Starym

PTR Patch Notes: Ana and Mercy Tuning Oct 31

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Another PTR patch is here and it's the support Heroes turn to get tweaked. Ana get a buff to her damage while Mercy gets yet another small-ish rework, focused on Ressurrect. We also seem to get Roadhog back since his removal in the previous PTR patch!

Here's a gif of Mercy's new res, courtesy of redditor HarryJackpotta:

 

Blizzard LogoOctober 31 (source)

A new Overwatch patch is currently in development and now available for testing. To share your feedback or report and issue, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes will also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and therefore will only reflect changes coming specifically to that platform.

HERO UPDATES

Ana

  • Biotic Rifle
    • Damage increased from 60 to 70

Developer Comment: Ana has been outshined by other support heroes lately. Boosting her damage will help her defend herself and make her more threatening to the enemy team.

Mercy

  • Resurrect
    • Cast time increased from 0 seconds to 1.75 seconds
    • Mercy’s movement speed is now reduced by 75% while casting
    • an now be interrupted when Mercy is knocked back, stunned, or hacked
  • Valkyrie
    • When activated, Resurrection no longer has a cast time

Developer Comment: We feel that Mercy’s recent rework has been successful, but her Resurrect ability still feels too strong and frustrating to play against. Now that it has a cast time, there is more room for enemies to counter the ability. However, casting Resurrect happens instantly when Valkyrie is active. This should make her feel powerful when she transforms on the battlefield.

BUG FIXES

  • Fixed several issues that prevented the announcer voice lines from playing correctly in Competitive, Elimination, and Capture the Flag game modes
  • Fixed an issue causing Roadhog’s Chain Hook to latch on to enemy players for longer than intended

Previous PTR patch notes.

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Cast and movement feels too much at high levels. Especially at 2 seconds. I get why they did the cast, counter play is critical, but the movement speed drop means you're likely just dead until ultimate rez and even then you get maybe 2 during the ultimate.

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7 hours ago, Laragon said:

Cast and movement feels too much at high levels. Especially at 2 seconds. I get why they did the cast, counter play is critical, but the movement speed drop means you're likely just dead until ultimate rez and even then you get maybe 2 during the ultimate.

I second this, If the movement speed would be more like an ulting roadhog it might be somewhat ok but 75% is basically just standing still.

Having said that, the changes seem really good and well deserved to me. and Blizzard is not gonna look at only high level play. they still have milions of other customers to keep happy. It's the pro's job to adapt to the game rather than the other way around. I am looking forward to more ana play on the high ranks. I always enjoyed good ana players.

Edited by Shine

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54 minutes ago, Syktris said:

I actually like this because gives to chance to counter play. 

But now it is a "I'll trade my life for theirs" in pretty much every circumstance in the higher brackets. Just means I get 2-3 kills for the price of one. It's like Halloween came late or Christmas came early.

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17 hours ago, Yridaa said:

Almost no ability in the game has a counter mechanic like this. As a widow main, I can only laugh at this change.

 

really, so you've never seen a roadhog/pharah/reaper/McCree ult get interupted. youve never seen a teleporter or rip tire get destroyed.

There's more abilities in game that have counter mechanics like this than there are that don't. you're lucky with widow ult

Edited by Shine
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7 hours ago, Shine said:

really, so you've never seen a roadhog/pharah/reaper/McCree ult get interupted. youve never seen a teleporter or rip tire get destroyed.

There's more abilities in game that have counter mechanics like this than there are that don't. you're lucky with widow ult

You sure are talking a lot about ults here. This isn't an ult.

 

Casting an ability that isn't an ult that puts you into a very vulnerable position is indeed something almost no ability in the game has. Not to mention a lot of the ults (Again, this isn't an ult) require specific heroes to counter them; while Mercy is countered by all/almost all heroes this way without it being an ult. With a 75% movement speed decrease I was able to nuke her from full health even with chars like Lucio.

 

On top of that, a lot of those ults depend on the caster for placement and timing, while a teammate's death isn't always in a planned location. This is another important aspect of why this makes such a big difference. Almost all abilities that have counters like these (even non ults) can be circumvented or at least alleviated by positioning and timing. You still get some time to decide when to ress someone, but if your tank dies in the middle of the fray while that tank was important to cast their ult for a team combo, you usually don't just wait for the perfect timing.

 

Most counters also require specific timing. If your team's mccree is the only counter to roadhog ult then you have to rely on mccree to be there when he casts it and have to make sure mccree doesn't use his flashbang. Mercy's "normal" ability is countered by pretty much everything.

 

"It's the same because other abilities can also be countered" is exactly the kind of thought the dev team had when they released it and the reason why overwatch was such a balance mess. You need to analyze it a lot more than that. I mean, the devs are still talking about nerfing dva's defense matrix even more. It's incredible through how much iterations we've gone for some of the abilities in this game.

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1 hour ago, Yridaa said:

You sure are talking a lot about ults here. This isn't an ult.

 

Casting an ability that isn't an ult that puts you into a very vulnerable position is indeed something almost no ability in the game has. Not to mention a lot of the ults (Again, this isn't an ult) require specific heroes to counter them; while Mercy is countered by all/almost all heroes this way without it being an ult. With a 75% movement speed decrease I was able to nuke her from full health even with chars like Lucio.

 

On top of that, a lot of those ults depend on the caster for placement and timing, while a teammate's death isn't always in a planned location. This is another important aspect of why this makes such a big difference. Almost all abilities that have counters like these (even non ults) can be circumvented or at least alleviated by positioning and timing. You still get some time to decide when to ress someone, but if your tank dies in the middle of the fray while that tank was important to cast their ult for a team combo, you usually don't just wait for the perfect timing.

 

Most counters also require specific timing. If your team's mccree is the only counter to roadhog ult then you have to rely on mccree to be there when he casts it and have to make sure mccree doesn't use his flashbang. Mercy's "normal" ability is countered by pretty much everything.

 

"It's the same because other abilities can also be countered" is exactly the kind of thought the dev team had when they released it and the reason why overwatch was such a balance mess. You need to analyze it a lot more than that. I mean, the devs are still talking about nerfing dva's defense matrix even more. It's incredible through how much iterations we've gone for some of the abilities in this game.

You're right it is not an ultimate and I have named only interruptible ults in my comment. I would like to argue that the ress is probably the single most powerful alternate ability in the game. Aside from it being so powerful there are also a number of other non ult abilities that require playing around. Abilities like hooks, flash bangs, boops, sleep darts all have to be drawn out before engagement or require specific positioning or approach. Things like symm or torb turret change your entire game plan in a lot of ways as well. similar things can be said for zarya/winston bubbles or defense matrix.

now both mercy and her team will just have to learn to play with her ress instead of carelessly dying in enemy ground because of high likeliness for a ress.

I don't see why this change for mercy is supposed to be too much. They scrapped the ress as an ult and gave her a really powerful new ult. The ress was however still too strong so they nerf it a bit more and the community blows up. It honestly feels like people aren't satisfied unless mercy is a god.

One last point I'm gonna make again here is that (even with all the focus on esports) they do not, will not and should not make decisions based on pro level play. fact remains that there are much more people in the lower ranks than there are in master+

It is a pro's job to adapt to the changes coming in from blizzard, it is not blizzards job to scrap a decision because the pros will know how to deal with it right.

 

I'm open to discussion about this stuff and trust me when I say I do think about this sort of stuff.

Edited by Shine

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I don't want to deviate too much from Mercy in specific so I'll make that part short.

 

Blizzard definitely has made a few changes here and there that are mostly done on higher levels of play. For example, the Defensive Matrix before the last nerf (But after the previous nerf earlier this year) was more than enough of a nerf for anything below diamond but not enough for above diamond, and the most recent nerf still isn't enough for GM/Pro level (at least, they're still discussing how to nerf it further). Another example would be Genji's jump nerf and reversion thereof.

 

As for why this Mercy nerf is receiving so much flak is because other than her ability to support her team with heals and resses, she doesn't have much else. Most other support heroes have utility on very short cooldowns and/or a good ability to defend themselves without slowing down on healing in case they get flanked or whatever.

 

Mercy is already one of the least defensible (Albeit high mobility) heroes in the game and having your teammate die on you that was either tanking the front or protecting your flank already makes for a bad situation, spending 1.75 seconds ressing while "standing still" (Let's face it, anyone above gold can hit consecutive headshots with any weapon when you move at 25% speed) is already a death sentence unless there's a corridor nearby.

 

So to circumvent that you'd need to either plan to position the body in a safe spot (i.e. die just around a corner) or already have enough pressure on the enemy team that makes it hard for them to target the Mercy during a ress. Both of these are exceptionally tough if they still have flankers alive. I don't play flankers but I've played with pretty good Tracers (And Reapers when they were still in the meta before they fell off, they're rising again the last 2 seasons or so but haven't been in a comp team with one ever since) and all they need is just a second to take down a mercy assuming some movement and therefore not 100% hit rate.

 

 

But if you don't balance this game around top tier play, then I guess anything goes and any argument I make could be used against me "but gold players don't always have high hit ratio" or things like that. I'd still argue in that case though that you don't need counters if you don't need to consider the top 20-30% of the playerbase anyways. You could even call things like a winston vs reaper matchup fair in lower brackets. Or say the dva ult is OP in bronze/silver and needs a damage/AOE nerf.

 

I'd argue balancing for the lower brackets of the playerbase is more detrimental than for the top brackets.

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