Jump to content
FORUMS
Starym

PTR Patch Notes: Ana and Mercy Tuning Oct 31

Recommended Posts

FBQSk6j.jpg

 

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.

Share this post


Link to post
Share on other sites

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.

  • Like 1

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

 

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
  • Like 1

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We have more Sigma tuning in this edition of the PTR, with a whole lot of bug fixes for the new Hero as well as ones for Reinhardt, Sombra and Wrecking Ball.
      PTR July 31 (source)
      HERO UPDATES
      Sigma
      Kinetic Grasp
      Can now be cancelled by Accretion. Experimental Barrier
      Can now be recalled while Kinetic Grasp or Accretion are in use. BUG FIXES
      General
      Placement previews should now be much smoother (Reaper Shadowstep, Mei Ice Wall, etc). Placement previews will now hold their position after clicking, until they’ve been confirmed by the server. Fixed a bug where first person animations sometimes wouldn’t play when abilities were used immediately after being frozen. Fixed a bug where orientation toggles for placements could flicker at higher latencies (Ice Wall, Amplification Matrix, Photon Barrier). Workshop - ‘Set Max Health’ now functions as intended. Heroes
      Reinhardt
      Fixed a bug that caused charge knockback to be applied multiple times. Sigma
      Accretion now correctly deals half damage to self. Accretion projectile no longer gets destroyed when impacting Symmetra turrets. Gravitic Flux can now move Pharah during Rocket Barrage. Fixed a bug where victims of Gravitic Flux could get stuck on slippery rooftops. Fixed a bug where Gravitic Flux would fail to work on Dropship doors. Fixed a bug that allowed Sigma to avoid an enemy’s Gravitic Flux effect by activating his ultimate. Fixed a bug that allowed Sigma to retain some of his movement ability when he was incapacitated (stunned, slept, etc) during his Gravitic Flux. Fixed a bug which caused Gravitic Flux to not be cancelled if you switch to another hero while it is active. Sombra
      Fixed a bug where Sombra couldn’t gain ultimate charge for one second after EMP hack auras end on targets. Wrecking Ball
      Fixed a bug that could cause Wrecking Ball to be temporarily stuck when using Piledriver on a slippery terrain.
    • By Starym
      This particular PTR is getting plenty of updates and fast, as we have a small one today lowering Sigma's Kinetic Grasp cooldown and shield mechanic, nerfing Moira's Fade and fixing some bugs.
      July 25 (source)
      GENERAL UPDATES
      Practice Range
      Practice Range has been re-enabled. HERO UPDATES
      Moira
      Fade
      No longer usable while stunned. Sigma
      Kinetic Grasp
      Cooldown reduced from 15 to 13 seconds Shield per damage conversion increased from 0.33 to 0.40 BUG FIXES
      Heroes
      Ashe
      Fixed a bug where jumping while scoped shooting could cause the gun to clip into the camera slightly. Wrecking Ball
      Fixed a bug where Wrecking Ball could get stuck in his slam animation if landing on very flat slippery surfaces.
    • By Starym
      We have two back-to-back PTR patches today, the first one featuring Hero 31 arriving for testing, endorsements coming to many alternative modes, Role Queue improvements and some more Workshop additions. The second patch brought several Hero changes, from D.Va's pilot ult cost reduction, to Symmetra's Teleporter cooldown decrease and more!
      PTR July 23 (source)
      PATCH HIGHLIGHTS
      New Hero: Sigma
      Sigma is an eccentric astrophysicist and volatile tank who gained the power to control gravity in an orbital experiment gone wrong. Manipulated by Talon and deployed as a living weapon, Sigma’s presence on the battlefield cannot be ignored. Sigma launches two Hyperspheres (gravitic charges), which bounce off walls and implode after a short duration, damaging enemies within a sizable radius. Using Experimental Barrier, he propels a floating barrier to a location of his choosing and he can dismiss the barrier at any time. With Kinetic Grasp Sigma freezes incoming projectiles in midair, converting them into shields. Accretion allows Sigma to gather a mass of debris and flings it at an enemy to knock them down. Unleashing his full powers with Gravitic Flux, Sigma takes flight, lifts enemies in a targeted area, and launches them into the sky before slamming them back down. Learn more about Sigma on his hero page 2.
      GENERAL UPDATES
      Role Queue
      Updated the end of match screen so that players are sorted by role. Fixed a bug that made it difficult to see which Role Card was in focus when using a controller. Quick Play (with Role Queue Enabled) Feature Update: Endorsements
      Players can now endorse each other in the following game modes: Mystery Heroes No Limits Deathmatch Total Mayhem Low Grav All the PVE Event game modes (Uprising, Retribution, Storm Rising) Game Mode
      Mystery Heroes - On Control maps, Heroes are now reset between rounds. Workshop
      New Events:
      Player Dealt Healing Player Received Healing Player Joined Match Player Left Match New Actions:
      Start Transforming Throttle Stop Transforming Throttle New Values:
      Healer Healee Event Healing Host Player Developer Comment: A commonly requested feature for the Workshop is the ability to track healing, so we’ve added two new Event types and three new Values to make this possible. We’ve also added Events to make it easier to detect players joining and leaving matches. To support the creation of admin-style privileges for custom games, the owner of the game can now be detected using Host Player. Finally, we’ve added the ability to scale, invert, and rotate a player’s input throttle to make controlling characters in third person easier.
      BUG FIXES
      General
      Custom Game: The Presets UI in Custom Game is now displayed in the proper order. Heroes
      Brigitte
      Fix for Brigitte heal throws that were too loud. Zenyatta
      Fixed a delay in Zenyatta’s first person quick melee animation when interrupting primary fire. Orisa
      Fixed a bug that caused some VFX to stop playing upon successive viewings of Orisa’s “Oh!” highlight intro in Hero Gallery. Genji
      Fixed a bug where Genji could fail to deal damage if he rapidly used Swift Strike on a single target (PTR bug only). Sombra
      Fixed an animation issue with EMP (PTR bug only).
       
      PTR July 24th (source)
      GENERAL UPDATES
      Practice Range
      Practice Range has been temporarily disabled on PTR-only. For players looking to try out Sigma’s abilities in a solo setting, private Custom Games can still be made in the Game Browser. Role Queue
      Fixed a bug that caused the Ready button to be displayed when no roles had been selected, when using a controller. Fixed a bug that could cause players to be on multiple regional leaderboards at the same time. Fixed a bug that could cause players to appear on the Top 500 All leaderboard when 1 or more roles are still in placement matches. Fixed a bug that caused players who allow the "Waiting on you to select role" timer to expire, to get into an unusable state if they were grouped in LFG. Fixed a bug that prevented players from interacting with the role selection invite using a gamepad if inside the Play menu. Fixed a bug where queue time wasn’t displayed properly while in skirmish. HERO UPDATES
      D.Va
      D.Va Pilot ultimate cost reduced by 12% Sombra
      EMP
      (Reworded from previous patch notes for clarity) Activation time increased from 0.2 to 0.35 seconds. Symmetra
      Teleporter
      Cooldown decreased from 15 seconds to 12 seconds Teleport re-use time decreased from 1.5 seconds to 1 second Wrecking Ball
      Minefield
      Decreased projectile speed from 13 to 12. BUG FIXES
      General
      Fixed a bug that prevented Competitive groups being found in LFG Fix rare instances of ‘avoid as teammate’ not working Heroes
      Sigma
      Fixed a bug where Gravitic Flux would do ground impact damage to training bots before they hit the ground. Fixed a bug that allowed Sigma to fire more than two Hyperspheres at once. Fixed a bug that cause Sigma’s “Hello” voice line to not play.  
    • By Starym
      In today's developer update, game director Jeff Kaplan goes into detail in Overwatch's 31st Hero, from his backstory that we've seen a glimpse of, where Talon "frees" him from a mental institution and then uses him for their own goals, to the fact that he's a barrier tank who can deploy his barrier in different locations and at different angles! Check out the full details in the update below or scroll on down for some gameplay action!
      The easiest way to understand what the character is all about is to see it being played, which is exactly what the live event over on Seagull's stream right now is showcasing, with Jeff Kaplan along for the ride!


    • By Starym
      It's time for another Hero to join the roster! Sigma seems to have gone a little overboard with his experiments and ended up in a sticky situation, as we find out in his origin story. The video is pretty weird and a little creepy, but effective, and he's apparently also joined the Talon guys and gals. Also, apparently, he's harnessed the harness, so there's that.
      Apparently, if you play the video backwards, he says some interesting stuff, with the highlight being "Release me" at the beginning:
      Whether he's coming with the new Role Queue patch or if he's a longer way off remains to be seen, as he's not on the PTR quite yet, which would indicate a longer wait.
×
×
  • Create New...