Starym

Winter Wonderland: Video, Patch Notes, Skins, More

3 posts in this topic

mTRY1gs.png
 

The latest holiday event is here and will last through January 1st! Coming with it is the new brawl where players face off against a boss played by another player, Mei's Snowball Offensive from last year's Winter Wonderland returns as well and we get 50 new skins and other cosmetics, as well as last years' ones! There's also improvement for reporting players, and the usual bug fixes, so check out he full patch notes at the bottom.

Blizzard LogoWinter Wonderland

Yeti Hunter

This 6-player brawl sets 5 Meis against one Yeti player who utilizes Winston’s abilities. The Yeti must gather meat to unlock a powerful rage ability adding immunity to freeze and more powerful bonuses. The Meis try to find and eliminate their woolly opponent before he’s consumed enough meat. The Mei players have a new tool in their arsenal, though—a modified “Yeti trap” ultimate ability. Which team will emerge from the snow?

WINTER WONDERLAND RETURNS

It's the most wonderful time of the year!

Overwatch is getting into the holiday spirit again for the next three weeks! Expand your collection of seasonal-themed items, and enjoy two winter brawls.

This year, we’re celebrating with a new brawl: Yeti Hunter, as well as bringing back Mei’s Snowball Offensive. We’ve decked the halls of Black Forest, King’s Row, and Hanamura. But we know what you really want: presents! Unlock over 50 new seasonal items—including legendary skins like Snow Owl Ana, Rime Sombra, Beachrat Junkrat, and Ice Fisherman Roadhog—alongside winter gear from last year at reduced credit costs.

Mei’s Snowball Offensive

In this brawl, Mei's Endothermic Blaster has been modified to fire a single, super-powered snowball. Taking down an enemy only requires one hit, but a miss can be costly. Once your weapon is empty search for the nearest snow pile to reload. When the battle starts to heat up, you can activate Mei's Ultimate, which turns her blaster into an automatic snowball launcher, allowing you to fire continuously as your enemies scatter. This year, you play on the Black Forest map as well as Ecopoint: Antarctica.

New Skins:

0x0250000000001257.jpg   0x0250000000001251.jpg

0x0250000000001245.jpg   0x0250000000001039.jpg

0x025000000000125E.jpg   0x0250000000001260.jpg

0x02500000000012CE.jpg

There's also this handy rundown of Hero related changes, courtesy of redditor itsjieyang:

Blizzard Logo Patch Notes December 12 (source)

PATCH HIGHLIGHTS

New Seasonal Event: Winter Wonderland 2017

‘Tis the merriest time of year—Winter Wonderland is here!

From now until January 1, experience the holiday spirit with a brand-new brawl, Mei’s Yeti Hunt, and relive the previous Winter Wonderland’s magical moments by playing Mei’s Snowball Offensive. Players will also be able to unwrap loot boxes to collect last year’s festive fare in addition to 50 new holiday-themed cosmetics, including legendary skins like Snow Owl Ana, Avalanche Bastion, Beachrat Junkrat, Ice Fisherman Roadhog, Rime Sombra, and more.

To learn more about Winter Wonderland, click here. 

Player Warning Updates

Several changes have been made to the player report system.

Players being reported will receive an in-game message letting them know that they have been reported, along with a warning concerning continued negative behavior. Ongoing misconduct will result in silence, suspension, or a permanent ban, depending on the severity of the infraction (in severe cases, players may receive their punishment before receiving the initial in-game message).

Players who report someone for poor behavior, resulting in a disciplinary action, will now be notified with an in-game message when the issue has been resolved. We take every report seriously, along with your feedback. Thank you for your patience as we continue to fine tune these systems.

GAME BROWSWER AND CUSTOM GAMES

General

  • Added an option that allows heroes to spawn with fully charged ultimate abilities. This can be enabled under Settings > Heroes > General > Spawn with Ultimate Ready when creating a custom game
  • Added an option that allows heroes to cast ultimate abilities that last for the full duration of a match. This can be enabled under Settings > Heroes > General > Infinite Ultimate Duration when creating a custom game
  • The length of time that hero ultimates remain active can now be adjusted. This slider can be found under Settings > Heroes > General > Ultimate Durations

A.I.

  • [PC] An option to “Remove All A.I.” in the custom game lobby can be accessed by Right Click > Remove All Bots
  • [PS4] A.I. players can be removed from within the custom game lobby by selecting a bot, then selecting “Remove All Bots” from the submenu
  • [XB1] A.I. players can be removed from within the custom game lobby by selecting a bot, then selecting “Remove All Bots” from the submenu

HERO GALLERY

General

  • Players can now clear new item notifications with the “Mark All As Seen” button in the Hero Gallery

BUG FIXES

General

  • Fixed an issue that caused the arcade card for Limited Duel and Mystery Duel to not list all currently disabled characters
  • [PC] Fixed an issue that prevented certain sound effects from playing when navigating the Options menu with a controller
  • Fixed a bug in Elimination mode that caused players to spawn as a random hero at the start of a match instead of the one that was highlighted

A.I.

  • Fixed a bug that caused Roadhog Bot to get stuck in the spawn room of the Oasis: City Center stage

Heroes

  • Fixed a visual bug that caused Ana’s Biotic Rifle ammo clip to detach when her Captain Amari skin was equipped
  • Fixed a bug that prevented Doomfist’s Rocket Punch from destroying objects
  • Fixed a bug that caused Doomfist’s Rocket Punch to not always deal damage when an enemy hits a wall
  • Fixed a bug that caused Doomfist’s Rocket Punch to not always stop an enemies' movement when they impact a wall
  • Fixed an issue that canceled Doomfist’s Seismic Slam when it was unable to reach the targeted location
  • Fixed an issue that caused Doomfist’s Seismic Slam to trigger instantly when the ability was used to travel up inclines
  • Fixed a bug that caused Doomfist’s Seismic Slam to create performance drops when repeatedly used with no cooldown
  • Fixed an issue that caused D.Va’s Micro Missiles to not destroy breakable objects
  • Added green detail textures on Sparrow Genji's sword scabbard when the golden weapon variant is equipped
  • Fixed a bug that prevented Hanzo’s Storm Bow reload from canceling if he used a melee attack after using his wall climbing ability
  • Fixed a bug that prevented Mei’s Cryo-freeze from clearing the healing debuff caused by Ana’s Biotic Grenade
  • Fixed a bug that caused Mercy’s Caduceus Blaster reload to be canceled if the player pressed the Resurrect keybind without a target to Resurrect
  • Fixed a bug that showed Mercy’s Guardian Angel targeting UI on allies while it was already in progress on a selected target
  • Fixed a bug that allowed a Mercy player to cast Resurrect on a player that was in the process of being resurrected by another Mercy
  • Fixed a bug that allowed Moira’s Biotic Orb to pass through terrain and structures
  • Fixed an issue that prevented players from using Moira’s Biotic Orb’s regeneration option when primary fire was disabled
  • Fixed a visual bug with Moira’s Biotic Orb that sometimes caused Biotic Grasp’s healing spray effects to display instead
  • Fixed a bug that prevented Moira’s Coalescence from healing an allied Reaper in Wraith Form
  • Fixed a bug that prevented Moira from being able to pass through enemies when using Fade
  • Fixed a bug that caused Moira’s eyelashes to detach from her face during her Heroic highlight intro
  • Fixed an issue that prevented Moira’s self-healing statistic from being collected and displayed in the game stats
  • Fixed a visual issue with Moira’s Oasis skin that caused her knees to clip through her knee guards while crouched
  • Fixed a bug that caused Reaper’s shotguns to animate incorrectly when discarded on the ground
  • Fixed a bug that sometimes allowed Reinhardt’s Charge to escape abilities that should prevent movement (e.g. Zarya’s Graviton Surge)
  • Fixed a bug that prevented Widowmaker’s Grappling hook from pulling players to moveable objects, even when they were stationary (e.g. the window on the Eichenwalde Castle doors)
  • Fixed an issue that prevented highlights captured by Zenyatta players from recording correctly when the Cultist skin was equipped

Maps

  • Fixed an issue that allowed some heroes to hide on the Junkertown payload when using sit emotes
  • Fixed a bug that caused a performance drop when players shot at the gold coin piles in the last Defender spawn of Junkertown

Previous live patch notes.

Share this post


Link to post
Share on other sites

They couldn't have fluked harder on the introduction of that Hanzo skin. People, including myself wanted to see it, but it was so badly copied over...

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 Overwatch League has arrived and it's a huge hit, which is perhaps unsurprising, as the game itself now boasts over 35 million players. The 12 matches of the first week in "the world's first major global city-based professional esports league" had the 10 million viewers number spread over Twitch, MLG and a number of Chinese streaming services such as NetEase CC, Panda TV and ZhanQi TV, according to the announcement by Activision. The week peaked at 437,000 concurrent viewers (for the Dallas Fuel vs. Seoul Dynasty matchup), with opening day seeing an average of 408,000 viewers per minute and the whole thing ending up averaging 280,000 per minute (and these numbers only featured Twitch and MLG stats).

      Blizzard also mentioned that these figures were of unique devices tuning in to the action, so the actual viewership numbers were probably even higher. We also found out that Blizzard's LA arena was sold out for the entire week, as fans gathered to watch the matches together.
      With the regular season running through June and the playoffs coming in July, it seems Blizzard have another fan-favorite esports viewing experience on their hands, but subsequent weeks will show whether it can hold up to this massive start.
      To go with the news, here are some highlights from this first week of the competition:
      And if you're craving more, here are some clips PCGamer has rounded up as well.
      You can also check out the current standings and more on the official site, and you can read our own Mournflakes' analysis of week one right here as well.
      Sources: gamesindustry.biz, PCGamer, VG247.
    • By Zadina

      Over 100 new cosmetic items will be added to the game with next week's patch and they will be progressively revealed over the next 6 days.
      We already know that the Blizzard World patch, which will contain the new hybrid map and several collectible stuff, will be released on January 23. For the next six days, all the new cosmetic items will be revealed day-by-day leading up to the patch's release.
      Today's reveal are the new sprays:
      We've already previewed the upcoming Legendary Skins for Doomfist, Mei, Orisa, Reinhardt, Roadhog, Torbjorn, Widowmaker and Zarya that were revealed at BlizzCon.
      You can also check this page on the official site to view the new players icons. Keep going back to that page or to the official Overwatch Twitter account for the next six days to see all the new cosmetics!
    • By Starym

       
      As mentioned in a December PTR update, Overwatch Heroes are getting their movement tweaked. Today, Principal Designer Geoff Goodman took to the forums to explain and illustrate these changes in detail!
      The update focuses on incline and acceleration: movement on inclines was inconsistent both in terms of direction and sped, while the acceleration aspect of the changes is related to air jumps and sharp turns. Check out the full explanation with added examples below.
      Geoff Goodman (source)
      Hi everyone,
      We wanted to take some time to explain the recent movement changes in depth (with examples). Hopefully this will help everyone better understand what changed, and what did not.
      Incline Changes:
      There were two persistent issues with movement on inclines that we wanted to clean up.
      First, while moving diagonally on inclines you would end up being slightly strafed left or right even if you were only attempting to move forward. This can be a subtle source of aiming issues for many people, and now the player will properly move forward in this situation.
      Second, movement up and down inclines had inconsistent speed as compared to the ground. Running both up and down an incline would be faster than walking on flat ground. However faster movement (e.g. McCree’s Combat Roll) would be slower when going up and down inclines. Having consistent character movement speed is important for many reasons, the biggest of which is it allows you to be able to reliably know how to aim your hitscan shots or lead your projectile fire.
      Acceleration changes:
      The characters in Overwatch have a fixed acceleration (how fast they can change their movement velocity) depending on if they are in the air or on the ground. Previously, this amount would get reduced if you were attempting to change your direction by 90 degrees or less, and was more pronounced if you were going faster than normal (e.g. Winston’s Jump Pack or Doomfist’s Rocket Punch). One of the consequences of this was that if you were in the air travelling forward and wanted to move directly right, you could reach full speed to the right faster if you accelerated backwards to a full stop and then moved to the right, as opposed to simply pressing to the right. Having to do a non-intuitive movement to reach your desired direction as fast as possible is less than ideal, so we made a change to allow you to more consistently use the air acceleration you already had to reach the direction you'd like to be moving in.
      The new acceleration can feel like momentum is no longer conserved like before, but the forward velocity is just more efficiently being converted into sideways velocity. The direction is changing faster but your overall speed isn’t being slowed down.
      Examples:
      If you're flying as Pharah, you can now just press forward and you will properly accelerate moving forward, instead of having to counter accelerate to stop sideways drift.
      If you’re leaping as Winston, you can more effectively redirect your velocity around corners. Prior to this rework it was possible to achieve similar mid-air turns by always facing your current velocity while strafing, but this was also unintuitive.
      You can now press forward and right directional inputs after a Winston leap and you will actually move some to the right, whereas previously you would have to only hold right if you wanted to get any acceleration to the right.
      It does mean getting used to the new strafing power. No longer do you have to hold strafe for a long time to get a small adjustment to your movement, you can simply short hold or tap it as needed, and pressing forward with a left or right command will do smaller adjustments than if pressing left or right alone.
      This does not substantially affect movement when trying to change movement direction by >90 degrees.
      Additionally, left and right strafing on the ground and air will be the same along with attempting to accelerate against a knockback will be the same.
      We’re keeping an eye on these changes to make sure everything is working correctly. Any feedback would be appreciated, and would be especially helpful with any screenshots or videos.
    • By Mournflakes

      The second week of Overwatch League begins tomorrow, but it's important to analyse last week's winning strategies and the strength of various compositions. We've done exactly that with a list of facts and composition points from Overwatch League Week 1.
      Only 5 Heroes Surpassed 10 Hours of Playtime in the Week 1 Matches
      Of the 26 heroes available to play in Overwatch, more than 80% saw less than 6 hours of league match time. In fact, the five most used heroes in Overwatch League’s first week accounted for 80 hours of in-game use, while the 21 other heroes combined accounted for under 40 hours of match time use. This means 5 specific heroes were played more than two times the total amount of the 21other characters in Overwatch League’s inaugural week. The top 5 are as follows:
      Mercy - 18h 50m
      D.Va - 17h 33m
      Winston - 15h 24m
      Zenyatta - 14h 55m
      Tracer - 12h 58m
      After Tracer, a major drop off of in character usage is seen. Tracer has double the match time of that of the sixth most utilized hero, Genji, who came in at 5h 37m.
      This tells us a couple of things. First, it tells us that Mercy is clearly the top priority pick, and is a non-negotiable standard for almost all compositions. Her ability to resurrect teammates mixed with her survivability cannot be passed up in professional play.
      Second, it tells us there is a strong meta composition in the pro scene. D.Va follows closely behind Mercy, with only an hour and 20 minutes short of Mercy’s usage. We then have Winston, Zenyatta, and Tracer coming after that. Most of these heroes point to one major composition, dive comp, and that is a lot of what we saw last week. However, one hero sticks out like a sore thumb, and that’s Zenyatta. This leads us to our second lesson.
      Zenyatta Is the Focal Point of Successful Overwatch League Play
      Zenyatta’s placement as the fourth most used hero in Overwatch League play may come as a surprise for many players. However, the data shows that he was utilized much more than other supports (who are not Mercy). In fact, Zenyatta was used five times more than the next most used support, Lucio, who saw 2h 52m of gameplay.
      So why Zenyatta? He can’t escape dive compositions, he can’t run from flankers, and his healing output is weaker than other support heroes. However, data reveals that while Zenyatta had a negative win rate over the course of the whole week, he had the best win rate of all supports, 1.7% higher than the next support, Mercy. Data also shows that when Zenyatta was on one team, and the other team was not running a Zenyatta, his win rate increased to 53%, 9% higher than the next hero under similar “one team use” circumstances.
      How can this be considered a dive composition when Zenyatta is utilized so heavily? I would argue that while the primary composition is “dive-esque,” the necessity of Zenyatta changes that composition. Lucio would be the pick of choice in a “pure” dive comp, but Zenyatta is chosen instead. So what would I call this composition?
      “Synergy Comp”
      Why? Because each of these heroes is heavily dependant on the others to get things done. None of these heroes really makes a huge impact on their own (aside from Mercy.) However, when team members synergize, focus on single targets, and work as a unit, the composition is unstoppable. Zenyatta’s orbs prove that “Syn Comp” is here to stay unless patches change the composition dynamics mid-season. Zen’s discord orb is the one ability that makes him stand above the rest of the supports (barring Mercy,) and is key to Syn comp’s viability. Focusing targets while utilizing discord orbs is what often makes Zen the shot caller of the team. In many ways, teams who protect and function off of their Zen are the team’s who will come out with the win.
      In fact, almost every Overwatch League team composition that had more than 10 fights, and had a team fight win rate of over 50%, utilized Zenyatta in some way. This proves that a composition that utilizes Zenyatta will have the best odds of winning.
      The only outlier to this statistic is a composition of Hanzo, Widow, Roadhog, Bastion, Orisa, and Mercy, which had 20 minutes of use on the first point of Junkertown, with a 75% team fight win rate. Dallas Fuel, New York Excelsior, and Los Angeles Valiant used this composition. This composition happened to have the highest win rate of all team comps that were used for over 10 fights. Which leads us to the last point.
      Maps and Specific Checkpoints Will Determine Team Comps
      As mentioned above, a double sniper, Roadhog offtank, Orisa maintank, Bastion, and Mercy composition had the most successful team fight win rate of the week at 75% (of all compositions that fought more than 10 fights.) I believe that this composition was used on only the first point of Junkertown. With only one member of the composition (Mercy) coming from the top 5 most used characters of the hero pool, this group of heroes proves that thinking outside of the box and playing the map can have huge payoffs. Of the 24 team fights that this composition faced, it won 18 of them. This data shows that team compositions can be heavily dependent on map layouts and perform extremely well. I am excited to see what non-meta Overwatch League team compositions will be used to throw enemies off-guard and utilize the surroundings of the current objective. Adaptability is a core of Overwatch gameplay and will be the difference between champions and losers.
      Which of these statistics shocked you the most? What non-meta compositions do you think we will see in this week of Overwatch League? Respond with your thoughts below!
    • By Zadina

      The new hybrid map will be available next week.
      Blizzard World will indeed open its doors before the end of January, as Jeff Kaplan had reassured. The map will be added to live servers on January 23 in the US and January 24 in Europe.
      Placeholder for tweet 953431688477945857 Jeff has promised that the Blizzard World patch will bring collectible stuff for all heroes! Lastly, it has been hinted that balance changes may follow in the near future after Blizzard World's release. And don't forget: there's a new hero being on the works and he/she/it will apparently change the meta!