Stan

PTR Patch 1.1.0, Digital Comic: "Legacy"

Sign in to follow this  

2 posts in this topic

M4T9D2O75ATA1468189079225.jpg

Patch 1.1.0 can now be tested on PTR. Ana is also available for gameplay. Blizzard has published their seventh digital comic installment entitled "Legacy" which explains Ana's backstory.

PTR Patch 1.1.0

A new PTR Patch is available for testing on PTR. It adds the newest support Hero, Ana and features some balance as well as general updates.

How to Participate?

If you're willing to test out the newest Overwatch content, the same applies for all Blizzard games.

  • In the Battle.net desktop app, navigate to the Overwatch tab on the left-hand menu.
  • Select "PTR Overwatch" from the Region/Account drop-down menu.
  • Click "Install" to begin the installation process.
  • Once finished, click play and you're good to go.

You must have logged into Overwatch at least once to access the PTR.

Blizzard LogoBlizzard Entertainment

PATCH FEATURES

New Hero: Ana (Support)
After being out of the fight for several years, one of Overwatch's founding members is returning. Introducing Ana—a battle-scarred veteran who supports her teammates from a distance using a unique and highly specialized collection of weapons.

Ana’s primary weapon is her Biotic Rifle, which fires long-range darts that can restore the health of her allies or deal ongoing damage to her enemies. Meanwhile, her Biotic Grenade is perfect for a close-quarters clash, simultaneously healing teammates and injuring foes caught in its small area of effect. (Affected allies will also receive a temporary increase to all incoming healing, while affected enemies can’t be healed for a few moments.) And if the battle starts to get out of hand, Ana's sidearm can fire a Sleep Dart, knocking her adversaries unconscious.

Plus, Ana's ultimate ability, Nano Boost, empowers one of her teammates, granting faster movement, increased damage, and resistance to enemy attacks.

To learn more about Ana, click here.

GENERAL UPDATES

Gameplay

  • If a match goes into Overtime for more than 20 seconds, the fuse will now start to "burn down" more quickly
  • Players now respawn more slowly during Overtime (increased spawn time by 2 seconds)

Competitive Play

  • Competitive Play matches can now only have one of each hero per team. For more info, click here.

Miscellaneous

  • Added Ana as an AI-controlled hero in Practice vs. AI, Play vs. AI, and Custom Game modes
  • Timing on Zenyatta's Rapid Discord achievement is more lenient
  • Targeted teammates now respond by saying "I'm with you," when players use the “Group Up” communication
  • Renamed five sprays to avoid duplicate titles

HERO BALANCE UPDATES

General

  • Self-healing abilities now charge ultimate abilities. As a result, some heroes’ ultimate costs have been adjusted (see below).

Bastion

  • Configuration: Tank
    • Ultimate cost increased by 10%

D.Va

  • Defense Matrix
    • Cooldown decreased from 10 seconds to 1 second
    • A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.
      • Defense Matrix takes 10 seconds to reach full charge from empty
      • At a full charge, Defense Matrix will last for 4 seconds
      • Defense Matrix will now remain active as long as its assigned hotkey is held
    • Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)
      • An option to “Toggle Defense Matrix” has been added under Options > Controls > D.Va
  • Self-Destruct
    • Ultimate cost decreased by 15%
    • Explosion delay reduced from 4 seconds to 3 seconds
    • Explosion no longer damages D.Va (the player who activates it)

Developer Notes: D.Va isn't being selected as often as our other tanks, and we feel a lot of that stems from the underperformance of her damage absorption abilities. So, we've reconfigured her Defensive Matrix, making it more flexible and giving players the ability to use it more often. We’ve also given Self-Destruct a little more oomph, because it felt slightly underwhelming when compared to many of Overwatch's other ultimate abilities.

Lúcio

  • Sound Barrier
    • Ultimate cost increased by 10%

McCree

  • Peacekeeper
    • Now maintains full damage at longer distances, but will deal less damage at extreme ranges

Developer Notes: While the game does feel better following the nerf to McCree’s close-range damage in a previous patch, it left him a little too weak. So, we're increasing his effective distance, making his range similar to Soldier: 76’s. This should hopefully give players another option for dealing with pesky long-range damage dealing heroes like Pharah and Hanzo.

Mercy

  • Caduceus Staff
    • Damage Boost
      • Bonus damage increased from 30% to 50%
      • Effect will no longer stack with bonus damage provided by another Mercy
  • Resurrect
    • Ultimate charge cost increased by 30%
    • Movement is no longer prevented during activation
    • Guardian Angel instantly resets upon use

Developer Notes: Mercy's ultimate is one of the most powerful abilities in the game; however, players would often fly into the fray and die while using it. With this update, Resurrect will now take a bit longer to charge, but Mercy will be a lot safer when activating the ability in the middle of combat. In addition, we always intended Mercy’s Damage Boost beam to be her primary method for dealing damage, but it often felt so weak that you were better off pulling out your blaster. To help address this, we've slightly increased its potency.

Roadhog

  • Whole Hog
    • Ultimate cost increased by 45%

Soldier: 76

  • Heavy Pulse Rifle
    • Spread recovery will begin after a short delay (rather than instantly)
  • Tactical Visor
    • Ultimate cost increased by 10%

Zenyatta

  • Base shields increased by 50 (now 50 Health/150 Shield)
  • Orb of Discord and Orb of Harmony
    • Projectile speed has been increased from 30 to 120
  • Transcendence
    • Movement speed is now doubled upon activation
    • Healing amount increased from 200 to 300 health per second

Developer Notes: While Zenyatta has never had the healing abilities of Lúcio or Mercy, he made up for it by dealing more damage. However, his lack of mobility and low health has meant he’s struggled to find a place in many games. To increase his effectiveness, we've made several changes, the biggest of which is an increased shield pool. This will allow him to go head-to-head with more enemies. The Orb of Harmony and Discord changes are also a quality of life change, helping Zenyatta move his orbs around and apply their effects more quickly. And lastly, we’ve increased Transcendence’s healing throughput. This ultimate was designed to be the most effective against sustained, high-damage fire and least effective against short, high-damage bursts (like D.Va’s or Junkrat's ultimates). But, due to the amount of healing it provided, there were times when it was possible for even sustained fire to overcome Transcendence’s output. We’ve made the heal powerful and also allowed Zenyatta to move around more quickly while it’s active. 

USER INTERFACE UPDATES

Game Options

  • Players can now enter numerical values for any option that also has slider (e.g. FoV, volume, sensitivity, etc.)
  • Controls
    • Mouse sensitivity can now be adjusted out to two decimals
  • Gameplay
    • Mid-match tips can now be toggled on or off (this will enable/disable tips that pop up after a player dies)
  • Social
    • Friend Request toasts can now be toggled on or off
    • Friend notifications can now be toggled on or off
    • Whispers can now be toggled on or off
  • Video
    • Added 21:9 aspect ratio support
    • Players can now enable a real-world clock by toggling the "Display System Clock" setting 

Social Features

  • Certain commendations will now appear less frequently during end-of-round voting (e.g. Zenyatta’s Transcendence Healing and Zarya’s Projected Barriers Applied)

BUG FIXES

General

  • The Hero Gallery now remembers the last hero you were looking at and will properly highlight that hero whenever returning to the gallery
  • Fixed a bug that caused the “payload is nearing its final destination” music to continue playing even after the match was over
  • Fixed a bug that caused the UI to disappear whenever the game was forced into windowed mode by an external application
  • Fixed a bug that would sometimes cause visual healing effects to appear on the wrong hero whenever multiple players attempted to pick up a Health Pack
  • Fixed a bug that would sometimes cause different heroes’ victory poses to clip into each other
  • Fixed several lighting issues with the killcam

Maps

  • The payload on King’s Row will no longer retreat back inside its starting location if the attacking team fails to push it
  • Adjusted the Hero Select screen volume for the attacking team on Watchpoint: Gibraltar
  • Added Spectator camera collision to most maps
  • Fixed issues with player collision across multiple maps
  • Fixed issues with ambient lighting and shadows across multiple maps

Heroes

  • Fixed a bug that caused D.Va to sometimes ignore player collision when summoning her mech
  • Fixed a bug where Mei’s Ice Wall would persist in the game world even after the player switched heroes or left the game
  • Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations
  • Fixed a bug that sometimes caused Reinhardt’s Barrier Field to get stuck in the “on” position if the player used the “Toggle Barrier” setting
  • Fixed a bug that sometimes caused Roadhog to accidentally Chain Hook targets standing behind him
  • Fixed a bug that caused Winston’s Barrier Projector shield to ignore the “Sound Effects Volume” setting
(Source)

Overwatch Digital Comic: "Legacy"

The 7th comic in Blizzard's free digital comic series entitled Legacy which explores the back story of Ana Amari - a former Overwatch captain who has recently emerged from years of seclusion to defend a new generation, is now available. In "Legacy", Ana's reputation as one of the world's deadliest snipers is backed up by the notches in her gun. 

S612475G6G3U1468523004645.jpg

Still Overwatch's agents need someone to keep them safe in the field, and Ana never hesitates to protect the people she cares about that is, until a familiar face shows up at the end of her scope.

The comic is available to read in full at comic.playoverwatch.com. Alternatively, the story may be experienced through Madefire motion book on desktop, mobile, and Apple TV.

(Source)

Share this post


Link to post
Share on other sites

Competitive Play

  • Competitive Play matches can now only have one of each hero per team. For more info, click here

This is a needed change that I like. However, I see issues doing Competitive mode with random teams instead of a group of friends. There will always be those people who will not switch from their "main" or who will refuse to play a certain role. Now, once you reach the upper echelons of competitive, I'm sure the top teams will be just that, organized dedicated teams, it will be mandatory. However, for those who are more casually competitive it'll make things a bit frustrating XD

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym

       
      The Overwatch League has arrived and it's a huge hit, which is perhaps unsurprising, as the game itself now boasts over 35 million players. The 12 matches of the first week in "the world's first major global city-based professional esports league" had the 10 million viewers number spread over Twitch, MLG and a number of Chinese streaming services such as NetEase CC, Panda TV and ZhanQi TV, according to the announcement by Activision. The week peaked at 437,000 concurrent viewers (for the Dallas Fuel vs. Seoul Dynasty matchup), with opening day seeing an average of 408,000 viewers per minute and the whole thing ending up averaging 280,000 per minute (and these numbers only featured Twitch and MLG stats).

      Blizzard also mentioned that these figures were of unique devices tuning in to the action, so the actual viewership numbers were probably even higher. We also found out that Blizzard's LA arena was sold out for the entire week, as fans gathered to watch the matches together.
      With the regular season running through June and the playoffs coming in July, it seems Blizzard have another fan-favorite esports viewing experience on their hands, but subsequent weeks will show whether it can hold up to this massive start.
      To go with the news, here are some highlights from this first week of the competition:
      And if you're craving more, here are some clips PCGamer has rounded up as well.
      You can also check out the current standings and more on the official site, and you can read our own Mournflakes' analysis of week one right here as well.
      Sources: gamesindustry.biz, PCGamer, VG247.
    • By Zadina

      Over 100 new cosmetic items will be added to the game with next week's patch and they will be progressively revealed over the next 6 days.
      We already know that the Blizzard World patch, which will contain the new hybrid map and several collectible stuff, will be released on January 23. For the next six days, all the new cosmetic items will be revealed day-by-day leading up to the patch's release.
      Today's reveal are the new sprays:
      We've already previewed the upcoming Legendary Skins for Doomfist, Mei, Orisa, Reinhardt, Roadhog, Torbjorn, Widowmaker and Zarya that were revealed at BlizzCon.
      You can also check this page on the official site to view the new players icons. Keep going back to that page or to the official Overwatch Twitter account for the next six days to see all the new cosmetics!
    • By Starym

       
      As mentioned in a December PTR update, Overwatch Heroes are getting their movement tweaked. Today, Principal Designer Geoff Goodman took to the forums to explain and illustrate these changes in detail!
      The update focuses on incline and acceleration: movement on inclines was inconsistent both in terms of direction and sped, while the acceleration aspect of the changes is related to air jumps and sharp turns. Check out the full explanation with added examples below.
      Geoff Goodman (source)
      Hi everyone,
      We wanted to take some time to explain the recent movement changes in depth (with examples). Hopefully this will help everyone better understand what changed, and what did not.
      Incline Changes:
      There were two persistent issues with movement on inclines that we wanted to clean up.
      First, while moving diagonally on inclines you would end up being slightly strafed left or right even if you were only attempting to move forward. This can be a subtle source of aiming issues for many people, and now the player will properly move forward in this situation.
      Second, movement up and down inclines had inconsistent speed as compared to the ground. Running both up and down an incline would be faster than walking on flat ground. However faster movement (e.g. McCree’s Combat Roll) would be slower when going up and down inclines. Having consistent character movement speed is important for many reasons, the biggest of which is it allows you to be able to reliably know how to aim your hitscan shots or lead your projectile fire.
      Acceleration changes:
      The characters in Overwatch have a fixed acceleration (how fast they can change their movement velocity) depending on if they are in the air or on the ground. Previously, this amount would get reduced if you were attempting to change your direction by 90 degrees or less, and was more pronounced if you were going faster than normal (e.g. Winston’s Jump Pack or Doomfist’s Rocket Punch). One of the consequences of this was that if you were in the air travelling forward and wanted to move directly right, you could reach full speed to the right faster if you accelerated backwards to a full stop and then moved to the right, as opposed to simply pressing to the right. Having to do a non-intuitive movement to reach your desired direction as fast as possible is less than ideal, so we made a change to allow you to more consistently use the air acceleration you already had to reach the direction you'd like to be moving in.
      The new acceleration can feel like momentum is no longer conserved like before, but the forward velocity is just more efficiently being converted into sideways velocity. The direction is changing faster but your overall speed isn’t being slowed down.
      Examples:
      If you're flying as Pharah, you can now just press forward and you will properly accelerate moving forward, instead of having to counter accelerate to stop sideways drift.
      If you’re leaping as Winston, you can more effectively redirect your velocity around corners. Prior to this rework it was possible to achieve similar mid-air turns by always facing your current velocity while strafing, but this was also unintuitive.
      You can now press forward and right directional inputs after a Winston leap and you will actually move some to the right, whereas previously you would have to only hold right if you wanted to get any acceleration to the right.
      It does mean getting used to the new strafing power. No longer do you have to hold strafe for a long time to get a small adjustment to your movement, you can simply short hold or tap it as needed, and pressing forward with a left or right command will do smaller adjustments than if pressing left or right alone.
      This does not substantially affect movement when trying to change movement direction by >90 degrees.
      Additionally, left and right strafing on the ground and air will be the same along with attempting to accelerate against a knockback will be the same.
      We’re keeping an eye on these changes to make sure everything is working correctly. Any feedback would be appreciated, and would be especially helpful with any screenshots or videos.
    • By Mournflakes

      The second week of Overwatch League begins tomorrow, but it's important to analyse last week's winning strategies and the strength of various compositions. We've done exactly that with a list of facts and composition points from Overwatch League Week 1.
      Only 5 Heroes Surpassed 10 Hours of Playtime in the Week 1 Matches
      Of the 26 heroes available to play in Overwatch, more than 80% saw less than 6 hours of league match time. In fact, the five most used heroes in Overwatch League’s first week accounted for 80 hours of in-game use, while the 21 other heroes combined accounted for under 40 hours of match time use. This means 5 specific heroes were played more than two times the total amount of the 21other characters in Overwatch League’s inaugural week. The top 5 are as follows:
      Mercy - 18h 50m
      D.Va - 17h 33m
      Winston - 15h 24m
      Zenyatta - 14h 55m
      Tracer - 12h 58m
      After Tracer, a major drop off of in character usage is seen. Tracer has double the match time of that of the sixth most utilized hero, Genji, who came in at 5h 37m.
      This tells us a couple of things. First, it tells us that Mercy is clearly the top priority pick, and is a non-negotiable standard for almost all compositions. Her ability to resurrect teammates mixed with her survivability cannot be passed up in professional play.
      Second, it tells us there is a strong meta composition in the pro scene. D.Va follows closely behind Mercy, with only an hour and 20 minutes short of Mercy’s usage. We then have Winston, Zenyatta, and Tracer coming after that. Most of these heroes point to one major composition, dive comp, and that is a lot of what we saw last week. However, one hero sticks out like a sore thumb, and that’s Zenyatta. This leads us to our second lesson.
      Zenyatta Is the Focal Point of Successful Overwatch League Play
      Zenyatta’s placement as the fourth most used hero in Overwatch League play may come as a surprise for many players. However, the data shows that he was utilized much more than other supports (who are not Mercy). In fact, Zenyatta was used five times more than the next most used support, Lucio, who saw 2h 52m of gameplay.
      So why Zenyatta? He can’t escape dive compositions, he can’t run from flankers, and his healing output is weaker than other support heroes. However, data reveals that while Zenyatta had a negative win rate over the course of the whole week, he had the best win rate of all supports, 1.7% higher than the next support, Mercy. Data also shows that when Zenyatta was on one team, and the other team was not running a Zenyatta, his win rate increased to 53%, 9% higher than the next hero under similar “one team use” circumstances.
      How can this be considered a dive composition when Zenyatta is utilized so heavily? I would argue that while the primary composition is “dive-esque,” the necessity of Zenyatta changes that composition. Lucio would be the pick of choice in a “pure” dive comp, but Zenyatta is chosen instead. So what would I call this composition?
      “Synergy Comp”
      Why? Because each of these heroes is heavily dependant on the others to get things done. None of these heroes really makes a huge impact on their own (aside from Mercy.) However, when team members synergize, focus on single targets, and work as a unit, the composition is unstoppable. Zenyatta’s orbs prove that “Syn Comp” is here to stay unless patches change the composition dynamics mid-season. Zen’s discord orb is the one ability that makes him stand above the rest of the supports (barring Mercy,) and is key to Syn comp’s viability. Focusing targets while utilizing discord orbs is what often makes Zen the shot caller of the team. In many ways, teams who protect and function off of their Zen are the team’s who will come out with the win.
      In fact, almost every Overwatch League team composition that had more than 10 fights, and had a team fight win rate of over 50%, utilized Zenyatta in some way. This proves that a composition that utilizes Zenyatta will have the best odds of winning.
      The only outlier to this statistic is a composition of Hanzo, Widow, Roadhog, Bastion, Orisa, and Mercy, which had 20 minutes of use on the first point of Junkertown, with a 75% team fight win rate. Dallas Fuel, New York Excelsior, and Los Angeles Valiant used this composition. This composition happened to have the highest win rate of all team comps that were used for over 10 fights. Which leads us to the last point.
      Maps and Specific Checkpoints Will Determine Team Comps
      As mentioned above, a double sniper, Roadhog offtank, Orisa maintank, Bastion, and Mercy composition had the most successful team fight win rate of the week at 75% (of all compositions that fought more than 10 fights.) I believe that this composition was used on only the first point of Junkertown. With only one member of the composition (Mercy) coming from the top 5 most used characters of the hero pool, this group of heroes proves that thinking outside of the box and playing the map can have huge payoffs. Of the 24 team fights that this composition faced, it won 18 of them. This data shows that team compositions can be heavily dependent on map layouts and perform extremely well. I am excited to see what non-meta Overwatch League team compositions will be used to throw enemies off-guard and utilize the surroundings of the current objective. Adaptability is a core of Overwatch gameplay and will be the difference between champions and losers.
      Which of these statistics shocked you the most? What non-meta compositions do you think we will see in this week of Overwatch League? Respond with your thoughts below!
    • By Zadina

      The new hybrid map will be available next week.
      Blizzard World will indeed open its doors before the end of January, as Jeff Kaplan had reassured. The map will be added to live servers on January 23 in the US and January 24 in Europe.
      Placeholder for tweet 953431688477945857 Jeff has promised that the Blizzard World patch will bring collectible stuff for all heroes! Lastly, it has been hinted that balance changes may follow in the near future after Blizzard World's release. And don't forget: there's a new hero being on the works and he/she/it will apparently change the meta!