Dev Update: Ashe Is On the PTR!

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As we saw at the opening BlizzCon ceremony, Ashe is our Hero 29 and she's already joined the Overwatch world, arriving on the PTR today! Jeff talks about her backstory, her primary weapon's two fire modes and other abilities, especially her ult, B.O.B and more!

And here's her animated short, origin video and hero announcement once more:




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So I messed around in the training room to get a feel for how to play the character. For me, I was trying to figure out a playstyle based on her effective range and potential damage output. I normally make some notes for myself, but I figured I would share for anyone who doesn't plan to play her on PTR or people who don't want to spend a lot of time in the practice range but want an idea of what she's like before jumping into a game. With that said,

Left Click:

  • 80 dmg per headshot if no falloff, so 3 shots for your typical 200 HP dps
  • 40 dmg per bodyshot if no falloff, so 5 shots for your typical 200 HP dps
  • Damage falloff begins after about 20M, by 30M it's doing about 25 dmg per bodyshot

Right Click (aiming down sights):

  • 160 dmg per headshot if no falloff, so 1-hit on Tracer
  • 80 dmg per bodyshot if no falloff
  • Damage falloff begins after about 30M, headshots are doing ~120 dmg at 40M

Numbers may be off by a tiny bit, I didn't have anyone around to go into a custom game with me so I'm just eyeballing bot damage in training room. Should be close though. My main take-away from this, in terms of playstyle, is that even with headshots, you're not one-hitting people, plus we have damage falloff, so we're not looking at a Hanzo or Widowmaker here, she's not a sniper. Though we are in one-shot territory with a scoped headshot if we have Mercy boost or Zen's discord. For comparison, her left-click falloff distance is comparable to McCree, and her right-click falloff is comparable to Soldier. 

LShift (knockback gun):

  • Using this ability will always knock you back, regardless if you hit anything. The base distance is 10M. 
  • In general, it works the same way as other knockback abilities. But to be specific...
  • The self-knockback is modified by forward movement. If you're running at your target (i.e., in the opposite direction of the knockback) you'll only be knocked back about 5M. 
  • The self-knockback is not modified by backward movement. I assume, however, that it will compound its effect if you are hit by another knockback ability simultaneously. 
  • The knockback is directional. For example, you can shoot your feet to propel yourself into the air. The distance does increase if you jump as you use the ability - think Junkrat's mine. This makes it a pretty solid positioning tool. 
  • The knockback distance on enemies is also 10M. It is not modified by your movement. 
  • The knockback appears to be effective from a distance up to about 15M and falls off rapidly after that. 
  • The ability also deals damage. At point-blank, it deals ~90 dmg(!). However, damage falloff begins immediately. By 10M it's only dealing ~25 dmg. 

There's a lot baked into this ability. Like Junk's mine, this is her primary positioning tool, a great dueling ability, and a cheesy environmental killer. Unlike Junk's mine, she doesn't have two charges of it. The CD is fairly long at 10s, so I think managing this ability is the main thing to focus on when learning Ashe. The damage at point-blank range is pretty nuts, though I think she's going to be more vulnerable at close range than similar heroes, without access to something like McCree's Flashbang or Soldier's healing station. Any kind of animation-cancel-melee-shoot combo I was landing seemed to always be about ~25 damage off finishing a 200HP hero, though I expect better players than me to come up with the optimal close-range burst combo. Notably, if you land an unscoped headshot or a scoped bodyshot on a Tracer, she's vulnerable to the LShift one-hitting her. The knockback does put enemies into a pretty predictable trajectory if you manage to hit them into the air, and a point-blank shot + a scoped headshot will two-hit any 200HP hero. If you're familiar with Cassie in Paladins (I know, I know), the combo is pretty similar. 

As far as her Dynamite and B.O.B. go, the damage numbers depend on too much for me to really dive deep into them. But there are a few things I wanted to note: 

  • Dynamite deals full self-damage. It's not a close-range dueling tool. 
  • You can throw Dynamite incredible distances, and you can break it even with max damage falloff. 

Of course, nobody's played a ton of Ashe yet so I can't say for sure, but given the falloff range on her weapons, if you're trying to deal damage at extreme ranges, instead of trying to snipe enemies, you should be practicing long-distance dynamite throws and popping it, as that won't be borked by falloff at all. 

With regards to B.O.B., I think this is fairly common knowledge already, but just for the sake of it

  • When he spawns, he charges forward. The charge deals 120 damage and has a significant knockback/knockup effect. The charge has the same knockdown mechanic as Rein charge Doom punch Brig bash etc. 
  • Once his charge completes, he persists for 10s. 
  • While he's up, he functions like an extra player. He has a health pool, he can be healed and nano'd, and he can contest points, however...
  • Damaging B.O.B. does NOT grant enemies ult charge(!). 

Of course, this is PTR so everything is subject to change, especially as far as exact damage numbers go. I hope this can be as helpful to someone else as it was to me. I attached a couple images so you can visualize what 20M and 30M actually look like. Have fun!



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