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One of the biggest PTR patches to date, today's new playground brings the massive Torbjörn rework, a fairly big one for Pharah as well, in addition some significant changes to Brigitte and McCree, and some less significant ones for Orisa, Mei and Solider 76. There's also the usual bug fixes, and you can read up on the Torbjörn changes in more detail here, as Geoff Goodman went into them in-depth.
PTR September 22 (source)
Colorblind Options Updates
Customize how team colors are displayed in your UI (e.g. nameplates, HUD, health bars) and hero outlines with a set of nine different colorblind-friendly colors to choose from. You choose to colorize enemy and friendly UI separately as well. These options can be found under Options > Video > Color Blind Options. All changes made will be saved and ready for you to see in the next match you play!
Updated visuals for all shields and barriers to increase readability Brigitte
Barrier Shield Shield health reduced from 600 to 500 Developer Comments: The health of Brigitte’s barrier was extremely difficult for most heroes to deal with even as she was able to close the distance with her targets. This change still provides Brigitte with substantial survivability but should also be more rewarding for opponents who pressure her.
Combat Roll Cooldown reduced from 8 to 6 seconds Developer Comments: Previously, the cooldown of McCree’s Combat Roll felt too restrictive, which sometimes prohibited players from using it. The new, faster cooldown should allow for more flexibility when choosing between using it for mobility or an instant reload.
Concussive Blast Cooldown reduced from 12 to 9 seconds Rocket Launcher Attack speed increased Lowered recovery between shots from 0.9 to 0.75 Damage redistributed between explosion and impact Explosion damage reduced from 80 to 65 Impact damage increased from 40 to 55 Explosion knockback reduced by 20% Self-knockback range increased by 25% Developer Comments: We wanted to increase how responsive Pharah’s Rocket Launcher felt. Having almost a full second of recovery between shots made it feel sluggish. To balance out the improved recovery time, we shifted some of the damage from the rocket's explosion to the direct impact damage. The overall damage potential is now increased when landing direct hits and decreased slightly when only dealing explosive damage. We reduced the amount of knockback each explosion causes, as they made it very difficult to aim at Pharah while rockets came in at a faster pace. The Concussive Blast cooldown reduction should allow the ability to sync up more closely with the Jump Jet cooldown when used for mobility.
General Updated visual effects for all abilities Orisa
Fusion Driver Maximum spread reduced from 1.5 to 1.2 Developer Comments: Orisa spends a significant amount of time firing her Fusion Driver from a relatively stationary location and the weapon's spread value caused it to feel too random when leading targets at a distance, taking into account the projectiles' travel time. We’ve tightened the spread slightly, which should leave her close- and mid-range damage potential largely unchanged, while making it feel better to try to hit targets at longer ranges.
Heavy Pulse Rifle Number of shots until max spread increased from 6 to 9 Developer Comments: Soldier: 76’s damage output was a bit low but not too far off from where we feel it should be. Making it take a few more shots to reach max spread smooths out the weapon spread curve and should help his damage be more consistent.
General Reduced the size of Torbjörn’s head hit volume by 10% Rivet Gun Primary Fire Projectile speed increased from 60 to 70 per second Reload time reduced from 2.2 to 2 seconds Turret targets enemy hit by primary fire Alternate Fire Recovery lowered from 0.8 to 0.6 seconds Damage per shot lowered from 150 to 125 Reload time reduced from 2.2 to 2 seconds Spread randomization readjusted Forge Hammer Radius increased to align with Quick Melee Deploy Turret Now a thrown projectile Automatically builds over three seconds No longer has different levels Same damage output as previous level 2 turret Maximum health reduced from 300 to 250 Now incurs a 5 second cooldown when deployed Now incurs a 10 second cooldown when destroyed in combat No longer able to deploy a new turret if it’s in combat While the turret is firing If the turret has taken damage within three seconds Now able to destroy turret using the Interact input Now will complete self-building once deployed, even if Torbjörn is eliminated New Ability: Overload Replaces Armor Pack Lasts for 5 seconds (12 second cooldown) Temporarily grants 150 armor Increases attack, movement, and reload speed by 30% New Ultimate: Molten Core Switches weapon from Rivet Gun to his claw arm Lasts 6 seconds Fire up to 10 molten globules that create damage pools where they land for 10 seconds Bounces off walls and ceilings until coming into contact with the ground Base damage is 130 Damage increases from 130 to 190 against enemies who have armor Heroes affected by armor: Bastion, Brigitte, D.Va, Orisa, Reinhardt, Torbjörn, Winston, Wrecking Ball Heroes who can grant armor to their allies: Brigitte Developer Comments: Torbjörn was initially designed to be a specialized hero, intended to be a strong defensive option due to his armor-generating capabilities and ability to control areas with his turret. However, the scrap collecting and Armor Pack mechanics have proven to cause problematic gameplay issues through their feast or famine nature. In order to make the hero more flexible in a wide variety of situations, we’ve removed the scrap system, made the turret much easier to deploy, replaced the Armor Pack ability with Overload—a powerful self-buff—and transformed Molten Core into a powerful new area denial ultimate ability.
Learn more here.
Reduced the setup timer for Assault, Escort, and Assault/Escort maps from 1 minute to 45 seconds BUG FIXES
Fixed a bug that caused the roll bar on Bastion’s Dune Buggy skin to obscure its view when backing up or firing in Tank configuration D.Va
Fixed a bug that prevented some glow visual effects from appearing on D.Va’s Nano Cola skin Fixed a bug that prevented D.Va from fully appearing when viewing her MEKA Activated highlight intro in the Hero Gallery Hanzo
Fixed a bug that caused Hanzo’s Storm Bow reticle to be visible while emoting Mei
Fixed a bug that prevented Mei’s Blizzard from freezing enemies when cast in areas with low ceilings Reinhardt
Fixed a bug that caused the player’s reticle to pitch up after using Earthshatter Fixed a bug that caused Reinhardt’s Earthshatter animations to play if used while he was juggled in the air by knockback abilities Sombra
Fixed an issue that caused Sombra to change the direction she was facing when using her Translocator to teleport Symmetra
Fixed a bug that caused Symmetra to have a chance of playing inaccurate voice lines when placing turrets Torbjörn
Fixed a bug that prevented Torbjörn’s medal from appearing in his Medal victory pose Zarya
Fixed a bug that caused Zarya’s Particle Cannon reticle to be visible while emoting Maps
Fixed a bug that allowed players to stand on some prohibited rooftops in Downtown Fixed a bug that prevented sprays from displaying on glass windows in MEKA Base Volskaya Industries
Fixed a bug that allowed players to stand on some prohibited rooftops in Downtown Fixed a bug that prevented sprays from displaying on glass windows in MEKA Base Game Browser and Custom Games
Fixed a bug that prevented the “your team has lost” or “your team has taken the lead” voice lines from playing when the score swap happens due to self-inflicted deaths VS AI
Fixed a bug that prevented players from receiving an “unable to join” error message if they attempted to spectate a Player vs AI match when all spectator slots were full Major changes for both Torbjorn and Pharah, as well as even more Hero tuning.
Previous Live patch notes.
Previous PTR patch notes.
After the dev update giving us some info on the huge Torbjörn changes on the PTR, Lead game Designer Geoff Goodman went into a whole lot more detail and gave us the rundown on everything that's coming for the turret crafting Hero. From his primary weapon damage, reload speed and alternate fire, to his completely new ultimate, this is a complete reword of the not-really-a-dwarf, so check it out:
Torbjörn Rework (source)
We’re giving Torbjörn a fairly extensive rework to his abilities and weapons that you can check out on the PTR later today! The goal of the rework is to increase his effectiveness in a wider range of situations while preserving the identity of the hero.
Torbjörn was initially designed to be a specialized hero, intended to be a strong defensive option due to his armor-generating capabilities and controlling areas with his turret. However, the scrap collecting and Armor Pack mechanics have proven to cause problematic gameplay issues through their “feast or famine” nature. For instance, if you were winning with Torbjörn, you were able to gain tons of scrap to keep your team topped off with armor. However, if you weren’t doing it well, it often felt too difficult to gather scrap effectively. This challenge was amplified on offense as he struggled to use either of his abilities to grant armor or set up and upgrade a turret in a useful position.
In order to make the hero more flexible in a wide variety of situations, we started by making the turret much easier to deploy and removed both the Armor Pack ability and scrap mechanics. Molten Core proved to be extremely tricky to use alongside the new turret changes, so we changed it into a new area denial ultimate ability that can be utilized more freely. Lastly, we’ve moved some of the old Molten Core functionality into a new ability— Overload—which replaces Armor Packs.
Torbjörn’s Rivet Gun was a little unwieldy to deal damage with consistently due to its projectile speed and somewhat unintuitive trajectory. We’ve increased its offensive potential by increasing the primary fire’s projectile speed and decreasing its reload time.
Primary fire projectile speed increased from 60 to 70 Reload time reduced from 2.2 to 2 seconds Rivet Gun’s alternate fire has been rebalanced by decreasing the recovery time between shots so that it matches the same cadence as its primary fire. The damage was lowered slightly as a result though overall, it’s more powerful. Not only is the secondary fire more responsive now but the spread pattern is significantly easier to predict.
Recovery lowered from 0.8 to 0.6 seconds Total damage per shot lowered from 150 to 125 Reload time reduced from 2.2 to 2 seconds Spread pattern adjusted and random spread reduced by 50% While Rivet Gun’s functionality remains largely the same it has been tuned up to be more consistent when dealing damage and switching between the primary and alternate fire should feel much smoother.
Ability 1: Deploy Turret
The turret is now a thrown projectile that will automatically build upon landing instead of needing to be manually built. Turret levels have been removed and you no longer need to hammer the turret other than to repair it. Torbjörn’s turret will also now assist you by firing at enemies damaged by Rivet Gun’s primary fire, giving players some control over the AI targeting. Note: It will not attempt to target enemies not in its line of sight.
1. Deploy Turret is now a thrown projectile
Half cooldown begins upon deployment Full cooldown begins when the turret is destroyed A new turret cannot be placed if the turret has taken or dealt damage within the last 3 seconds 2. New Interact input ability added to manually destroy your turret.
This gives players the ability to start the cooldown earlier if the turret is stuck in combat 3. No longer explodes if Torbjörn dies while it is still building
4. Turret levels removed
Turret automatically builds over 3 seconds Deals the same amount of damage as the previous level 2 turret 250 health The turret now requires much less time commitment to set up, allowing Torbjörn to throw it in position and get going right away. With more control over who it targets, Torbjörn can redirect it onto exposed enemies or higher priority targets by tagging them with his Rivet Gun. From the enemy perspective, destroying a turret should feel more rewarding as it will put the ability on cooldown.
Ability 2: Overload
What is it?
This new ability replaces Torbjörn’s Armor Pack ability. When Torbjörn uses Overload he gains temporary armor along with improved movement, attack, and reload speed for a short duration.
Adds 150 temporary armor Temporarily grants 30% increased movement speed Temporarily grants 30% increased Rivet Gun and reload and attack speed Temporarily grants 30% increased Hammer attack speed 5 second duration and 12 second cooldown Overload takes some of the functionality we loved about the old Molten Core and adds to it in the form of a cooldown ability that can be used often throughout the match. It provides both offensive and defensive advantages, giving it a good deal of flexibility depending on when it is used.
Ultimate: Molten Core (New)
What is it?
Torbjörn powers up his claw arm, enabling him to create burning pools of molten slag that continuously damage any enemies standing on them. He can use this area denial in a variety of ways to control choke points, objectives, separate enemy players from their allies, cut off escape routes, or slow an enemy advance. * Enters a new weapon mode for 6 seconds
Launches up to 10 molten projectiles that spawn a damaging pool where they land Deals extra damage to enemies with armor (e.g. enemies affected by Brigitte’s Rally or Repair Pack) 1. Bounces off walls and ceilings until coming into contact with the ground
Base damage increases from 130 to 190 against enemies who have armor: 1. Heroes with armor: Bastion, Brigitte, D.Va, Orisa, Reinhardt, Torbjörn, Winston, Wrecking Ball
2. Heroes who can grant armor to their allies: Brigitte
The new Molten Core maintains the functionality of zoning enemies from safely entering crucial parts of the battlefield with his ultimate while being more readily useful in situations where you aren’t able to keep a turret up.
We’ve gone through many iterations, each with their own unique challenges, before landing on what we think is a fun, new Torbjörn. We’re excited to hear your feedback so please try out the changes on the PTR and let us know what you think!
The announced developer update held out until the very end of the week but it's a big one! After some teasing about Pharah updates coming to the PTR Jeff pulled a rabbit out of his hat and that rabbit was the huge Torbjörn rework that we've been waiting for for a while. We're also getting details about a the new Halloween Terror event, and Orisa, Soldier: 76, McCree, and Pharah hero updates!
Jeff Kaplan took to the forums a while ago and addressed some questions, and the big news that came from that session was that there are some changes coming to Pharah on the PTR soon. There's a slo a dev update video coming next week, but it probably won't be Pharah related, as he said they're not sure when those changes will be coming and the video is already recorded. The other news is that the dev team is not happy with progress being segmented on the various platforms, so your skins and other cosmetics don't transfer between PC, Xbox or Playstation and that they're brainstorming solutions.
Here are the full (and pretty short) quotes:
Jeff Kaplan (source)
(on smurfing) Starting a new account is not against the rules. Boosting or throwing is against the rules. If you start a new account and play normally, the matchmaker determines your skill level very quickly and matches you with similar players.
We don’t actually need this behavior reported. We have a whole crew here doing some pretty significant analysis to determine this behavior.
... We’ve been trying some changes to Pharah internally. Some of those changes might make their way to the PTR next week. More details to come later.
... We just recorded a Developer Update. Should go up next week. (on the BlizzCon Sombra Demon Hunter skin) As long as your console account is linked with your Battle.net account, you’ll receive the skin on both platforms. (on cosmetics being non-transferable cross-platform) Yeah… we’re not crazy about that. We’re brainstorming solutions. It’s complicated…