Jump to content
FORUMS
Sign in to follow this  
Starym

PTR Notes Feb 26: Baptiste, Armor, Knockback and Hero Changes

Recommended Posts

4HGbgH0.jpg
 

The new Hero reveal continues as Baptiste has arrived on the PTR today! We got an intro video for him, in addition to yesterday's origin story and the developer update, as well as bunch of other patch notes as well!

We have more base gameplay changes as well, with beam and damage over time weapons now being more consistent against armor (and DoTs actually not getting reduced by it at all) and knockbacks affecting flying Heroes and their distance also being more consistent. Then there's the Hero changes, with Ana getting some healing nerfs to Nano Boost, Doomfist getting some cooldown reductions, McCree getting Fan the Hammer nerfed and Deadeye buffed and more!

Blizzard LogoFebruary 26 (source)

Overwatch PTR Patch Notes – February 26, 2019

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 only reflects changes coming specifically to that platform.

PATCH HIGHLIGHTS

New Hero: Baptiste (Support)

Baptiste is a battle-hardened combat medic who wields an assortment of experimental devices and weaponry to keep allies alive and eliminate his enemies. Baptiste’s Biotic Launcher fires a three-round-burst that rewards accuracy and recoil control with significant damage output. His alternate fire lobs grenades that heal allies near the point of impact. With Regenerative Burst , Baptiste activates an intense surge that heals himself and nearby allies over time. When danger is near, Baptiste can toss out his Immortality Field to prevent allies from dying. Baptiste moves around the battlefield with Exo Boots , jumping over obstacles and clearing distances that would stop other heroes. Baptiste deploys his Amplification Matrix as his ultimate, which doubles the damage and healing effects of friendly projectiles.

GENERAL UPDATES

Armor

  • Beam-type damage is now reduced by 20% when hitting armor
  • Damage over time effects are no longer mitigated by armor

Developer Comments: The damage taken by armor from damage over time effects, such as Widowmaker’s Venom Mine, and beam weapons, like Symmetra’s Photon Projector, varied greatly. Now it will be more consistent and predictable.

Damage Boost

  • Damage boost is now applied when a projectile is fired rather than when it hits a target

Developer Comments: Previously, the effects of damage boosting were only accounted for if the damage-dealing hero was being boosted as they landed a hit. Now, damage is applied to the projectile as it is fired. This means the damage-dealing hero doesn’t need to be boosted when the projectile hits an enemy for the damage boost to be accounted for.

Knockback

  • Knockback distance is now more consistent
  • Heroes that are flying can now be knocked back and slowed

Developer Comments: Knockbacks are now less affected by how the enemy was moving when they were hit. Instead of having small or large knockbacks that depend on chance, knockbacks will feel similar regardless of the enemy’s movement leading up to the knockback. Allowing flying heroes, like Mercy when using her Valkyrie ability or D.Va using her Booster ability, to be properly knocked back makes for more fluid, realistic gameplay.

Sound

  • A new sound plays when you land a hit while damage boosted
  • A new sound plays when you land a hit, but it doesn’t do any damage

Developer Comments: With the addition of Baptiste, we wanted to be sure that you can tell when your hits were being buffed or nullified, regardless of what hero you’re playing.

HERO UPDATES

Ana

  • Nano Boost
    • Heal reduced from 300 to 250

Developer Comments: Giving Nano Boost an instant heal effect enabled players to survive longer and made Ana’s ultimate valuable. However, it needs to be slightly less effective for refilling large health pools.

Doomfist

  • Rising Uppercut
    • Cooldown reduced from 7 to 6 seconds
  • Seismic Slam
    • Cooldown reduced from 7 to 6 seconds

Developer Comments: Reducing the downtime of Doomfist’s abilities should make his gameplay feel more fluid.

Hanzo

  • Sonic Arrow
    • Detection radius increased from 7 to 9 meters

Developer Comments: Because of how dense the environment is on some maps, the Sonic Arrow can feel ineffective in some areas. Increasing Sonic Arrow’s detection radius should make it more effective.

Lúcio

  • Sonic Amplifier
    • Soundwave now counts towards Offensive Assists

Developer Comments: The knockback on Lúcio’s Soundwave is a great tool for pushing enemies into situations that get them killed, so they should be rewarded an offensive assist for doing so.

McCree

  • Fan the Hammer
    • Damage reduced from 55 to 50
  • Deadeye
    • Damage per second increased from 275 to 550 after locking onto targets for 2.5 seconds

Developer Comments: After reducing armor’s effectiveness for all heroes, Fan the Hammer doesn’t need to deal quite as much damage. Increasing Deadeye’s damage after being locked on for a bit makes it more effective when attacking high health, static targets (like barriers) and heroes with over 600 health. It will not impact how dangerous this is for heroes under 600 health.

Mei

  • Endothermic Blaster
    • Primary fire damage increased from 2.25 to 2.75 (45 to 55 damage per second)
  • Ice Wall
    • Health reduced from 500 to 400

Developer Comments: Increasing the damage of Mei’s primary fire should make her Freeze and Icicle move combination more potent. Making the pillars on Mei’s Ice Wall easier to destroy means less waiting for the wall to disappear on its own and more opportunities to counter it.

Moira

  • Biotic Grasp
    • Heal over time duration increased from 3 to 4 seconds
    • Total healing increased from 50 to 65

Developer Comments: These minor changes make Moira’s passive healing effect on Biotic Grasp slightly more effective when topping off an ally’s health.

Orisa

  • Fusion Driver
    • Movement speed penalty while firing reduced from 50% to 30%

Developer Comments: As a defensive tank, Orisa can have trouble pushing forward with the team. Allowing Orisa to move faster while firing should make it easier to apply pressure on the enemy team and use her barrier in proactive ways.

Pharah

  • Rocket Launcher
    • Minimum explosion damage increased from 16.25 to 20

Developer Comments: This change sets the Rocket Launcher’s minimum damage to where it was before we rebalanced its direct impact and explosive damage in a recent patch.

Soldier: 76

  • Pulse Rifle
    • Damage increased from 19 to 20
  • Sprint
    • Delay before you can fire the weapon after using Sprint reduced from .5 to .3 seconds
  • Tactical Visor
    • Can target RIP-Tire and Immortality Field

Developer Comments: This change should potentially allow Soldier: 76 to kill an enemy hero one shot sooner. Reducing the time between when you use Sprint and when you can fire should make the ability more fluid and responsive. Giving Tactical Visor the ability to target Junkrat’s RIP-Tire and Baptiste’s Immortality Field drone is a quality of life improvement, since these are both critical targets.

Sombra

  • Hack
    • Cooldown is reduced by half when hacking a health pack

Developer Comments: The cooldown on Hack often made it feel less effective to target health packs instead of players. This will make both health packs and players viable targets for hacking.

Torbjörn

  • Base health increased by 50 armor (250 maximum health)
  • Overload
    • Armor gain reduced from 150 to 100

Developer Comments: Torbjörn’s survivability was a bit low, so we’ve shifted some power from his Overload ability to his base health.

Widowmaker

  • Infra-Sight
    • Reveals enemy health bars
    • Now canceled on death

Developer Comments: Infra-Sight had no counter to its effect, so it now ends when Widowmaker dies. To balance out its higher risk of use, Infra-Sight now reveals enemy health bars to Widowmaker’s team.

Wrecking Ball

  • Adaptive Shield
    • No longer cancels Roll mode

Developer Comments: This will make Adaptive Shields a more powerful survival tool, since being forced out of Roll mode left Wrecking Ball more susceptible to fire.

BUG FIXES

Callouts

  • Fixed a bug where the “Need Healing” callout wouldn’t display in chat if the hero you targeted didn’t have healing abilities

Camera

  • Fixed a bug where, when playing certain heroes, the camera would clip into the hero when looking straight upwards

Career Stats Menu

  • Fixed a bug where the season labels for Competitive CTF and Competitive 6v6 Elimination didn’t display

Hero Gallery

  • Fixed a bug where, if switching between Junkrat Skins, one of the bombs on his vest would spin

Heroes

  • Ana
    • Fixed a bug where Ana’s clothes would clip into her hip pouch while doing the Yut Nori emote
  • Ashe
    • Fixed a bug that prevented audio feedback from playing to indicate ammo was low on Ashe’s rifle if it had three or fewer bullets
  • D.Va
    • Fixed a bug that made D.Va very difficult to knock back while she was firing her Fusion Cannons
  • Genji
    • Fixed a bug that caused Genji’s Dragonblade to end before the deflect duration was complete
    • Fixed a bug where Genji would be knocked back unusually far when using Swift Strike to hit Doomfist’s Rocket Punch
  • Hanzo
    • Fixed a bug where Hanzo’s leg would visibly move while he was in his Meditate pose
  • Mercy
    • Fixed a bug where Mercy’s left knee would bend unnaturally when stunned by McCree’s Flashbang
  • Orisa
    • Fixed a bug that made Orisa very difficult to knock back while she was firing her Fusion Driver
  • Reaper
    • Fixed a bug where a button on the shoulder of Reaper’s Lu Bu skin appeared to be floating
  • Reinhardt
    • Fixed a bug where a piece on Reinhardt’s back displayed incorrectly while using the Guan Yu skin in the Hammer Down highlight intro
    • Fixed an issue that allowed Reinhardt’s Earthshatter to hit people further off the ground than intended in specific circumstances
  • Sombra
    • Fixed a bug where Sombra’s stealth exiting sound effect wouldn’t play if an emote was used to exit stealth mode
    • Fixed a bug where Sombra couldn’t quick melee while using her Hack ability
  • Symmetra
    • Fixed a bug where Symmetra would gain ultimate charge while casting Photon Barrier
  • Torbjörn
    • Fixed a bug that prevented Torbjörn from using Molten Core in custom games if Ability 2 was disabled
  • Widowmaker
    • Fixed a bug that prevented Widowmaker’s Venom Mine from damaging a hero if they triggered it at the edge of its trigger radius

Maps

  • Hollywood
    • Fixed a bug where the winning team’s hero lineup wouldn’t display correctly
  • Paris
    • Fixed a bug where the sounds coming from the Nous vous surveillons apartment weren’t playing
  • Sad 1

Share this post


Link to post
Share on other sites
17 minutes ago, Starym said:

Widowmaker

  • Infra-Sight
    • Reveals enemy health bars
    • Now canceled on death

Developer Comments: Infra-Sight had no counter to its effect, so it now ends when Widowmaker dies. To balance out its higher risk of use, Infra-Sight now reveals enemy health bars to Widowmaker’s team.

BTW how the hell does that even work? I get it that she puts her goggles on and sees everybody but why so does every single team member? She gives them spares that activate the same time she uses her's or what?

  • Haha 1

Share this post


Link to post
Share on other sites
28 minutes ago, Starym said:

New Hero: Baptiste (Support)

Baptiste is a battle-hardened combat medic who wields an assortment of experimental devices and weaponry to keep allies alive and eliminate his enemies. Baptiste’s Biotic Launcher fires a three-round-burst that rewards accuracy and recoil control with significant damage output. His alternate fire lobs grenades that heal allies near the point of impact. With Regenerative Burst , Baptiste activates an intense surge that heals himself and nearby allies over time. When danger is near, Baptiste can toss out his Immortality Field to prevent allies from dying. Baptiste moves around the battlefield with Exo Boots , jumping over obstacles and clearing distances that would stop other heroes. Baptiste deploys his Amplification Matrix as his ultimate, which doubles the damage and healing effects of friendly projectiles.

Oooh look out boys and girls. We are about to get another OP monster soon

Share this post


Link to post
Share on other sites

Finally I can dump in the trash Wrecking Ball weapons for good since if I don't need to cancel the ball to use the shield I will almost never use them either for how bad they are compared to the risk of getting multiple headshots on myself.

Great improvement to WB effectiveness that emphasize mobility and being harder to kill.

The enemy stuns are more than enough forced out of the ball time the shield being a trouble to activate more than a actual help was his only problem and now is gone.

Seems pretty much comparable to Roadhog heal during walk update that incredibly helped Roadhog at the time.

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
      It's time for another Hero to join the roster! Sigma seems to have gone a little overboard with his experiments and ended up in a sticky situation, as we find out in his origin story. The video is pretty weird and a little creepy, but effective, and he's apparently also joined the Talon guys and gals. Also, apparently, he's harnessed the harness, so there's that.
      Apparently, if you play the video backwards, he says some interesting stuff, with the highlight being "Release me" at the beginning:
      Whether he's coming with the new Role Queue patch or if he's a longer way off remains to be seen, as he's not on the PTR quite yet, which would indicate a longer wait.
    • By Starym
      Overwatch is massively shaking up it's matchmaking system with this new update, where you'll be able to select which role you want to play as before entering matchmaking! The system will then match 2 tanks 2 support and 2 damage characters and once in a game you'll be able to select appropriate Heroes! You'll get time estimates for the individual roles and additional rewards for playing roles that are especially needed.

      You can also check out the patch notes for more details on the many Hero changes.
      Some Heroes are also getting significantly reworked, since they wouldn't otherwise fit the new system, Brigitte being an example, as she's changed to be more of a support than tank. There's also changes coming to the quickplay and competitive playlists you can check out below.
      The new system is live on the PTR now and will be coming to live in the form of a "beta" season on August 13th.
      Role Queue (source)
      The Overwatch community is always evolving alongside the game, becoming more in tune with the game’s intricacies and discovering and sharing new high-level approaches to play. Today we’re introducing a brand-new Role Queue system to help ensure Overwatch matches continue to be fair and fun well into the future, and create an environment that fosters teamwork and encourages players to bring their very best to every match.
      Currently in Quick Play and Competitive Play, a lot of important decision-making happens in the 40 seconds before a match even begins, as everyone selects their heroes and responds to others’ role choices. It’s not uncommon for players—who may all have different goals and play styles—to feel tension, pressure, disappointment, or even hostility as a team composition comes together. The Role Queue system is designed to help take the edge off this process, ultimately leading to matches that feel fairer and more fun, where players are in roles that they want to be in.
      How Role Queue Works
      With Role Queue, we’re updating the matchmaking and queuing systems in Competitive Play and Quick Play so that players choose which role they want to play—tank, support, or damage—before a match even begins. The matchmaking system will then match two tanks, two supports, and two damage heroes to create a team, and upon entering match, players will select heroes within their chosen roles. At the end of a match (in both Competitive Play and Quick Play), players will return to the main menu and select their role before queuing for the next game.
      Role Incentives and Queue Times
      Each of the three roles will have its own queue, and players will be able to see estimates for the wait time for each at the role-selection screen. Several factors go into those estimates, but they’ll generally reflect the number of players queuing for a particular role. To help incentivize a more even distribution of players across all roles, players who queue for roles that are currently in high demand may get a reward.
      We believe that Role Queue will improve match quality, give players more control over their gameplay experience, and provide more positive social experiences between teammates.

      Hero Updates
      While Role Queue will shake up the team composition meta-game, we also wanted to do a balance pass to make sure every hero is still viable and useful to play. Role Queue affects hero balance significantly, especially for heroes such as Brigitte who was most potent as a third Healer or Tank. With our Role Queue hero updates, we’re updating Brigitte’s kit to provide more healing overall while decreasing her survivability to help solidify her as a Support hero. Read more about Brigitte’s changes and all hero updates in the Patch Notes.
      Quick Play Updates
      In Quick Play, the Role Queue system will allow us to determine each player’s matchmaking rating (MMR) on a per-role basis. This enables us to matchmake Quick Play games based on the MMR for each player’s chosen role. In addition to giving players more freedom to play the roles they want, we believe this will also result in games that are fairer, more appropriately matched, and ultimately more fun overall.
      Competitive Play Updates
      Role-specific Skill Ratings
      Once Role Queue is live, players will earn separate skill ratings (SR) for each role in Competitive Play, for a total of three distinct SRs. This rating will be a number between 1 and 5000, with higher values indicating a greater skill level. Players will also be assigned a tier per role based on their rating—Bronze, Silver, Gold, Platinum, Diamond, Master, or Grandmaster.
      As player’s skill rating between roles can vary widely with Role Queue, matchmaking will be calculated using the SR of players’ selected roles. We believe this change will help players feel freer to choose different roles while also creating matches that are fairer and more fun.

      Placement Matches
      Once Role Queue is in the game, players will be required to complete five placement matches in a selected role to obtain their seasonal skill rating for that role at the start of each Competitive Season. If a player would like to earn their seasonal SR for all three roles, they will need to complete 15 placement matches in total—five each per role.

      Competitive Rewards
      Anyone who completes their placement matches in any role during a Competitive Season will receive a special spray and player icon. And as before, players who complete competitive matches will earn Competitive Points (CP) to spend on golden versions of their favorite heroes’ weapons.
      When the season concludes, players also receive CP based on the highest Skill Tier they obtained during the season per role. Instead of granting a single pool of Competitive Points, we’re separating the total across three pools earned by completing placement matches in each role. This change allows for players to earn more Competitive Points overall if they complete their placements in all three roles.
       
      Skill Tier Before After New Total Bronze 65 25 75 Silver 125 50 150 Gold 250 100 300 Platinum 500 200 600 Diamond 750 300 900 Master 1200 450 1350 Grandmaster 1750 650 1950  
      Top 500 Leaderboards
      The best of the best players will now be tracked across four separate Top 500 Leaderboards—one for each role, along with an additional combined average leaderboard. The combined Top 500 Leaderboard will be based on the player’s average skill rating across all three roles. To be eligible for a role-specific leaderboard, players must complete at least 25 games in that role (down from 50 games). To qualify for the combined Top 500 Leaderboard, players must be eligible for all three role-specific leaderboards. At the end of the season, players who earn a spot within the Top 500 players for any of these leaderboards on their platform and region will receive an additional player icon and animated spray.
      When is Role Queue available?
      Role Queue is currently available on the public test region on PC, and will be coming to live servers starting with a Role Queue Beta Season in Patch 1.39. In an effort to give time for additional testing and feedback, we’ll be running the two-week Role Queue Beta Season from August 13 to September 1. Players can earn Competitive Points similar to other competitive mini seasons and qualify for Top 500 Leaderboards during the beta season. However, beta season stats will only be available for a limited time and will not count toward a player’s permanent Competitive Season stats. (Note: Competitive Season 17 will be shortened by approximately two weeks in order to accommodate the Role Queue Beta Season.)
      Role Queue will be fully available for Quick Play and Competitive Play beginning on September 1 for the start of Competitive Season 18.
      Esports Changes
      A 2-2-2 role lock will be implemented for all Overwatch League matches in Stage 4, which starts Thursday, July 25. To learn more about how 2-2-2 works in OWL, please visit their full blog here.
       
      Getting this new Role Queue system right has been a huge priority for us—and after more than a year’s worth of work, we’re excited to finally make it happen. As you’re playing, please bear in mind that this is a brand new skill rating system—you shouldn’t compare it directly to your previous SR, and it may take a while for your role-specific ratings to properly adjust.

      As any new feature as significant and complex as Role Queue, we’ll be actively iterating on and improving the system over time. We’ll also be actively monitoring and collecting data throughout the public test region and the Role Queue Beta Season—and as ever, we’re always eager to hear feedback from the community.
      We hope that you enjoy the new Role Queue feature—please let us know what you think!
    • By Starym
      Here come the patch notes for the huge new PTR addition, bringing not only the massive new matchmaking Role Queue system, but also a whole lot of Hero changes to get them ready for the new system. Aside from individual changes, we're also getting a 12% increase in ultimate costs, as well as a change to how slowing effects work, while the biggest individual Hero changes are for Brigitte and Symmetra, with Ashe, Doomfist, Hanzo, Moira, Orisa, Reinhardt, Sombra, Tracer and Wrecking Ball also getting tweaks.
      PTR Notes July 18 (source)
      PATCH HIGHLIGHTS
      New Feature: Role Queue
      Role Queue is an update to Overwatch’s matchmaking and queuing system that gives players the power to choose which role they play in their games. In Competitive Play and Quick Play, players choose their role before finding a game. The matchmaking system will create a team that is comprised of two tanks, two supports, and two damage heroes. Upon entering the match, players select desired heroes to play within their chosen roles. At the end of a match, players will return to the main menu and select their role before queuing into the next game. For more information about Role Queue, read the detailed blog post.
       
      For the time being, we've only enabled Competitive Play for 1.39 PTR.  Stay tuned for updates.
       
      HERO UPDATES
      General
      Global ultimate cost increased 12% Slowing Effects: Instead of stacking together, friendly and enemy slowing effects are now separate and movement speed will be reduced by whichever is slower. Developer Comment: Ultimates are coming up too often considering how high impact they are. We are reducing how quickly they are built so less fights will be determined by ultimate usage. The slows change will mostly impact heroes which can slow themselves, such as Widowmaker while scoping, or Reinhardt while holding his shield. In these cases, enemy slows such as Symmetra turrets or Mei’s freeze will not hinder these heroes unless they stop slowing themselves or the enemy slow value passes their own slow value.
       
      Ashe
      Reload Time per round decreased from 0.3 seconds to 0.25 Developer Comment: Ashe's time to fully reload felt overly restrictive. However, a long reload time is an intended downside to balance out the power of her gun so we want to be careful not to eliminate that completely.
       
      Brigitte
      Inspire (Passive)
      Healing amount increased from 100 to 130 Self-healing from Inspire is now halved Repair Pack
      Now has 3 charges Healing amount changed from 150 to 120 Now heals over 2 seconds instead of instantly If you throw multiple packs at the same person, the current duration will be extended by 2 seconds Whip Shot
      Out-going velocity increased from 60 to 80 Retracting time reduced from 0.6 seconds to 0.3 Barrier Shield
      Barrier health reduced from 500 to 200 Shield Bash
      Stun duration reduced from 0.9 seconds to 0.75 Rally
      Ultimate cost increased 10%  
      Doomfist
      Melee
      Quick melee no longer pauses ammo reload.  
      Hanzo
      Storm Arrows
      Storm Arrows ammo reduced from 6 to 5 Developer Comment: The overall damage output of Storm Arrows was too high so we’re reducing the maximum number of shots.
       
      Moira
      Fade
      Can now be used while stunned. Developer Comment: Moira has always been good at healing and dealing damage, but she offers very little utility compared to the other healers. This change reinforces her evasive nature and allows her potentially save her team from area stuns such as Reinhardt’s Earthshatter.
       
      Orisa
      Protective Barrier
      Cooldown increased from 8 seconds to 9 Developer Comment: A common point of feedback for playing against Orisa was that it doesn’t feel useful to shoot the barrier as it comes back so quickly. Increasing the cooldown of Protective Barrier will make destroying it more rewarding.
       
      Reinhardt
      New Passive: “Steadfast”
      Reduces knock back effects by 30% Developer Comment: As a frontline, melee-range tank Reinhardt was more adversely affected by knock back abilities than most heroes. To reduce some of this frustration and enable Reinhardt to more easily fulfill his role, he is now more resistant to being knocked back.
       
      Sombra
      Hack
      Duration on enemy players reduced from 6 seconds to 5 EMP
      Activation time increased from 0.5 seconds to 0.65 Developer Comment: Hack is a potent disable with a long duration. Reducing the duration slightly will make it feel less oppressive as the hacked player without reducing its effectiveness too greatly. The increased cast time on EMP allows for more time to react and opens up more counterplay for the opposing team.
       
      Symmetra
      Teleporter
      Now lasts an infinite duration until destroyed Players can destroy their Teleporter with the ability 2 input Cooldown now starts when Teleporter is destroyed Cooldown increased from 12 seconds to 15 Maximum range increased from 25 meters to 30 Teleporter breaks if the entrance is more than 40 meters from the exit. Teleport re-use time increased from 1 second to 1.5 Developer Comment: Symmetra’s Teleporter is an interesting tool but often felt too restricting to use. Making the Teleporter last forever opens up new opportunities for how Symmetra is used in various maps and group compositions.
       
      Tracer
      Pulse Bomb
      Damage increased from 300 to 350 Developer Comment: Pulse Bomb was reduced in power some time ago to make sure it was not overly punishing to Tanks, which are much easier to stick the bomb to. While this is still a goal, we’re restoring some of this lost power to help deal with other hefty targets such as Bastion, or enemies with bonus armor from Brigitte.
       
      Wrecking Ball
      Minefield
      Increased projectile speed from 10 to 13, causing the mines to spread out more. This makes it easier to create a wider minefield, especially from the high in the air. Reduced the activation time from 0.25 seconds to 0.1 Developer Comment: Wrecking Ball has a very active playstyle, but often it felt difficult to make good use out of his ultimate. This change allows him to spread out his Minefield further if he wants, while still allowing for a tighter cluster if he activates it near the ground.
       
      BUG FIXES
      General
      Subtitles: Subtitles now display when spectating while waiting to respawn. Fixed a bug that could cause damage to not be dealt if a damage dealing ability was rapidly gaining/losing targets, like a Zarya trying to track a fast moving hero. Charging heroes (Reinhardt, Doomfist, Brigitte) should more consistently knock each other down when colliding. Some abilities will now appear smoother during slowed down time (end of round or custom game), notably Dragon Strike and Roadhog Hook  
      Heroes
      Doomfist
      Improved ability for Doomfist to get through doorways while using Rocket Punch and clipping the corner. Rocket Punch will now consistently destroy translocator and not be stopped by it, similar to Symmetra turrets. Targets hit by Rocket Punch will now go directly backwards, instead of maintaining any lateral momentum they had. Targets that are stun immune but not knockback immune (Zarya's Particle Barrier, Zen during Transcendence ) are no longer able to affect knockback trajectory. Fixed a bug where if Doomfist used Meteor Strike while crouched he would move slowly for the entirely of the ultimate. Fixed a bug where Doomfist would move backwards slightly slower during Meteor Strike D.Va
      Fixed a bug that prevented D.Va's Defense Matrix from pointing down when D.Va was aiming downward while moving. Lucio
      Fixed some false positives with Lucio's animation land prediction when wallriding. Zarya
      Fixed a bug that caused Zarya's weapon and arm to animate oddly during her emotes when viewed in third person. The new matchmaking system has shaken things up, Brigitte and Symmetra get a lot of changes.
    • By Starym
      It's time for another Overwatch event and this time around it's the Summer Games' turn to make things more interesting. This year we get weekly challenges to win 3, 6 or 9 games, with the rewards being a spray, icon and skin! The three skins for the challenges in the event will be for Reaper, Mei and Reinhardt and Lucioball also returns along with the usual new cosmetics as well!
      Summer Games (source)
        HOT NEW SKINS, WEEKLY CHALLENGES, AND MORE
      This year, we’re challenging Summer Games participants to win games in Overwatch and earn weekly rewards, including athletic new skins for Reaper, Mei, and Reinhardt. We’re also adding leagues of other new seasonal items, available alongside our growing collection of summer gear from previous years, and bringing back Lúcioball!
      WEEKLY CHALLENGES PLAY TO EARN
      Win games in Quick Play, Competitive Play, or the Arcade to unlock sprays, icons, and epic skins for Reaper, Mei, and Reinhardt. Each week brings new rewards to earn!
      Arcade Mode
      Lúcioball
      Lúcioball, Overwatch’s futuristic spin on soccer, is back!
      How to Play
      Team up to boop the ball into the opponent’s goal. The team that scores the most points before time runs out wins the game.
      Copa Lúcioball
      Sate your competitive appetite with skill rating, leaderboards, and the toughest opponents Lúcioball can offer.
      International Arenas
      Test your skill in Rio de Janeiro’s beautiful Estádio das Rãs, the scenic Sydney Harbour Arena, and the striking Busan Stadium.
      STOCK UP FOR THE SUMMER
      Celebrate another season of thrilling competition with Summer Games Loot Boxes, brimming with new skins, player icons, voice lines, emotes, victory poses, and more. Items from previous years’ Summer Games events are also available. Don’t wait too long—like any vacation, the Overwatch Summer Games will be over before you know it! Here are the new skins this year:
        
        
        

      There's also two new emotes and a highlight intro, which you can check out here along with the previous years' skins.
    • By Starym
      We have a whole lot of Hero bug fixes today, including Doomfist's Seismic Slam sometimes not hitting enemies, as well as some more workshop tweaks.
      June 26 (source)
      BUG FIXES
      General
      Workshop: Fixed the “Disable Built-In Game Mode Respawning” and “Set Respawn Max Time” actions. Custom Game: Fixed a bug where Widowmaker’s Venom Mine damage wasn’t affected by custom game damage scalars. Replays: Fixed a bug that caused the FOV button to not function when watching a replay. Heroes
      Doomfist
      Fixed a bug where Seismic Slam could fail to register. D.Va
      Fixed a bug where D.Va’s Defense Matrix would fail to absorb projectiles around a corner in certain circumstances. Baptiste
      Fixed a bug where Baptiste’s Amplification Matrix was not boosting healing effects. Sombra
      Fixed a bug where Sombra’s Translocator would be on cooldown after respawning. Fixed a bug where an enemy could sometimes use an ability if Sombra hacked them while they were already hacked via EMP. Torbjörn
      Fixed a bug that made it possible to use Torbjörn Molten Core and hammer at the same time.
×
×
  • Create New...