Jump to content
FORUMS
Sign in to follow this  
Starym

August 9th Live Patch Notes: Summer Games, Hanzo, Widow, Mercy Nerfs and More

Recommended Posts

ZTaAA99.jpg
 

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:

N72GGBt.jpg


N72GGBt.jpgAnd then we have the short version of all the Hero changes, courtesy of itsjieyang:

Blizzard LogoAugust 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.

Share this post


Link to post
Share on other sites

That Lucio buff is  way too much. Moira and Ana buff cool. I don't get a point of nerfing mobility of Hanzo, Widow and again less HPS with Mercy, would be nice if they stop forcing what is more capable in meta. This is about Zarya too, her ultimate charging the slowest alread among all tanks and now they nerf her ultime?
At least the skins not so bad. (But that Sombra would be awesome with sombrero)

Share this post


Link to post
Share on other sites
7 hours ago, Hypersonic said:

This is about Zarya too, her ultimate charging the slowest alread among all tanks and now they nerf her ultime?

That might had to do with how popular her combo with Hanzo's ulti is. Not sure if nerfing range was the ring thing to do there though.

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...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      The Workshop has been on the PTR for a day and everybody's already hard at work and having fun with a whole lot of new creations. While we're definitely not seeing the mode's true potential just yet, there's a lot of creativity going around and some damn fun modes out there. So let's take a look at some of the very early concepts and implementations. A lot of these will have the code for the mode in the reddit thread, so if the videos pique your interest, just click on the source and try them out yourself. WARNING: a whole lot of gfycat videos will autoplay.
      Let's start slow, as we have a big number of third person view modes:
      Continuing with perspective changes, we have something for Diablo and DotA fans:
      (Source)
      This next one is probably my favorite, as it makes the sniping game a whole lot more dynamic and dangerous:
      This next one is also one of the most interesting ones, but not so much for what it is, but what can be built on it. Some truly unique and specific experiences could be made with more time with stuff like this:
      Then we have a superhero theme, starting with Silver Surfer Mei, a pretty awesome mobility change:

      (Source)
      We then have some training wheel modes, with... varying levels of usefulness and/or training/insults, starting with this MUCH needed refresher for DPSers:

      In case you didn't get it, the payload is magnetic. (Source)
      Moving on in the training modes, we have some more Payload-related learning to do, this time pertaining to Genji mains:
      (Source)
      Some more Genji tutorials, this one's for beginner players, but as it says, it does save everyone a lot of time:
      (Source)
      We also have some solutions to long-standing issues with the base game itself, such as this mode that resolves the teabagging issue:

      (Source)
      We then have the opposite of the above:
      Ok, this next one actually is a solution to a common complaint in the base game:
      Then we have the many minigames, starting with the old standard, Gungame, except this time, you change Hero when you get a kill.
      (Source)
      Similar to Gungame, but a whole lot more chaotic, this next one changes you into a different Hero whenever you use an ability, and you use that Heroes ability equivalent when you press yours instead:

      (Source)
      And to round out the Hero switch trilogy, we have the switch to the Hero you killed one:
      This next one is a bit of a weird one, but seems like good fun anyway. Basically, your emotes kill everything around you. Yep.

      (Source)
      Bumper cars! Sort of.
      Then there's the speed run/gauntlet ones, mostly featuring Hammond and Lucio:

      (Source)

      (Source)
      We then have some random ideas, like this awesome Roadhog change that makes his Grappling Hook also function like Widowmaker's!

       
      And finally, it is time to experience true terror with the mode everyone has been fearing since Overwatch's inception. I won't spoil it, but you already know what it is.
      This is just the tip of the iceberg, as it's only 1 day of work, but even this much is plenty. There will be some truly impressive game modes coming out of these basic ones, as well as completely new experiences, which makes me very excited for Overwatch's future.
      For even more Workshop creations, head on over to the Overwatch reddit.
    • By Starym
      Now that we've learned about the awesome Workshop feature coming to the game soon and live on the PTR now, we're getting an in-depth walkthrough of the editor. There's a whole bunch of info below on how to create, debug and share your script and more, and definitely make sure to read the post on the official site if you're interested in specific examples of scripts.
      The Workshop (source)
      Create games in ways previously unimaginable with the Workshop! The Workshop is a simplified game scripting system that expands the customization features available in the Game Browser. Within the Workshop, you'll create a Script to add Rules and unique play Conditions on top of the established Overwatch game modes you already know and love. Rules can do many things, like change how a hero's movement and abilities work, modify how players are damaged or healed, or even display text under certain circumstances.
      One hot game mode you can create is Molten Floor, where your hero will catch on fire if they're on the ground:


      Table of Contents
      Accessing Workshop Creating a Script Adding a Rule Selecting an Event Adding a Condition Adding an Action Action Types Additional Information Examples Debugging Your Script Sharing Your Script Opening a Script Tips and Tricks Accessing Workshop
      To access Workshop, click Play > Game Browser > Create > Settings > Workshop.
      Creating a Script
      To create a Script, you must:
      Add a Rule Select an Event Add a Condition (Optional) Add an Action Once you do this, you can add as many Rules, Conditions, and Actions as you have room for.
      Adding a Rule
      Rules are highly customizable pieces that make up your Script. Each Script must have one or more Rules.
      Each Rule has an optional comment and contains:
      Event: Defines when the Rule will be executed. For more information, see Selecting an Event. Conditions: An optional list of things that must be true for the Rule to apply. For more information, see Adding a Condition. Actions: A list of things that happen when the Event and Conditions are met. For more information, see Adding an Action .  
      To add a Rule, click Add Rule.
      Selecting an Event
      An Event defines when the Rule will be executed. When an Event happens in-game, an Instance of the Rule is created. Each Instance evaluates Conditions and executes Actions independently of other Instances.
      Once a Rule is created in the editor , an Event is automatically added. You must specify what type of Event you'd like.
      To specify an Event type:
      Click the drop-down next to Event. Select one of the following:
      Event Types Event Type comment Ongoing - Global Creates a single Instance of this Rule when the game starts. This Instance remains active for the entirety of the game.
      Since the Instance remains active the entire game, a Condition may sometimes pass or sometimes fail. Once a Condition passes for the first time, the Actions will then execute. Whenever the list of Conditions fails and then passes again, the Actions will attempt to execute again. Ongoing - Each Player Creates an Instance of this Rule for each player when they join the game. This Instance remains active until the player leaves or the game ends. Each Instance tracks and executes the Conditions and Actions separately.
      Since the Instance remains active as long as the player is in the game, a Condition may sometimes pass or sometimes fail. Once a Condition passes for the first time, the Actions will then execute. Whenever the list of Conditions fails and then passes again, the Actions will attempt to execute again. Player Earned Elimination Executes the Rule whenever a player earns an elimination. Only one Instance of the Rule can be active on a specific player at a time.
      When a player eliminates someone, the Conditions are checked. If every Condition passes, the Actions execute. If any fail, the Actions don't execute. Player Dealt Final Blow Executes the Rule whenever a player deals a final blow. Only one Instance of the Rule can be active on a specific player at a time.
      When a player deals the final blow to an opponent, the Conditions are checked. If every Condition passes, the Actions execute. If any fail, the Actions don't execute. Player Dealt Damage Executes the Rule whenever a player deals damage. Only one Instance of the Rule can be active on a specific player at a time.
      When a player deals damage to an opponent, the Conditions are checked. If every Condition passes, the Actions execute. If any fail, the Actions don't execute. Player Took Damage Executes the Rule whenever a player takes damage. Only one Instance of the Rule can be active on a specific player at a time.
      When a player takes damage from an opponent, the Conditions are checked. If every Condition passes, the Actions execute. If any fail, the Actions don't execute. Player Died Executes the Rule whenever a player is killed. Only one Instance of the Rule can be active on a specific player at a time.
      When a player is killed, the Conditions are checked. If every Condition passes, the Actions execute. If any fail, the Actions don't execute. If necessary, specify the Team or Player that should be impacted by this event. The options are:
      Team Option comment All Event applies to all teams, including players in free-for-all modes Team 1 (or Current Team Name) Event only applies to members of this team Team 2 (or Current Team Name) Event only applies to members of this team Player Option comment All Event applies to all players Slot 0 through Slot 5 Event only applies to players in the specified slot. In a team-based game, two players may occupy one slot (one for each team). Slot 6 through Slot 11 Event only applies to players in the specified slot. This only applies in free-for-all game modes. Specific Hero Event will only apply to players who have spawned as that hero Adding a Condition
      After you've added a Rule and an Event, you have the option to add one or more Conditions. Conditions are a list of things that must be true before the Rule can execute its list of Actions. If the Condition belongs to a Rule with an Event type of "Ongoing - Global" or "Ongoing - Each Player," it's checked continuously to see if it's true. If it belongs to a Rule with any other type, it's checked whenever the specified Event occurs. If a Rule has no Conditions, the Action list will attempt to execute as soon as the Event occurs. Each Condition is made up of two Values, which use an Operator to compare and check to see whether or not they are True. See Values for more information.
      To add a Condition:
      Click Add next to Conditions. Fill in the Value fields. Note: When a Value itself has an Input (such as the "Hero Of" Value, which needs to know the player from whom to acquire the hero), then the Input for that Value will show up indented below it. Select an Operator. The Operators are: == Equals != Doesn't equal > Is greater than >= Is greater than or equal to < Is less than <= Is less than or equal to Examples This checks whether or not the number of all players in the game is equal to the number of players that are alive.
      Value: "Number of Living Players", Checks for the total number of players who are alive Team: Team, Checks all players on a team Team: All, Checks all players on all teams Operator: ==, Means the first Value must be equal to the second Value for this Condition to return True Value: "Number of Living Players, Checks for the total number of Living Players Team: Team, Checks all players on a team Team: All, Checks all players on all teams Other Examples
      IsFlagBeingCarried(Victim) == False: The player that was killed must not have been holding the flag IsCrouching(Event Player) == True: The player that the event is active on must be crouching NumberOfFinalBlows(Attacker) > 10: The player who's attacking has more than 10 final blows  
      Adding an Action
      An Action is something that modifies the game. They are executed in order from top to bottom. For the list of Actions to start executing:
      The Event associated with the Rule must have occurred All Conditions of the Rule must be true (or there are no Conditions) If the Event type is "Ongoing - Global" or "Ongoing - Each Player," the list of Actions will execute when every Condition passes for the first time. Whenever the list of Conditions fails and then passes again, the Actions will attempt to execute again. With the exception of the Wait Action (see Wait Action for more information), all Actions execute and finish immediately. Each Action is made of zero or more Inputs, which describe how the game is modified. Each Input is given a Value, which is a piece of information or an instruction on how to get information. For more information, see Values.
      To add an Action:
      Click Add next to Actions. Select an Action, which describes how the game will be modified. Select a Value in the drop-down for each new Input that appeared. Note: Some Actions will create an object or ongoing behavior. Such Actions may have an Input called "Reevaluation." This Input determines whether the other Inputs for this Action are fixed (leaving the object or ongoing behavior unchanged) or dynamic (changing the object or ongoing behavior as the Value assigned to the Input changes). Examples Actions
      Pause Match Time: Pauses the time of the current match Modify the Global Variable(T, Add, 5): Increases the Global Variable T by 5 Set Invisible(Event Player, Enemies): Makes the player executing this Rule invisible to enemies Actions with a Reevaluation Input
      Create Icon(All Players(All Teams), Global Variable(P), Alert, Position): Create an Alert icon that's visible to everyone at the location specified by Global Variable "P". Reevaluate the Position continuously, so if the Global Variable "P" changes later, the icon's position will change to the new location. Create Icon(All Players(All Teams), Global Variable(P), Alert, None): Create an Alert icon that is visible to everyone at the location specified by Global Variable P. Do not reevaluate anything, so even if the global variable P changes later, do not update the position of the icon. Action Types
      Although there are many potential Actions, there are a few you should be aware of:
      Looping Action Loop is an Action that causes the execution of the list of Actions to restart from the beginning. There are four types of Loop Action:
      Loop: Always restart the Action list Loop If: Restarts the Action list if the Action’s Condition Input evaluates to a value other than 0 or False Loop if Condition Is True: Restarts the Action list if all of the Rule’s Conditions are currently passing Loop If Condition Is False: Restarts the Action list if any of the Rule’s Conditions are currently failing A Loop Action is only allowed if a Wait Action is guaranteed to execute before the start of the Action list.
      Good Bad This is allowed, since it waits before looping.
       
      This is not allowed, since it would execute forever without waiting.
      Wait Action Wait is an Action that causes time to pass before a subsequent Action can execute. The minimum wait time is 0.25 seconds.
      There are three behavior options for the Wait Action:
      Ignore Condition: If this is selected, the execution of the Actions can't be interrupted by Conditions or other Events. If the Event type is "Ongoing - Global" or "Ongoing - Each Player", Conditions transitioning between failing and passing will not cause anything to happen. If the Event is of any other type and an event of that type occurs with the same Event Player, the event is ignored entirely. Abort When False: If this is selected, the Action list stops executing if the Conditions start to fail. Restart When True: If this is selected, Action execution will reset to the first Action if one of the following happens: The Event type is "Ongoing - Global" or "Ongoing - Each Player" and the Conditions transition from failing to passing. The Event is of any other type, an event occurs with the same Event Player, and the Conditions all pass. Additional Information
      Strings The String Value generates a string. It has the following Inputs:
      String: The text to display. If the text contains a number inside curly braces, it will be replaced with the Value provided to the corresponding Input. {0}: The Value that will be converted to text before replacing the {0} in the String. This Value may be of any type. {1}: The Value that will be converted to text before replacing the {1} in the String. This Value may be of any type. {2}: The Value that will be converted to text before replacing the {2} in the String. This Value may be of any type. Examples String(“Hello”, Null, Null, Null): Produces the string “Hello” String(“{0} vs {1}”, Hero(Ana), Hero(Pharah), Null): Produces the string “Ana vs Pharah” Strings can be combined to form more complex strings:
      Examples String(“{0} vs {1}”, Hero(Ana), String("{0} and {1}", Hero(Pharah), Hero(Genji), Null), Null): Produces the string “Ana vs Pharah and Genji” Strings can't be used in Conditions or stored into Variables because of complications with players using different languages in the same Custom Game.
      Values A Value is a piece of information—or an instruction on how to obtain information—provided to the Input of a Condition, an Action, or another Value. Values can be combined with each other.
      There are many, many Values, so we won't define them all here. However, they are defined in the Workshop Editor. Here are a few that you're likely to see:
      Value comment Number Provides a real number in a range specified by the Input Vector Provides a three-dimensional value in a range specified by the Input. This is used for positions and directions. Team Indicates a specific team, such a Team 1, Team 2, or All Teams Hero Indicates a specific Hero Null Indicates the absence of a Player or Entity True Provides the value of True False Provides the value of False Compare Provides either True or False, depending on whether or not the comparison it describes was true or not Event Player Provides the Player that's executing the Instance of the Rule or Null if there's no such player Attacker Indicates the Attacker for the Instance of the Rule or Null if there isn't an Attacker Victim Indicates the Victim for the Instance of the Rule or Null if there isn't a Victim Current Array Element Provides the current Value being considered when used along with the If True For Any, If True For All, Filtered Array, or Sorted Array Value A Value may be stored into an Array, which is a collection of multiple Values.
      Several Actions and Values can create or modify an Array. For example, the "All Players" Value gives you an Array of every player currently in the game. You can also build your own arrays using the "Append To Array" operation of the "Modify Global Variable" Action or "Modify Player Variable" Action. If an Input expects an array but receives some other kind of Value, the Value is copied into an array of a single element for the benefit of the Input. Similarly, if an Input expects some other kind of Value but receives an array, the first Value in the array is used (or 0 if the array is empty). Variables A Variable is a place where a Value can be stored and retrieved later. With the exception of Strings, any Value can be stored in a Variable. All Variables start with a Number Value of 0.
      There are two types of Variables in a Script:
      Global Variable: There are 26 Global Variables, named A through Z. Each Variable holds a separate Value or array of Values. Player Variable: Each Player has 26 Variables, named A through Z. Each Variable holds a separate Value or array of Values. There are three operations that can be performed on a Variable:
      Setting: "Set Global Variable" and "Set Player Variable" will set the Variable to a new Value, replacing the previous Value. Modifying: "Modify Global Variable" and "Modify Player Variable" modify the Value in a Variable using a particular arithmetic operation (such as Add, Multiply, etc.) or Array operation (Append, Remove). Chasing: "Chase Global Variable Over Time", "Chase Player Variable Over Time", "Chase Global Variable at Rate", and "Chase Player Variable at Rate" gradually change the Variable over time or at a specified rate. The Destination for the Chase can be a Number or a Vector (or any Value that results in a Number or Vector). If the Destination is a Number, the Variable Value needs to be a Number before the Chase begins so that the Chase will work correctly. If the Destination is a Vector, the Variable Value needs to be a Vector before the Chase begins so that the Chase will work correctly. If Reevaluation is enabled for the Destination, the Chase will update as needed to pursue a changed Destination, even if the Destination had been reached before. For more information on Reevaluation, see Adding an Action. You can cancel a Chase using the "Stop Chasing Global Variable" Action and the "Stop Chasing Player Variable" Action. When a Chase is cancelled, the Variable keeps its current Value, which may be somewhere between what it was when the Chase began and the Destination. Examples
      Ready to get into the Action? Try creating one of these game modes! We'll walk you through what you need to add and why:
      Molten Floor We're going to walk you through creating Molten Floor, a game where heroes burn and take damage if they're on the ground.
      First, let's make sure you'll play the game on the desired map(s). Click Play > Game Browser > Create > Settings > Maps. Select the map you'd like to test the game on and disable all others. Next, enter your Workshop. Click Back. Click Workshop. Now it's time to make a Script! Let's add our first Rule. Click Add Rule. In the Comment section, enter Start Burning If On Ground. This lets you know that this Rule is what makes players start to burn when they touch the ground. Now, change the Event type so we know when this Rule should be executed. In the Event drop-down, select Ongoing - Each Player. This indicates that the Rule will be evaluated separately for every player in the game. Leave the other drop-downs with the default options. Now, let's add a Condition. This Condition will determine whether or not the Rule will execute. You can also just leave this empty if you always want the Rule to execute! Under Conditions, click Add. In the first Value drop-down, select Is On Ground. This value returns true whenever the player is on the ground. Leave all other drop-downs with the default options and click OK. Event Player means "The player that the Rule is currently running on". Finally, we'll add an Action. Actions are what happens if the Condition is true. This Action will make it so a hero will start to burn when on the ground. Under Actions, click Add. In the Action drop-down, select Set Status. In the Status drop-down, select Burning. Under Duration, change the number slider to 10,000. Leave all other drop-downs with the default options and click OK. Let's test if your hero is on fire while on the ground! Click Back twice. On the Create Game screen, click Start. Select a hero. As soon as you enter the game, your hero should be on fire. Press Esc and click Open Workshop Editor to keep building your Script. Now, let's add another Rule that ensures a hero won't be on fire if they are jumping or in the air. Instead of adding a new Rule from the beginning, let's copy the last one we created. Next to the Rule you created, click Copy. Click Paste Rule. Change the decription to Stop Burning When In the Air. This lets you know that this Rule is what makes your hero stop burning when they are in the air or jumping. Keep the existing Event type. Now, let's edit the Condition. This Condition will determine whether or not the Rule will execute. Click the existing Condition that says "Is On Ground(Event Player) == True." In the Value drop-down, select False. Leave all other drop-downs with the existing options and click OK. Next, let's edit the Action. This Action will make it so your hero will stop being on fire if they're not on the ground. Click the existing Action that says "Set Status (Event Player, Null, Burning, 10000)." In the Action drop-down, select Clear Status. In the Status drop-down, select Burning. Leave all other drop-downs with the existing options and click OK. Let's test if the hero stops being on fire when in air! Click Back twice. As soon as you enter the game, your hero should be on fire. Jump and see if your hero is no longer on fire. Press Esc and click Open Workshop Editor to keep building your Script. Finally, we'll start to damage a hero while they're on the ground. Expand the "Start Burning If On Ground" Rule. Under Actions, click Add. This Action will make the hero take damage while on the ground. In the Action drop-down, select Damage Over Time. Under Duration, change the number slider to 9999. Under Damage Per Second, change the number slider to 30. Leave all other drop-downs with the default options and click OK. Expand to the "Stop Burning If Not On Ground" Rule. Under Actions, click Add . This Action will make the hero stop taking damage while not on the ground. In the Action drop-down, select Stop All Damage Over Time . Let's test if your hero takes damage while on the ground and doesn't take damage while in the air or jumping. Click Back twice. Exit the spawn room and see if your hero begins taking damage. Jump and see if your her stopped taking damage. You did it! The floor is now lava! Mirrored Deathmatch Here's a more extensive walk through of a game mode, Mirrored Deathmatch. In this game, there are multiple short rounds where everyone plays the same hero. At the end of each round, each player respawns where they were as the next hero in a randomized, predetermined list. When the final round ends, the player with the most kills wins.
      For example, in one match, everyone might start as McCree and then switch to Pharah in the second round. In a different match, they might start as Widowmaker and then switch to Ashe in the second round. Because of how this list is generated, it's unlikely that you'll ever play through the same list of heroes twice!
      So, let's make a Script for Mirrored Deathmatch!
      Click Play > Game Browser > Create > Settings > Workshop. First, we'll create the Rule that makes a list of heroes that can potentially be played. This list will be stored in Global Variable "L" as an Array. Arrays can be anything, like a list of players, a list of heroes, a list of numbers, a single value, or even no values at all (known as an “empty” array). Each value in the array is stored at a unique Index starting at 0 and counting up. An index and its value are sometimes referred to as an Element. The order of an array matters, so [Reaper, Winston, Mercy] is a different array than [Mercy, Winston, Reaper]. Arrays may contain a mixture of types. For example, it’s possible to have the following array: [123, Reaper, True, -4.5]. If an Input expects an Array, but a single Value is provided, the Input will receive that single Value packed into an Array of one Element. If an Input expects a single Value but is provided an Array, the Input will receive the first Value in the Array (or 0 if the Array is empty). Add a Rule and enter a comment so you know what this Rule will do. Set the Event type to Ongoing - Global. This means only a single instance of this Rule will be executed. Since the Rule doesn't have any Conditions, it will start executing as soon as the game starts. Add an Action with: Action: Set Global Variable Variable: L Value: Hero Hero: A hero you'd like to be playable. This creates the hero Array. The "Set Global Variable" Actions sets "L" to the initial hero in the list. Only having one playable hero in the game would be boring, so let's add more! Add as many Actions as you'd like with: Action: Modify Global Variable Variable: L Operation: Append Value: Hero Hero: A hero you'd like to be playable. This appends additional heroes to the Array we created before in "L". If the the first Action started with "Modify Global Variable" instead of "Set Global Variable", the Array would begin with 0. All variables are 0 by default, so if you don't set it to something else you'll end up with an array like [0, Pharah, Hanzo, Ana,...] . Let's add the last Action for this Rule. This Rule will take a randomized copy of Global Variable L (the Array of heroes), copy a part of the now randomized Array starting at the 0 position, and include the number of heroes the game mode should have. This copy is then stored back into Global Variable L, resulting in a randomly shuffled subset of the original list of heroes you provided. For Example: If the initial hero list were [Ashe, Doomfist, Hanzo, McCree, Pharah, Soldier: 76, Zenyatta, Widowmaker, Ana] , the randomized Array might be [Hanzo, Pharah, Widowmaker, Ana, Ashe, Doomfist, Soldier: 76, Zenyatta, McCree] , and the slice might be [Hanzo, Pharah, Widowmaker, Ana, Ashe, Doomfist] . The next Rule guarantees that, no matter what, every player is playing the same hero at all all times. Add a Rule and enter a comment so you know what this Rule will do. Set the Event type to Ongoing - Each Player. This means each player will execute their own Instance of the Rule. Add two Conditions, which must be true for the hero to be forced: The number of the round, Global Variable "R", must be less than the total number of heroes in the hero list. If it isn't, the game is finished, and no more heroes will be forced. The round number starts at 0 and counts up, so if there are 6 rounds, the final round number is 5. It's okay that Global Variable "R" is never set to 0 since all variables start with a default value of 0. Value: Global Variable Variable: R Operator: < Value: Count Of Array: Global Variable Variable: L This checks to see if the hero currently being played by a given player must be different than the desired hero for that round number. The "given player" is represented by Event Player, a special Value that refers to the player currently executing an Instance of the Rule. The "desired hero" for the current round is the hero stored at the corresponding index of the hero list (Global Variable "L"). Since the current round is stored in Global Variable "R," the desired hero can be obtained using "Value In Array". Value: Hero Of Player: Event Player Operator: != Value: Value in Array Array: Global Variable Variable: L Index: Global Variable Variable: R Once we know the player must change heroes, add two Actions that will execute: The first Action will force the Event Player to the desired hero. The first Input in this Action is the player whose hero should be forced. The second Input is the hero, so the desired hero is provided. Action: Start Forcing Player To Be Hero Player: Event Player Hero: Value In Array Array: Global Variable Variable: L Index: Global Variable Variable: R The second Action preloads the next hero in the list so the player doesn't experience a long delay before seeing their hero switch. Each player preloads the hero separately, even though everyone will play the same hero. This is because each player might need to preload a different skin for the hero. The use of the Add value to add 1 to Global Variable "R" instructs the Action to preload the next hero rather than the current hero. On the last round, this will yield an Array Index that's out-of-bounds for the Array Global Variable "L". This is okay since all out-of-bounds values for an Array are considered to be 0, so any Action that expects a hero and receives 0 just won't do anything. Action: Preload Hero Player: Event Player Hero: Value In Array Array: Global Variable Variable: L Index: Add Value: Global Variable Variable: R Value: Number Number: 1.00 The next Rule we'll make sets up each round if it hasn't been initialized yet. Add a Rule and enter a comment so you know what this Rule will do. Set the Event type to Ongoing - Global. This means only a single instance of this Rule will be executed. Add three Conditions, which must be true for the round to start: The game must be in progress. This means that the Assemble Heroes screen and Setup time have already occurred, but the game hasn't finished yet. Value: Is Game In Progress Operator: == Value: True The Global Variable I must be False. This variable is used to indicate if the current round is initialized. If the Global Variable I has never been set, it will have a value of 0, which is equivalent to False in comparisons like this. Value: Global Variable Variable: I Operator: == Value: False The round number, Global Variable "R", must be less than the total number of heroes in the hero list. Value: Global Variable Variable: R Operator: < Value: Count Of Array: Global Variable Variable: L Once we know the Conditions are all true, the round needs to be initialized. Add a few Actions that will do that: The first Action tells the core game mode that the match shouldn't end because of normal criteria. For a Deathmatch, it means the game won't end because time runs out or someone reaches the score limit. Once this Action executes, the match won't end until the script re-enables the built-in game more completion or a winner is explicitly declared. Action: Disable Built-in Game Mode Completion The next Action sets the game mode's current timer to the length of a round. Action: Set Match Time Time: Number Number: 60.00 This Action sets the Global Variable "I" to True so initialization won't happen again until Global Variable "I" is set back to False. Action: Set Global Variable Variable: I Value: True This Rule waits for the time to run out in the current round before advancing to the next one. Add a Rule and enter a comment so you know what this Rule will do. Set the Event type to Ongoing - Global. This means only a single instance of this Rule will be executed. Add two Conditions, which must be true for the game to advance to the next round: The game must be in progress. This means that the Assemble Heroes screen and Setup time have already occurred, but the game hasn't finished yet. Value: Is Game In Progress Operator: == Value: True The current match time must be 0, meaning time in the round has run out. Value: Match Time Operator: == Value: Number Number: 0.00 In response to these Conditions being true and the round being over, the match will advance the round number and mark the round as uninitialized. Add two Actions to do this: This Action lets the other Rules know that the match has transitioned to the next round. Action: Modify Global Variable Variable: R Operation: Add Value: Number Number: 1.00 This Action sets Global Variable "I" to False, letting the other Rules know that a new round needs to be initialized. Action: Set Global Variable Variable: I Value: False The final Rule ends the match when all rounds have been played. Add a Rule and enter a comment so you know what this Rule will do. Set the Event type to Ongoing - Global. This means only a single instance of this Rule will be executed. Add one Condition, which will check to see if Global Variable "R" equals the number of elements in Global Variable "L." If it does, it means that a round has been played for each hero on the hero list. When this happens, the match should end. Value: Global Variable Variable: R Operator: == Value: Count Of Array: Global Variable Variable: L Once the Condition is true, this Action will re-enable built-in game mode completion. Since the timer will be at 0, the game mode will immediately finish the match and the standard end-of-match flow will begin. Action: Enable Built-in Game Mode Completion Debugging Your Script
      Once you've created a Script, you can use the Workshop Inspector to view your Script executing in-game, see what Actions and Conditions are active, and view any issues with your Script.
      To access the Workshop Inspector:
      Begin a game with the Script you created. Press Esc. Press Open Script Debugger. Press Enable. This feature is not enabled by default. The Workshop Inspector is composed of a few things:
      Entry: The Entry lets you know what is happening Comment: This displays the comment associated with the Rule. Condition: Lists what Conditions need to pass in order for Actions to execute Action: Lists what Action executed Timeline Scrubber: The Timeline Scrubber allows you to move forwards or backwards in time through the game's progress. Sharing Your Script
      Once you've created an awesome Script, you can share it with the world (or just your friends) for the next six months. The scripts you create can be used on any platform, regardless of which platform you made it on.
      To share a Script:
      Click Play > Game Browser > Create > Settings > Share . Click Copy. Send the link to others! Opening a Script
      If someone has shared a Script that you'd like to use:
      Click Play > Game Browser > Create > Settings > Import . Enter the link. Click OK. Tips and Tricks
      It's easier to access the Workshop Inspector if you set a keybinding for it. To do this, click Esc > Options > Controls. Scroll down until you see Open Workshop Inspector and bind a key. Workshop Inspector will not only tell you what happened, but also what didn't happen (and why)! Don’t forget about the preset games! There may be certain settings already provided that you can use instead of coming up with a new solution by hand. If an Event isn't firing as expected, your Event Player may already be executing the list of Actions. Take a look at the Wait Action(s) in your Rule, especially if any are set up to ignore Conditions. To pick a specific location on the map, use the "Vector" Value and click the Camera icon. The "Has Spawned" Value is useful if you only want logic to run after a player has a hero in the game. If you only want your Rules to execute after the Setup and Assemble Heroes phases of the game, use the "Is Game In Progress" Value. Assigning a Value to a Variable and watching it in the Workshop Inspector is often the easiest way to understand what the Value is returning during gameplay. You can store the last created effect or icon into a Player Variable using the "Last Created Entity" Value. This lets you reference the entity later for destruction. Combining Filtered Arrays with Values such as "All Players On Objective" or "Players Within Radius" allows you to easily filter players who meet certain criteria (dead, alive, status effect, etc.). If you need branching behavior, you can use the "Skip If" Action to skip any number of Actions if a given Condition is true. If you do this, the skipped Actions may need to include an "Abort" Action to prevent both branches from executing. You can filter through the drop-down lists by typing. If your Value expects an Array as a parameter but doesn’t receive one, it will cast the Input into an Array of size one. The same goes for the reverse. If your Value expects a single piece of data but receives an Array, it will use the element in the 0 position of that Array. Splitting your work into multiple Actions or Conditions will help you more easily figure out what is going wrong. If you're unsure what an Action, Value, or Input does, you can mouse-over it on PC or choose "Show Details" on console to see an explanation. Always fill out the Comment section so you remember what your Rule is doing! Test often!
    • By Starym
      There's a huge new feature coming to Overwatch and it's already on the PTR! Jeff Kaplan goes into detail on the Workshop, where you can make your own custom game modes, but also "prototype your own Heroes". It seems this new feature is similar to the StarCraft 2 Arcade, which is amazing, as we've had some really great custom modes come out of that (not to mention the all time best "mod", DotA, which came from WC3). The potential here is huge and it'll be very exciting to see what players come up with, especially in regards to the possible different Hero prototypes.
      The Workshop will be available to PC and Console users, but is aimed more at "power users" aka players with some experience with other scripting engines. But hey, the rest of us get to enjoy their creations, with Jeff giving some examples like Hide and Seek, the Floor is Lava and Mirrored Deathmatch, where everyone is the same Hero for a minute and then it switches. Jeff goes into much more detail, such as the fact that this isn't a map editor, the fact that you will be able to carry over your custom modes from the PTR to live and more, so definitely check out the video:
       
      This might be one of the biggest updates to Overwatch yet, adding a whole lot of potential variety to the game. Here are the official patch notes as well:
      April 24 (source)
      PATCH HIGHLIGHTS
      Workshop
      We’re excited to share a new in-game feature called the Workshop! The Workshop greatly expands the game customization features available in the Game Browser by adding a simplified game scripting system. Enhance the Overwatch game modes you know and love with new game rules, victory conditions, adjustments to the heroes’ movements and abilities, and much more. Once you’ve created an awesome new game, create a code to share it with your friends or the whole community! For information on how to get started using the Workshop, see our Workshop blog post. We’re excited to see what you come up with!
      Note that this is a test of an in-development feature, so we may need to adjust or turn it off as we work to improve it. Please post any questions or stability issues in the PTR Feedback forum.
      HERO UPDATES
      Baptiste
      Immortality Field If it lands on a moving platform, it will move along with the platform Wrecking Ball
      Minefield If a mine lands on a moving platform, it will move along with the platform BUG FIXES
      Heroes
      Baptiste
      Fixed a bug where Immortality Field would become stuck under some objects Fixed a bug where Immortality Field would behave oddly when placed on a moving platform Fixed a bug where a healing grenade would appear in his Biotic Launcher when it is out of ammo Fixed a bug where the healing grenades from the Biotic Launcher wouldn’t hit teammates when deflected by Genji’s Deflect D.Va
      Fixed a bug where D.Va’s speed when using Boosters decreased dramatically when flying over some platforms Genji
      Fixed a bug where Genji couldn’t climb up certain pillars on the Havana map Hanzo
      Fixed a bug where Hanzo couldn’t climb up certain pillars on the Havana map Moira
      Fixed a bug with Moira’s Scientist skin where her lab coat would clip into itself while using the Erlenmeyer victory pose Orisa
      Fixed a bug where damage boosting from a teammate’s ability (such as Baptiste’s Amplification Matrix) would count towards Orisa’s damage amplified statistic when using Supercharger One of the biggest new features yet: make your own game modes and Hero prototypes!
    • By Starym
      There's a whole bunch of Overwatch news to cover, starting with the free week that's going on right now! Why exactly we're only finding out about it two days into the free week is the question, and why it was only tweeted on the EU account is another mystery. What is clear is that the free game time lasts until April 23rd, the game is free on all platforms, and there's a 25% off sale for the base game, 50% off the Legendary edition lasting until April 28th:
      The bigger news is the announcement of the expected new map, focused on the current Archives event location, and we're getting the Havana Assault "soon":
      And finally, we have the Jeff Kaplan developer update for the Storm Rising event, covering everything about the new Archives experience, from the characters, setting, Maximillian, changes to Talon units, rewards and more:
    • By Starym
      The latest Overwatch event is now live, with the Archives opening up to Storm Rising, an old operation Tracer, Mercy, Genji and Winston undertook in Cuba to take down Doomfist's accountant! We also have significant Hero changes for Junkrat's main gun, Reaper's Shadow Step and a minor change to Symmetra's Teleport, as well as the usual improvements and bug fixes.
      We also get previous years' Archives PvE missions, in Uprsing and Retribution, and you can check out a handy FAQ for them all here. And if you missed all the new skin reveals, you can check them all out over at the official Archives page, as well as the three new highlight intros.
       
      April 16th (source)
      PATCH HIGHLIGHTS
      New Seasonal Event: Overwatch Archives 2019 — Storm Rising
      Experience a decisive moment in Overwatch’s history during the Overwatch Archives event! Get ready to travel back in time and visit beautiful Havana, Cuba where Overwatch agents are hot on the trail of the notorious businessman and Talon associate Maximilien. Team up with your friends to capture and interrogate Maximilien—whose knowledge could shape the future of Overwatch. Relive the action of previous Archives events, where you’ll fight off hordes of Talon agents while escaping Rialto and stop an Omnic insurrection in King’s Row. You’ll earn Archives Loot Boxes as you play, unlocking cosmetics from Overwatch’s past, including Legendary skins like Deadlock McCree, Scientist Moira, Talon Baptiste, Socialite Ashe, and many more!
      HERO UPDATES
      Junkrat
       
      Frag Launcher Projectile speed increased from 20 to 25 Grenades now bounce less but explode sooner Developer Comments: With this change, we’re looking to slightly increase the range at which Junkrat can land direct hits. The speed of his bombs has increased, but we tuned it so this wouldn’t affect the arc of his projectile. This means that aiming with it will feel the same. The grenades bounce less and explode sooner, which will allow Junkrat to aim them more deliberately. This will reduce the amount of rolling grenade spam when playing against him.
      Reaper
       
      Shadow Step Can now be used in air Time to exit Shadow Step reduced from 1.0 second to 0.5 of a second Reaper is now invisible for the entire time it takes to exit shadow step Railings and other breakable objects no longer block teleporting Disabled by Zarya’s Graviton Surge and Junkrat’s Steel Trap Developer Comments: Shadow Step was originally intended to be purely an out-of-combat mobility tool to traverse the map, since Wraith Form was already a great tool for disengaging. However, this made Shadow Step very situational, so we’re increasing its flexibility to make it a better, less niche ability. This will enable Reaper to use Shadow Step in more offensive situations.
      Symmetra
       
      Teleporter Railings and other breakable objects no longer block teleporter placement and teleporting USER INTERFACE UPDATES
      Hero Gallery
      You can now set your Victory Pose choice to random Social
      There is now an option to set your profile so only your current group can view it BUG FIXES
      General
      Fixed a bug that caused the player’s view to become jittery while standing on certain objects Fixed an issue where the camera would be offset slightly when changing rapidly into third person view Fixed an issue where players were able to shoot through unintended small gaps on the Ilios, Nepal, and Temple of Anubis maps Fixed a bug where your view would become level with the horizon after using Symmetra’s Teleporter Heroes
      Ana
      Fixed an issue with the steam not rising correctly from Ana’s cup in the Tea Time emote Fixed a bug where Ana didn’t receive audio or visual cues when a hero she boosted landed a shot Ashe
      Fixed a bug where the Orb of Discord sound effect would play when Bob was affected by Zenyatta’s Orb of Discord Fixed an issue where Bob wouldn’t consistently stop and damage large objects deployed by heroes, like Junkrat’s RIP-Tire or Orisa’s Supercharger, if he encountered them while running Baptiste
      Fixed a bug where Immortality Field wasn’t immediately destroyed when it is hit by the payload Bastion
      Fixed a bug where Bastion would take damage while in Sentry Mode if it was hit into a wall by Doomfist’s Rocket Punch Doomfist
      Fixed a bug where enemies would not collide with walls while being knocked back by Rocket Punch Fixed a bug where Seismic Slam wouldn’t break objects that should break Fixed an issue where Rocket Punch would knock back Orisa even if she was using Fortify Mei
      Fixed a bug where Mei could not be healed by other heroes while using Cryo-Freeze Mercy
      Fixed a bug where Mercy didn’t receive audio or visual cues when a hero she boosted landed a shot Fixed a bug where Mercy didn’t receive defensive assist credit from healing beams when using Valkyrie Orisa
      Fixed a bug where Orisa would take damage while using Fortify if she was hit into a wall by Doomfist’s Rocket Punch Reinhardt
      Fixed a bug where Reinhardt was unable to raise his shield properly while looking upwards if he had opened his shield while looking downwards Soldier: 76
      Fixed a bug where his Heroic victory pose didn’t loop properly Symmetra
      Fixed a bug where Symmetra would gain ultimate charge when her Sentry Turrets were attacking objects deployed by other heroes (Wrecking Ball’s Minefield, Torbjörn’s Deploy Turret, etc.) Torbjörn
      Fixed a bug where Torbjörn would gain ultimate charge when his Deploy Turret was attacking objects deployed by other heroes (Wrecking Ball’s Minefield, Symmetra’s Sentry Turrets, etc.) Widowmaker
      Fixed a bug where Widowmaker’s rifle goes into her head and shoulders while walking and aiming her scope, when wearing the Biathalon skin Fixed a bug where dying did not cancel Infra-Sight Maps
      Black Forest
      Fixed a bug where flying heroes could get stuck on trees and wall climbing heroes could get stuck on birds’ nests Busan
      Fixed a bug where flying heroes could get stuck on trees Fixed a bug on the Sanctuary map where heroes would bounce when standing on the edge of the first capture point Castillo
      Fixed a bug where Reaper could Shadow Step to unintended places Dorado
      Fixed a bug where the spectator camera started at the incorrect position Horizon Lunar Colony
      Fixed a bug where players could get stuck on top of a worktable King’s Row
      Fixed a bug where Junkrat’s RIP-Tire could get stuck in the grates on the ground in King’s Row Oasis
      Fixed a bug on the University map where a hero that touches the enemy team’s spawn room doors will take significant damage Numbani
      Fixed a bug where D.Va would get stuck behind a desk when using Call Mech Fixed a bug where ivy on walls was preventing certain abilities from impacting enemies, like Winston’s Tesla Cannon and Doomfist’s Meteor Strike Rialto
      Fixed a bug where players killed on a specific bridge would fall through the bridge Fixed an issue where players could become stuck between a dolly, the wall, and a counter Watchpoint: Gibraltar
      Fixed a bug where Wrecking Ball would get stuck on ventilation ducts   The Storm has arrived and brings new skins, a PvE mission and Hero changes!
×
×
  • Create New...