every 1150 games) and they’ll have a 41% win rate. That percentage isn’t great, but it doesn’t happen often, and 41% is NOT unwinnable. If you then combine all the separate chances to encounter all the other possible enemy team compositions and their win rates, then the solo-only team composition has a total observed win rate of 49.5%.
However, when you decide to queue for a competitive game as a solo player, we don’t only place you in all-solo compositions. Sometimes, you’re in a 2,1,1,1,1 composition which has an overall observed win rate of 50.03%. Other times, you’re in a 2,2,1,1 composition with a 49.46% win rate, or a 3,2,1 comp with a 49.93% win rate. All of the possible combinations considered, the combined win rate for solo players end ups being 49.94%. That’s very close to the perfectly fair value of 50%, which means that having groups and solo players queuing together has nearly no effect on a solo player’s win rate.
Among all possible team compositions, the one with the highest win rate is the full team of six players. If we again take into account how often the six-player team composition plays other compositions (and close to 84% are against teams with at least a four-, five-, or six-player group) then they only have an observed win rate of 52.88%. So, there is a very modest advantage to playing in a six-stack. All the other composition possibilities have closer to 50% win rates.
That’s a lot of math and data to demonstrate that playing solo or playing with a group doesn’t have much of a global systemic effect on your win rate or SR! That being the case, let’s talk about how grouping DOES provide a host of advantages that definitely make playing Overwatch more FUN.
The greatest benefit of grouping is the simplest: You get to play together with your friends! There’s really no better way to play Overwatch. You can laugh at each other’s jokes and silly plays, celebrate together when someone does something awesome, and just enjoy hanging out while pushing a payload or defending a control point. Losing doesn’t feel so bad and winning feels even better.
With the new Looking for Group tool, there are now even more opportunities to play as a group, find new friends, and have a better play experience. Whether you create or join a group, the tool allows you to find other players who share your goals. We also sort the groups in the LFG tool by SR and connection quality, so you can more easily find the best group for you. Grouping with like-minded players gives you a great head start to a more positive experience.
Grouped players are often more willing to positively communicate with each other. Grouped players are better able to resolve conflicts concerning player roles and team compositions. When part of a group, you’re better able to handle adversity. All teams lose fights and experience setbacks during a game. Grouping helps make players more resistant to catastrophic tilt and go on to recover and win fights and games in the future. If you find new people that made your Overwatch matches more fun, you can add them to your friends list and play with them again. In spite of all this, some players think that that grouping isn’t a good idea. They’re afraid of being matched against other groups who may have been playing together for longer, and thus have greater synergy. There are several issues with this line of reasoning.
Most groups don’t play very long together with the exact same lineup. It’s actually pretty rare for the same group of six players to play together for a long time. It’ll likely become even rarer with the Looking for Group feature, which makes it easier to create groups. Many of the benefits of grouping manifest soon after players come together. These benefits can increase the longer a group plays together, but they have diminishing returns. If two groups have similar mechanical skill and individual decision making, but one of the groups has a formed a synergy advantage from playing together for a long time, that advantage will naturally result in a higher SR. That means those two groups are not likely to be matched together because their players will have different Skill Ratings. Another reason players don’t group up is that it can be difficult to form groups. This is precisely the issue that the new Looking for Group tool addresses. If you enjoy playing tanks, you can find groups who really need you to hold the line. If you want to play with a very specific team composition, you can create a group that mandates it. The Looking for Group tool provides a lot of great flexibility, allowing you to both create your own or join other players’ groups.
OK, that was a lot of words. For those who have read this far, I hope it was all helpful and educational. In conclusion, I’ll end with some bits of wisdom:
Don’t worry too much about SR. Have fun, play to learn and improve, and your SR will rise over time. Playing games with other people is pretty awesome. The LFG tool helps make this happen, so give it a try. Be good to one another. Life’s too short.
The 2nd Anniversary event is finished and the developers have something to say to the community! From the game's launch to today's over 40 million players, the devs passion is evident in the video and it's a great way to end the event!
There's a new weekend event coming and it'll speed up your lootbox collecting! We're getting double XP starting tomorrow and affecting all sources of XP in the game. The boost will also stack multiplicatively with all existing boosts so get some friends together and level up fast!
June 8-11 (source)
Giving you a little extra!
It's been an incredible year, and we're so thankful you were a part of it. To celebrate our first Overwatch Anniversary together—and the community that made it all possible (that's you!)—all players who log in this weekend on PC, PlayStation 4, or Xbox One will receive double experience.
This bonus will apply to nearly all sources of in-game XP, including:
Time spent in a match Completing a match Completing consecutive matches Winning a match Backfilling a match in progress Earning medals It will also stack multiplicatively with existing group and IGR bonuses. The only experience it will not affect is your First Win of the Day bonus—which will remain at 1500 XP.
This bonus experience period begins in all regions across all platforms on Friday, June 8 at 20:00 CEST and ends on Monday, June 12 at 08:59 CEST.
EUROPE: THE AMERICAS: ASIA: 19:00 BST on June 8
20:00 CEST on June 8
21:00 MSK on June 8
11:00 a.m. PDT on June 8
12:00 p.m. MDT on June 8
1:00 p.m. CDT on June 8
3:00 p.m. ADT on June 8
3:30 p.m. NDT on June 8
3:00 p.m. BRT on June 8
2:00 a.m. SGT on June 9
4:00 a.m. AEST on June 9
6:00 a.m. NSZT on June 9
2:00 a.m. CST on June 9
3:00 a.m. KST on June 9
3:00 a.m. JST on June 9
Thank you so much for your support, passion, feedback, and enthusiasm. We hope to see you in-game this weekend and wish you many awesome adventures in the year to come!
There were a lot of changes to Symmetra in the latest PTR patch and Lead Designer Geoff Goodman took some time to talk about all of them, why they were implemented and how they'll affect the Hero.
Geoff Goodman (source)
As you may have heard, we’re making some changes to Symmetra and you can test her rework on the PTR right now! The goal of these changes is to move Symmetra to her new damage role and make her more flexible across more areas of the game. This means that not only should she be more viable in more team compositions and maps, but she should also be stronger on offense and defense. Here are the changes you can expect to see:
Photon Projector – Primary Fire
The biggest change to Symmetra’s primary fire is that it no longer locks onto enemies. This change, in turn, allows the weapon to deal significantly more damage and have increased range. While Photon Projector’s damage ramps up more slowly than previously, it also ramps down more slowly which makes it easier to maintain for the duration of a big fight.
Replaces Photon Projector No longer locks onto targets Range increased to 10 meters Damage ramping (both up and down) now takes 2 seconds per damage level instead of 1 second Damage ramp increased from 30/60/120 to 60/120/180 Now generates ammo instead of spending it when hitting barriers Photon Projector – Alternate Fire
Photon Projector’s alternate fire has changed significantly as well. It no longer pierces through enemies—it explodes on contact instead. The projectile speed has also significantly increased, making it more reliable to use the weapon at longer ranges. Explosive projectiles are even more powerful when fired above your enemies because they can deal splash damage, which is now more possible for Symmetra due to her Teleporter changes.
No longer pierces targets Now explodes on contact Projectile speed increased Charge up speed increased Damage changed to 60 impact / 60 explosive Overall her weapon maintains its core identity while gaining much needed flexibility with how it can be used. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage and these changes allow for her to do so.
Ability 1: Sentry Turret
By far the most noticeable change to Symmetra’s Sentry Turrets is her new ability to launch them forward as a projectile to place them, rather than having to walk up close to the placed location. In addition, Symmetra will only be able to hold and deploy a max of three turrets, but each one is significantly stronger than her previous Sentry Turrets. This allows her to spend less time trying to keep a large nest of turrets alive, as well as making them a bit more resistant against low damage area attacks.
Turret is now placed like a projectile instead of being set in place Can hold a max of 3 now, down from 6 Can now deploy a max of 3, down from 6 Health increased from 1 to 30 Damage increased Amount of slowing effect increased Symmetra’s turrets are a core part of her identity and now they are stronger than ever. With the new deploy method she can place them in more difficult to reach places, or just throw them down in the middle of combat while fighting with her weapon.
Ability 2: Teleporter
The Teleporter has swapped places with her old Photon Barrier ability. However, the new Teleporter works significantly differently than the original one, and it will be used in very different ways. Now instead of building the exit directly in front of you, players instead can now place the exit far away (up to 25 meters) and the entrance will be built right in front of you automatically. Then, for a limited duration, you or your allies can run to either teleporter and press the Interact/Acknowledge input to be teleported to the opposite portal.
Can now place the exit up to 25 meters away from Symmetra The entrance will automatically be built in front of Symmetra, rather than at her team’s spawn point Lasts 10 seconds Health lowered to 300 More things can teleport through it, such as Junkrat tire and D.Va’s exploding mech Entrance can now be destroyed
* If either the entrance or exit dies, the other is removed This change allows Symmetra to bring unique functionality to her teammates and create super fun and interesting combos and plays. For example, you can now place Bastion,Torbjörn, and other limited mobility heroes in hard-to-reach places where they couldn’t otherwise get to by themselves. In addition, Teleporter can now move new objects such as D.Va’s exploding mech or Torbjörn turrets. In playtests we’ve seen it used for simple things such as giving an escape option to normally mobility-lacking heroes like as Ana or Zenyatta, but also for amazing saves such as dropping it into an enemy Zarya’s Graviton Surge that has caught your allies, allowing them to teleport out to safety.
We’re really excited to see how players use her new Teleporter!
Ultimate: Photon Barrier
What is it?
Her previous secondary ability has moved to become her new ultimate, with some dramatic changes. Instead of creating a small circular barrier that moves forward, she now creates an immobile wall that spans and cuts through entire maps. She can use this new wall to drop in the middle of a fight and give allies a huge advantage, or use it to block an important enemy ultimate before it triggers such as D.Va’s Self-Destruct or Junkrat’s RIP-Tire. Since the wall is nearly infinite in size, you can throw it down to affect a fight that you aren’t even a part of yet if you aim it well enough. You can also combo your abilities together and place a Teleporter on both sides of your wall, allowing your teammates (or yourself) to quickly switch which side of it they are on.
Deploys a barrier that is big enough to span and cut through an entire map Orientation can be changed by pressing the ultimate button again Has 5000 health We’ve been playtesting these changes for some time now and we’re still finding new and interesting things that can be done with the new Symmetra. Whenever we come out with a new hero or rework abilities, it can take some time to get it right. We’re looking forward to you guys getting a chance to play her and give feedback!
There's a massive new PTR patch up with the long awaited and announced Symmetra alteration, changing almost all of her abilities and adding new ones, including her new Ult: Photon Barrier.
We also get to test the two new social systems detailed in the Developer Update, Endorsements and Looking for Group, damage and defense categories merge into one, Doomfist and Orisa get buffs, the Horizon map gets a lot of changes, and there's the usual huge heap of bug fixes as well!
Here's Symmetra's new ult and you can check out her other new abilities here.
PTR June 5 (source)
Acknowledge your fellow Overwatch players’ positivity with endorsements! Recognize commendable behavior for players exhibiting sportsmanship, being a good teammate, or for shot calling. Commend players who lead you to victory, put the team’s needs above their own, or exhibit humility in victory or grace in defeat. Endorsements are readily available to view on Career Profiles, the Groups menu, and more so you can tell at a glance the types of players you’re playing with. Those who consistently maintain a high endorsement level will receive periodic rewards, while those who display negative behavior or accrue suspensions will lose their endorsements.
Looking for Group
Play your way using the Looking for Group feature! You can craft your gameplay experience before stepping into a match by using specific parameters to create your dream team. Join a team of other like-minded players or lead a group of your own by creating a group with your personal preferences such as game mode, role enforcement, and more. Those who want to queue up for Quick Play, Play vs AI, or any competitive mode can set the types of roles others can play. These specifications will then be activated in-game (e.g. players who chose a Support role will be restricted to only using heroes in that category).
All heroes in the Defense and Offense categories have been merged into a new category: Damage Developer Comments: Since the line between Offense and Defense heroes has become increasingly blurred, we’ve decided to group all those heroes into a single new “Damage” category. We believe that the term more closely matches the role name used in Overwatch League and across most of our community.
Combat can now be heard 25% further away Changed the name of the Varok spray to Saurfang Added an Inspire Uptime Percentage statistic for Brigitte on the Career Profile Removed some statistics for Symmetra on the Career Profile Added a Scoped Critical Hit Accuracy statistic for Widowmaker on the Career Profile Players must have Blizzard SMS Protect enabled on their account to be eligible for the Top 500 Career Profiles will no longer be public by default (now defaults to Friends Only). An option to make Career Profiles visible has been added under Options > Social > Profile Visibility GAME BROWSER AND CUSTOM GAMES
Symmetra can now be played in 1v1 duel game modes (e.g. 1v1 Limited Duel and 1v1 Mystery Duel) HERO UPDATES
Meteor Strike Bonus movement speed increased from 150% to 200% The Best Defense… Shield gain increased from 30 to 35 for normal abilities Developer Comments: The increased movement speed on Meteor Strike gives Doomfist new options in how and where to deploy it. His passive is also being increased, allowing him to survive more often when diving into enemies
Supercharger Ultimate cost reduced by 15% Developer Comments: Supercharger wasn't getting enough use, considering its impact. This change allows Orisa to user her ultimate more aggressively, knowing that she will be able to generate them more easily.
New Abilities Photon Projector No longer locks onto targets Range increased to 10 meters Damage ramping now takes 2 seconds per damage level instead of 1 second Damage ramp increased from 30/60/120 to 60/120/180 Now generates ammo instead of spending it when hitting a barrier Alternate Fire No longer pierces targets Now explodes on contact Projectile speed increased Charge up speed increased Damage changed to 60 impact / 60 explosive Sentry Turret Turret is now placed like a projectile instead of being set in place Can hold a max of 3, down from 6 Can now deploy a max 3, down from 6 Damage increased Amount of slowing effect increased Teleporter Can now place the exit up to 25 meters away from Symmetra Entrance will automatically be built in front of Symmetra, rather than at her team’s spawn point Lasts 10 seconds Health lowered to 300 More things can teleport through it (e.g. Junkrat’s RIP-Tire) Entrance can be destroyed If either the entrance or exit is destroyed, the other is removed New Ultimate: Photon Barrier Deploys a barrier that is big enough to span and cut through an entire map Orientation can be changed by pressing the ultimate button again Has 5000 health Developer Comments: The goal of these changes is to move Symmetra to her new damage role and make her more flexible and viable across more areas of the game than she was previously. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage, and these changes allow for her to do so. She should be more powerful and interesting in more team compositions and maps, and she should also be stronger on offense and defense.
Horizon Lunar Colony
Point A Added a staircase on the right when exiting the hydroponics room Removed the door to the lower room on the right Removed the small wall on the catwalk above Point A Added some cover walls to the catwalk area Moved the door next to the staircase that led to Winston’s room The door is now on the side of the wall in the training pit Moved the large health pack to the back of the room Removed some clutter in the upper left computer room Hydroponics Room Switched the positions of the large and small health pack Changed some of the hydroponic plant cover on the right side Point B Defender spawn room exits moved from the front to the sides out of direct line of fire Small rooms added at spawn room exits Additional cover added near the spawn room exits Added a route and larger platform leading to the back right corner Raised the platform to the same height as the attackers’ platform on the opposite side of the point The location of the old defender exit is now an alcove with a small health pack Both teams can still pass behind the point, but there is now a cut-through in the middle of the wall for better access. The area above the window overlooking the point is now covered A large platform with cover has been attached to the left side of the catwalk The upper platform for the attackers has been reduced The doorway leading to the platform is slightly smaller Developer Comments: We’ve wanted to make some gameplay improvements to Horizon Lunar Colony for some time now. The defenders’ spawn room had a problem with its main exit that allowed defenders to quickly duck back inside and regain health while attackers shot at them without doing damage. Since we were already reworking the entire back area, we decided to make some more changes addressing player feedback. The idea behind the rework of Point A was to not only help the defenders a bit, but also provide some gameplay options aside from sitting on the point and trying to hold it for as long as possible. Easier access to high ground, as well as limiting the routes for attackers (or at least allowing for defenders to more easily spot the attackers), will allow more opportunity for counters and create a better gameplay experience.
We’ve made a lot of additions and changes to the art throughout the map for you to discover as well.
Fixed a bug that prevented loading screens from displaying the game mode Heroes
Ana Fixed a bug that prevented Ana’s Naptime achievement from being granted when interrupting Moira’s Coalescence Fixed a bug that caused Ana’s Sleep Dart effect to persist on afflicted targets after changing heroes Brigitte Fixed a bug that caused Junkrat’s grenades to damage Brigitte when hitting her barrier Fixed a bug that caused Brigitte’s Rocket Flail to clip into the ground during her Flail highlight intro on King’s Row Fixed a bug that allowed Brigitte to proc Inspire when hitting gondola omnics with her Rocket Flail in Rialto Fixed a bug that allowed Brigitte to proc Inspire by hitting the motorcycle in the Junkertown attacker spawn room Fixed a bug that allowed Brigitte to use Shield Bash while affected by Steel Trap or Graviton Surge Fixed a bug that prevented Brigitte’s Inspire passive from sometimes healing allies out of line of sight Doomfist Fixed a bug that prevented Doomfist’s Rising Uppercut animation from playing when used after hitting something with Rocket Punch Fixed a bug that allowed Doomfist to use Seismic Slam and escape Graviton Surge when within range Fixed a bug that prevented Doomfist’s Rocket Punch, Rising Uppercut, and Seismic Slam from not playing the appropriate sound effect if these abilities were disabled or on cooldown Fixed a bug that prevented enemies struck by Doomfist’s Rocket Punch from taking additional collision damage when hitting Mei’s Cryo-freeze Fixed a bug that caused Doomfist’s failed Seismic Slams to display the wrong UI information Fixed a bug that prevented the HUD messaging for Doomfist’s Meteor Strike to indicate that players can zoom their camera out Fixed a bug that prevented Rocket Punch’s bonus damage from applying if the enemy used an evasive ability at the same time they hit a wall (e.g. Moira’s Fade, Tracer’s Blink, or Reaper’s Wraith Form) Fixed an issue that prevented Doomfist’s Rocket Punch from impacting some walls D.Va Fixed a bug that caused D.Va’s mech to do a standing pose right before detonating Fixed a bug prevented the South Korean flag decal from displaying when she was in her mech Fixed a bug prevented projectiles from hitting D.Va if she stood behind her mech after it detonated Hanzo Fixed a bug that caused Hanzo’s Storm Bow projectiles to sometimes use the sound effect for Storm Arrow Lucio Fixed a bug that prevented Lúcio from using his Sonic Amplifier when waving hello McCree Fixed a bug that prevented McCree’s Flashbang from giving credit for environmental kills Fixed a bug that caused McCree’s Deadeye targeting markers to persist if the target died while it was active Mei Fixed a bug that prevented Mei from receiving environmental kill credit if her targets were frozen Fixed a bug that caused Mei’s projectiles to appear that they weren’t passing through friendly barriers Mercy Fixed a bug that prevented the cooldown on Mercy’s Guardian Angel from being refunded while Valkyrie was active Moira Fixed a bug that prevented Moira’s Biotic Grasp from damaging barriers Fixed a bug that caused Moira’s Biotic Grasp’s beam to disappear when attaching to barriers from certain angles Fixed a bug that prevented players from receiving the Excuse Me achievement when successfully interrupting Moira’s Coalescence Fixed a bug that allowed Moira’s Biotic Grasp to heal targets behind an enemy barrier Orisa Fixed a bug that prevented players from being awarded Orisa’s Halt State achievement Fixed a bug that prevented Orisa’s Fusion Driver from closing if her Halt projectile was affected by Defense Matrix or Deflect immediately after it spawned Pharah Fixed a bug that prevented Pharah from being knocked back by her Concussive Blast in spawn rooms Reaper Fixed a bug with Reaper’s Shadow Step sound effect continuously playing while moving around on breakable terrain in Petra. Reinhardt Fixed a bug that prevented Reinhardt’s Rocket Hammer eliminations from receiving credit in the Kill Feed Fixed a bug that caused Reinhardt’s Barrier Field from not playing the correct sound effect if it was affected by Sombra’s Hack Fixed a bug that caused Reinhardt’s Barrier Field cooldown to cancel an active hammer swing when it became ready to use Symmetra Fixed a bug that allowed Symmetra to place her turrets inside chests and vending machines Tracer Fixed a bug that caused Tracer’s Pulse Bomb to stick on the opposite side of barriers when thrown at a certain angle Fixed a bug that caused Tracer’s animation to pause at the start of her Bomb Spin emote Widowmaker Fixed a bug that caused Widowmaker’s shooting animation to become stuck if she scoped while firing and then jumped Fixed a bug with the grammar in the flavor text for Widowmaker’s Comtesse skin Winston Fixed a bug where placing Winston’s Barrier Projector while going a step upwards would cause it to fall through the floor Maps
Rialto Fixed a bug where heroes would move left and right on their own while standing in one of the speed boats in the canal Fixed a bug where players were able to apply a spray on the surface of a body of water