Starym

PTR Patch Notes: Ana and Mercy Tuning Oct 31

10 posts in this topic

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

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

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      The All-Star Weekend is fast approaching, only two weeks away in fact, and Blizzard just shared a lot of details about the event and more specifically, it's format. We've already heard about the two new skins the event will be bringing  to the game and now we found out how to get them: they'll be available for a limited time only,  August 17–27 and each will cost 300 Overwatch League Tokens.
      The actual format of the weekend, starting on August 25th, will have 2 separate sections for the two days, starting with custom skill matches on Saturday (Lucioball Showdown, Mystery Heroes, Widowmaker 1v1 with only headshots counting for eliminations, Talent Takedown where casters and analysts will go head to head in a regular 6v6 series, and finally Lockout Elimination). Then we have the big event on Sunday, the actual All-Star game where the Atlantic team will meet the Pacific in 6v6 using standard competitive settings, playing 5 maps.
      Check out the full details below:
      All-Star Weekend (source)
      We’re just two weeks from the first-ever Overwatch League All-Star Weekend, and today we’re revealing the custom game modes and format for both days of competition. Additionally, we have new details on the limited-time legendary All-Star skins for Tracer and Genji (see below).
      All-Star Weekend festivities kick off on Saturday, August 25, with a series of custom skill matches. On Sunday, August 26, the Atlantic and Pacific All-Stars go head-to-head in the official All-Star Game, Powered by Intel®.
      For Saturday’s lineup of custom games, all players on each roster much compete, and there will be no substitutions within each game. Here are the custom games that will be played:
      LÚCIOBALL SHOWDOWN
      The Atlantic and Pacific teams will compete in a 3v3 best-of-three series using standard Lúcioball settings on the Busan Lúcioball Arena map. Each match will last five minutes. If a match is tied at the end of five minutes, then the next goal wins.
      MYSTERY HEROES
      The Atlantic and Pacific teams will compete in a 6v6 Mystery Heroes game using standard competitive settings in a best-of-three series on control maps Ilios, Lijiang Tower, and Nepal. For Mystery Heroes, players will be assigned a random hero at the start of each map, and a new random hero on each respawn.
      WIDOWMAKER 1v1
      The Atlantic and Pacific coaches will select their four best Widowmaker players for this mini-tournament. The four players from each squad will compete head-to-head until there’s one Atlantic and one Pacific champion. The two champions will face off in the final. The winner for all matches prior to the final will be first player to reach five eliminations. The final will be decided by the first to seven eliminations. Eliminations are headshot only, and automatic firing will be disabled. There will be no capture points, but after 30 seconds player locations will be visible to both players. A match will result in a draw after five minutes. This mode will be played on Castillo (quarterfinals), Necropolis (semifinals), and Ecopoint: Antartica (final).
      TALENT TAKEDOWN
      Presented by T-Mobile
      Prior to All-Star Weekend, the Atlantic and Pacific coaches will draft two teams of casters and analysts. (Keep an eye on our social channels for draft results!) The two teams will square off in a 6v6 best-of-three series using standard competitive settings. The first map played will be King’s Row (hybrid). The team that loses the first map gets to select the second map. If the series is tied 1-1, a game of Lúcioball will be the tiebreaker. If the Lúcioball match is tied after five minutes, the next goal wins. Overwatch League players will help call the game along with the casters and analysts not playing.
      LOCKOUT ELIMINATION
      The Atlantic and Pacific teams will square off in this 6v6 competition using standard lockout elimination settings. The winner will be determined in a best-of-three series. The maps for this mode are Oasis University, Necropolis, and Castillo.
      ALL-STAR GAME
      The format for Sunday’s Overwatch League All-Star Game, Powered by Intel®:
      Atlantic and Pacific teams will compete 6v6 using standard competitive settings Teams will play a full five-map match Map pool: King’s Row, Rialto, Horizon Lunar Colony, Route 66, and Ilios All 18 players on each team must play at least one map Substitutions can only be made between maps One All-Star coach per team will help manage rosters and strategy Sunday’s All-Star Game is sold out, but tickets are still available for Saturday’s All-Star custom games event.
      ALL-STAR LEGENDARY SKINS
      To celebrate the All-Star Game, we’re revealing two new legendary Overwatch skins: the 2018 Atlantic All-Star Tracer and the 2018 Pacific All-Star Genji. Both skins will be available for a limited time from August 17–27. Each skin is redeemable for 300 Overwatch League Tokens.
      All-Star Weekend events will be streamed live on Twitch, OverwatchLeague.com, the Overwatch League app, MLG.com, and the MLG app.
    • By Starym
      The 2018 Summer Games are here, featuring 50 new cosmetics, Lucioball and a lot of Hero tuning.
      The 2018 Summer Games have arrived and will stay until August 30th! We have over 50 new seasonal items, including the already announced legendary skins, more Lucioball and a large amount of Hero changes.
      First off it's the Hanzo, Widow, Brigitte and Mercy nerfs as well as Ana, Lucio and Moira buffs, with Zarya getting a bit of both. And then it's the usual bevy of bug fixes, with gems such as D.Va's disappearing gun while hooked and emoting, Hanzo's detachable arm while wall climbing and more!

      Then there's all the new skins:


      And then we have the short version of all the Hero changes, courtesy of itsjieyang:
      August 9 (source)
      PATCH HIGHLIGHTS
      Summer Games 2018
      The Summer Games return for more fun in the sun! This year, we're celebrating the spirit of competition with a new Lúcioball arena, Season 2 of Copa Lúcioball, and a smörgåsbord of loot. Unlock over 50 new seasonal items—including legendary skins like Waveracer D.Va, Fastball Zenyatta, and Cabana Ana—alongside our growing collection of summer gear from previous years.
      To learn more about Summer Games, click  here. 
      GENERAL UPDATES
      General
      Changed the name of Junkrat’s Buccaneer skin to Bilgerat Added under attack voice lines for Zenyatta, Lúcio, and Moria All Overwatch League skins now include the name of the team’s city or state Looking for Group
      Settings will be saved after changing filters on the Looking for Group browse screen Hero Gallery
      Added a What’s New option that displays new unlockable content HERO UPDATES
      General
      Some ultimate abilities now restore ammunition after completion for some heroes Abilities affected: Genji’s Dragonblade, Junkrat’s RIP-Tire, Pharah’s Barrage, Roadhog’s Whole Hog, and Zenyatta’s Transcendence, Winston’s Primal Rage Developer Comments:The change removes the need to immediately reload after a long duration ultimate.
      Ana
      Nano Boost Now also instantly heals the target for 300 health Range increased from 30 to 40 meters Developer Comments: These changes help Ana’s Nano Boost be usable in more situations. Previously it was almost entirely used to combo with other allies’ ultimates, just before they use them. With this change Nano Boost can now alternatively be used to save an ally from near death in the middle of a big fight.
      Brigitte
      Shield Bash Cooldown increased from 6 to 7 seconds Repair Pack An option to control Brigitte’s Repair Pack targeting sensitivity has been added under Options > Controls > Brigitte Developer Comments: Brigitte’s Shield Bash is one of her strongest abilities, and its short cooldown can make it difficult to play against. Slightly increasing its cooldown will give her opponents more opportunity to play around it. We’ve also added an option to control Brigitte’s Repair Pack targeting sensitivity which will allow players to reduce the width of the search angle for the ability. This is useful for trying to target specific allies in the middle of a fight at the cost of making it a bit harder to target allies in general.
      Doomfist
      Rocket Punch No longer impacts Symmetra’s teleporter Now destroys Symmetra’s sentry turrets without stopping his movement Developer Comments: These changes are just quality of life improvements for how Doomfist interacts with Symmetra’s placed objects.
      Hanzo
      Lunge Cooldown increased from 4 to 5 seconds Developer Comments: Hanzo’s Lunge ability allows him to be a bit too evasive, so we’re increasing the cooldown to make him easier to catch.
      Lúcio
      Crossfade Aura radius increase from 10 to 12 meters Sound Barrier Temporary shields granted increased from 500 to 750 Developer Comments: Increasing the amount of shield health gained from Lúcio’s Sound Barrier should make it more effective against incoming burst damage. As part of his last rework, Crossfade’s radius was heavily reduced, but its potency was increased to compensate. While the change was better for him overall, the radius was small enough that it was often difficult to keep his allies in range during a fight, even if they felt reasonably close together. The increased radius should help in these situations.
      Mercy
      Caduceus Staff Healing beam reduced from 60 healing per second to 50 healing per second Developer Comments: Mercy’s previous healing output made her nearly irreplaceable in any team composition. Even after this change she will still be able to deliver more healing over the course of a match than any other support hero, but it should allow for other healers to be more viable.
      Moira
      Biotic Grasp Passive energy regeneration rate increased from 2 per second to 2.4 per second Developer Comments: This change should help Moira in situations where there are no enemies within reach but your team still requires a lot of healing. She will still need to drain enemies to be fully effective, but this just helps her a bit in the rare cases where there is an extended long-range fight that she can’t reasonably take part in.
      Reinhardt
      Barrier Field Decorative insignia no longer protrudes from the shield’s surface Developer Comments: By smoothing out Reinhardt’s Barrier Field, he now will be able to consistently block enemy abilities and projectiles that could sometimes unintentionally sneak through (e.g. Junkrat’s grenades).
      Sombra
      General Reduced the size of Sombra’s head hit volume Developer Comments: The head changes are mostly a bug fix, as her head hit volume was abnormally large, especially from behind. Previously if you fired at her from behind near her upper spine, you could land a head shot. Now her head volume is much more accurate.
      Symmetra
      Photon Projector Primary fire range increased from 10 to 12 Developer Comments: Symmetra’s primary fire has huge damage potential but it is too difficult to charge because of its low range and slow charge rate. We’re increasing the range to see how it plays out, giving her more opportunities to use it, especially against enemy barriers.
      Widowmaker
      Grappling Hook Cooldown increased from 8 seconds to 10 seconds Developer Comments: The increased cooldown will slightly reduce the frequency that Widowmaker can reposition herself. This allows her to be threatened more easily by agile enemy heroes such as Winston and Genji.
      Zarya
      Energy Drain rate reduced from 2 energy per second to 1.6 energy per second Graviton Surge Radius reduced from 8 to 6 meters Developer Comments: The smaller radius on Graviton Surge makes it more reasonable for her enemies to try countering it by staying spread out, as well as putting more focus on Zarya to position the ultimate correctly to impact the most players possible. However, the intent of these changes isn’t to lessen Zarya’s overall power significantly so we’re reducing her energy drain rate, which should keep her energy higher on average resulting in more damage and quicker ultimate charge times. Overall, this takes some power out of her ultimate and distributes it else ware to add more counter play against her.
      GAME BROWSER AND CUSTOM GAMES
      Heroes
      Brigitte’s Repair Pack now has a minimum cooldown time of 1.5 seconds regardless of custom game settings BUG FIXES
      General
      Fixed a bug that displayed an inaccurate AFK countdown timer before removing players from a match if they were flagged as AFK more than once Fixed a bug that caused the player camera to display an odd location before switching to the first-person view of the selected hero after Assemble Your Team phase ends AI
      Fixed a bug that caused Torbjörn bot to fire his gun endlessly if his turret is teleported by a Symmetra player Competitive Play
      Fixed a bug that could cause players to lose an endorsement level if they exited before a match completes, but after the return timer for a leaving player has expired Heroes
      Brigitte
      Fixed a bug that allowed projectiles and splash damage to penetrate Brigitte’s Barrier Shield while dashing with the ability D.Va
      Fixed a bug that caused D.Va’s Light Gun to disappear if Roadhog used Chain Hook on her while she used an emote Genji
      Fixed a visual issue that prevented Genji’s Shuriken ammunition from displaying the correct number briefly after activating Dragonblade Fixed a bug that caused Genji’s arms to detach from his body if he looked straight down a wall while climbing over edges Hanzo
      Fixed a bug that caused Hanzo’s arms to detach from his body if he looked straight down a wall while climbing over edges Junkrat
      Fixed a bug that refilled Junkrat’s ammo if RIP-Tire failed to cast Fixed a bug that refilled Junkrat's ammo if he attempted to use RIP-Tire while airborne Lúcio
      Fixed a bug that allowed Lúcio to gain ultimate charge while Sound Barrier was active if he got hacked Orisa
      Fixed a bug that caused the health bar on Orisa’s Protective Barrier to disappear when she used Supercharger Reinhardt
      Fixed a bug that prevented cracks from appearing on Reinhardt’s Overwatch League Away skins when his Barrier Field takes damage Roadhog
      Fixed a bug that prevented Roadhog’s Chain Hook from retracting to his hand if he is interrupted mid-cast Sombra
      Fixed a bug that caused Sombra’s visual effects to display darker than intended Fixed a bug that allowed Sombra to destroy her Translocator after teleporting to it Fixed a bug that caused Sombra’s Translocator to bleed when struck by enemy players Tracer
      Fixed a bug that caused Tracer’s Pulse Bombs to stick onto the wrong side of shields when the targeted enemy moved quickly Wrecking Ball
      Fixed a bug that prevented Wrecking Ball from using sprays when in Roll form Fixed a bug that allowed Piledriver to displace Mei while she is in Cryo-freeze Zarya
      Fixed a bug that caused Zarya’s Graviton Surge visual effects to extend beyond the ability’s radius Hero Gallery
      Fixed a bug that prevented rotating hero models while viewed in the Hero Gallery when equipped with Overwatch League skins Fixed a bug that prevented the Communication Wheel from functioning when equipping a spray, voice line, or emote from a Loot Box Looking for Group
      Fixed a bug that caused some groups to be unable to queue for a game mode Maps
      Eichenwalde
      Fixed a bug that caused Eichenwalde’s castle gate to falls into the ground when destroyed by the payload  
      Previous Live patch notes.
      PTR patch notes.
    • By Starym
      The Summer Games start today and we got another 3 skins revealed in the past couple of days as well! It seems Lacrosse Roadhog is the clear winner of this new skin-off, but there will be more new skins coming with the games, like the Sombra Mexico epic skin.
    • By Starym
      The 2018 Summer Games are almost upon us and with only 3 days to go it's time for some skin previews! We have D.Va's Waveracer, Gridironhardt Reinhardt and finally, Catcher Winston.
    • By Starym
      It's time for another event! This time it's the 2018 Summer Games, presumably featuring Lucioball once more, with the usual new skins and cosmetics to be had and purchased. Last year we had the new cosmetics costing the normal amount, but also could buy 2016's skins at a discount.

      The event runs for three weeks from August 9th to the 30th, so get on in there and play some ball!