Starym

PTR Patch Notes: Mercy and D.Va Changes Aug 24

Sign in to follow this  

4 posts in this topic

yjx2lxA.png

 

This latest PTR brings with it the changes to Mercy and D.Va announced in the dev update, including both characters getting new abilities, with the Mercy one being the new Valkyrie ultimate! We also get some Arcade improvements, Reinhardt gets to rotate the camera while holding his shield up and more!

Blizzard LogoPTR August 24 (source)

GENERAL

Arcade and Custom Games

  • Players will no longer see the Assemble Your Team screen at the beginning of a game when Respawn as a Random Hero is enabled.
  • Players who purposefully kill themselves in a game where Respawn as a Random Hero is enabled, will no longer respawn as a new hero. However, their Ultimate ability will reset and any equipment that’s been placed (i.e. Torbjörn’s turret) will despawn.
  • In games where Respawn as a Random Hero is enabled, players will no longer receive the same hero two consecutive times, unless Custom Game settings have restricted the hero pool to a single hero

User Interface Updates

  • The skull icons that indicate where teammates were killed throughout the map have been replaced with Hero Portrait icons
  • Third person camera view will now frame the action automatically when spectating or waiting to respawn

HERO UPDATES

D.Va

  • Micro Missiles (New Ability)
    • D.Va fires a barrage of small rockets that detonate on impact, dealing damage in a limited radius around each explosion. These can be fired while D.Va is using any other ability or firing her Fusion Cannons
  • Defense Matrix
    • Defense Matrix's resource meter will now deplete twice as quickly
  • Boosters
    • Fusion Cannons can now be fired while flying
Developer Comments: D.Va’s Defense Matrix uptime has proven to be too strong, but simply reducing it without making other changes would make her too weak (and far less interesting to play). Instead, we’re adding a new ability, and giving her the ability to fire while flying. These changes give D.Va a lot of new options while maintaining Defense Matrix’s ability to shut down big enemy attacks.

Mercy

  • Resurrect (formerly Mercy’s Ultimate ability)
    • Ability now targets a single player, instead of every player within a radius
    • Radius reduced to 5 meters
    • Ability cooldown is 30 seconds
    • Mercy is no longer granted invulnerability while Resurrect is active
  • Valkyrie (New Ultimate Ability)
    • Valkyrie unleashes the full power of Mercy’s Valkyrie Suit, enhancing her weapons and abilities for 20 seconds:
      • Caduceus Staff: Mercy’s healing and damage boost beams now affect all allies near the targeted teammate, and the staff’s effective range has been extended
      • Caduceus Blaster: Granted infinite ammo, while simultaneously increasing damage and fire rate
      • Guardian Angel: Increased range and movement speed
      • Resurrect: Cooldown is instantly reset when Valkyrie is activated and reduced to 10s after the initial cast
      • Hover: Mercy gains the ability to fly freely, at increased movement speed
      • Regeneration (Passive): No longer interrupted when Mercy takes damage
Developer Comments: While resurrecting downed allies is a core part of Mercy’s gameplay, the way her Ultimate functioned was causing a number of problems. It was frustrating to play against, and it incentivized Mercy players to hide away from important battles, instead of taking part in them. This version turns Resurrect into a single target ability. It’s still an important part of Mercy’s kit, but plays much better for both Mercy players and her enemies. Valkyrie, her new Ultimate, gives her the opportunity to make big game-making plays and opens a number of new options for her.

Reinhardt

  • Barrier Field
    • Holding primary fire while your shield is active now allows you to rotate the camera
Developer Comments: This change gives Reinhardt more situational awareness while using his shield, allowing him to keep an eye on the battlefield while still protecting his team.

USER INTERFACE

  • Added an “Outline Opacity” option under the custom reticle settings (found under Controls > Options > Advanced), which allows players to control the opacity of the black outline surrounding the reticule

BUG FIXES

General

  • Fixed an issue that prevented players from automatically joining Match Chat, even when the option was enabled
  • Fixed a bug that prevented players from receiving the Perfect Round indicator after an Elimination game if they received a temporary health boost from an ability (e.g. Lúcio’s Sound Barrier)

Heroes

  • Fixed a bug that occasionally caused the heroes’ “sigh” voice line to play when respawning
  • Fixed a bug that interrupted the animation on Ana’s eye during the Beach Ball emote with her Captain Amari skin equipped
  • Fixed a bug that prevented Doomfist from being knocked back when his Rocket Punch ability was being used
  • Fixed a bug that allowed Doomfist’s Rocket Punch to hit players through the taxi on King’s Row
  • Fixed a bug that caused a pair of pink fuzzy dice to mysteriously float onto the screen when viewing D.Va’s weapon in the Hero Gallery if her Cruiser skin was equipped
  • Fixed an issue that caused the golden tint of Junkrat’s weapon to appear dull when his Firework skin was equipped
  • Fixed a bug that caused Mei’s Ultimate to appear friendly (it failed to change from blue to red) after being reflected by Genji

Maps

  • Fixed a bug that prevented reflections from appearing on weapons while standing in certain areas on Ilios
  • Fixed a lighting issue that caused some items on the last point of Route 66 to take on a pinkish hue when players used low video settings
  • Fixed an issue that caused reflections to appear overly dark while players were standing in areas of The Cave Inn on Route 66
  • Fixed an issue that caused excessive camera zoom and flashing lights when players loaded into the tutorial map
  • Fixed a bug that prevented plated railings from being properly destroyed by weapons fire on Volskaya Industries

Share this post


Link to post
Share on other sites
5 minutes ago, 50m8r4 said:

Dva mercy reworks is top notch :)

D.Va loses a lot of tankiness in trade for a lot more offensive burst. Turning her more into a "bruiser" than real tank, similar to say, roadhog. Comparing her with him because they both still have ult-disruptive effects.

 

Jeff mentioned in the video (previous article on IV) that it really sucked that ults could get caught up in her matrix (He mentioned Zarya in specific). I do not see how this is changed by this patch in any way. All it means is that D.Va players will make sure there's at least 30-40% resource bar left to intercept (or shut down) those ults.

 

It doesn't solve the problem that Jeff is talking about, in any reasonable way.

Share this post


Link to post
Share on other sites
On 25.8.2017 at 2:35 AM, Yridaa said:

D.Va loses a lot of tankiness in trade for a lot more offensive burst. Turning her more into a "bruiser" than real tank, similar to say, roadhog. Comparing her with him because they both still have ult-disruptive effects.

 

Jeff mentioned in the video (previous article on IV) that it really sucked that ults could get caught up in her matrix (He mentioned Zarya in specific). I do not see how this is changed by this patch in any way. All it means is that D.Va players will make sure there's at least 30-40% resource bar left to intercept (or shut down) those ults.

 

It doesn't solve the problem that Jeff is talking about, in any reasonable way.

I am pretty sure it does help. If D.Va wants to stay alive she has to use her barrier at the right times. Saving some barrier time which is already reduced makes her too weak as a tank. 
The barrier she has right now is too long which makes it also too easy for the D.Va players to save bit power. That change forces players to make a tough decision now. Save power to potentially shut down an ultimate, but become an ult-battery. Or use it normally against regular bullets and be a tank.

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
      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!
      HERO UPDATES
      General
      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.
      McCree
      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.
      Pharah
      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.
      Mei
      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.
      Soldier: 76
      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.
      Torbjörn
      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.
      MAP UPDATES
      General
      Reduced the setup timer for Assault, Escort, and Assault/Escort maps from 1 minute to 45 seconds BUG FIXES
      Heroes
      Bastion
      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
      Busan
      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
      Deathmatch
      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.
    • By Starym
      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)
      Hey everyone,
      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.
      Rivet Gun
      What changed?
      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
      What changed?
      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!
    • By Starym
      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!
       
    • By Starym
      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…