People complain about D.Va, but you have no idea how much she helps the game by doing cleanup duty.
Speaking of, next hero will need to be a D.Va competitor. Someone who has their own kind of DM or equivalent.
D.MON GANG LET'S GO
People complain about D.Va, but you have no idea how much she helps the game by doing cleanup duty.
Speaking of, next hero will need to be a D.Va competitor. Someone who has their own kind of DM or equivalent.
two-three weeks usually
Someone needs to test this.I wonder of Moira's healing ball and spray get amplified when thrown through Baptiste's ult.
I wonder of Moira's healing ball and spray get amplified when thrown through Baptiste's ult.
Well it's not like Symmetra's pick rate was already low or something rightHey there!
Armor used to have a varying effect on damage over time and beam type weapons based on how damage instances were handled by the server (it's not the server tick rate, some weapons have different update rates).
This meant that Winston's primary fire would hit the maximum 50% damage reduction against armor because it had a faster damage update rate while Zarya's beam would lose a flat 15 damage per second (after the armor change from -5 damage per hit to -3).
So the general results after this patch are Winston's damage is increased against armor compared to before, Moira is about the same, Zarya and Symmetra are roughly the same at low charge and deal less damage to armor health pools than before while at high charge.
https://us.forums.blizzard.com/en/overwatch/t/these-patch-notes/308859/71
We knew it was coming, im not even surprised
"How do we kill GOATS?"
"Another AoE support but this time with an ability that prevents death."
"Uhhhhhhhh--"
"It'll work."
I would literally stop playing forever.They can kill GOATs by nerfing the hero in your avatar to the ground.
Just a thought BTW. lol
Or just force a 2-2-2 comp and balance the various game metas around that.The only way to kill GOATs is to stop multiple AOE healers from stacking their heals (or at least reduce the rate at which they heal).
Everything else that is commonly suggested, such as nerfing DVa's matrix, is a bandaid at best, and will push the respective characters into just getting replaced by a different character.
GOATs mainly works because of the massive area healing, not any singular ability.
Or just force a 2-2-2 comp and balance the various game metas around that.
Creativity flourishes best under limitation.I guess that would work too, yeah. Though I feel it'd be a bit limiting.
Doomfist
Developer Comments: Reducing the downtime of Doomfist's abilities should make his gameplay feel more fluid.
- Rising Uppercut
- Cooldown reduced from 7 to 6 seconds
- Seismic Slam
- Cooldown reduced from 7 to 6 seconds
Lúcio
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.
- Sonic Amplifier
- Soundwave now counts towards Offensive Assists
McCree
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.
- 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
Mei
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.
- 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
Moira
Developer Comments: These minor changes make Moira's passive healing effect on Biotic Grasp slightly more effective when topping off an ally's health.
- Biotic Grasp
- Heal over time duration increased from 3 to 4 seconds
- Total healing increased from 50 to 65
Orisa
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.
- Fusion Driver
- Movement speed penalty while firing reduced from 50% to 30%
Soldier: 76
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.
- 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
Torbjörn
Developer Comments: Torbjörn's survivability was a bit low, so we've shifted some power from his Overload ability to his base health.
- Base health increased by 50 armor (250 maximum health)
- Overload
- Armor gain reduced from 150 to 100
Widowmaker
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.
- Infra-Sight
- Reveals enemy health bars
- Now canceled on death
Wrecking Ball
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.
- Adaptive Shield
- No longer cancels Roll mode
To be honest I didn't know they weren't counting, so uh...
Baptiste seems like a hero that will be more efficient if allies are gathered around in a group. He could cause the current meta (the GOATS comp) to remain strong. What kind of effect did you hope to see with this hero's addition?
Geoff: We ran many internal tests on it. We also thought a lot about how he might work in the GOATS comp, and it turned out Baptiste wasn't as strong as some thought he might be in that comp; when to use his ult, which is the biggest advantage of using Baptiste, seemed rather vague. In truth, Baptiste seemed better at countering the GOATS comp.
I'll cosign this as an annoying sentiment considering the variation of the launch cast. The point of the game is to have a range of skill sets and kits. If I wanted to play a more traditional FPS, I would literally just play Blops 3 forever. It feels better than the gunplay in Overwatch anyway.That and "Pros" don't like easy healbots. Mechanical skills blahblah.
my beerdrunk soul is sadder than all the dead christmas trees of the world.
I'll cosign this as an annoying sentiment considering the variation of the launch cast. The point of the game is to have a range of skill sets and kits. If I wanted to play a more traditional FPS, I would literally just play Blops 3 forever. It feels better than the gunplay in Overwatch anyway.
His ult is literally useless for goats. Only Zen, Lucio, and Zarya's right click can benefit. Invincibility has less utility when you're in either a A) all-out close range brawl or B) trying to quickly move towards the enemy. Furthermore, invincibility is better used on squishy DPS heroes who can melt the enemies given just a few more seconds of damage output and survivability.
His main heal and ability heal are good for goats, though.
The only way to kill GOATs is to stop multiple AOE healers from stacking their heals (or at least reduce the rate at which they heal).
Everything else that is commonly suggested, such as nerfing DVa's matrix, is a bandaid at best, and will push the respective characters into just getting replaced by a different character.
GOATs mainly works because of the massive area healing, not any singular ability.
Yes, but all of this benefits a bunker comp more than goats, who can now survive a 3-3 rushdown and have the damage output to fight back.Baptiste replacing the healer that isn't Lucio/Brig in the GOATs lineup, the invul drone can be thrown across the fucking map, which would allow to help the frontliners to stall or negate ult combos like Grav + DVa bomb, I think. Baptiste can phase forward and back between frontline healing with his self heal and backlining with his grenades and primary fire. The ult may not be super useful, but for the purpose of safety and ult negation, his drone is about as good as Zen using Trans, and also has the upside of having much lower cooldown, and Baptiste having the mobility to get away should the opponent try to have a flanker or a DVa or Winston trying to get him in the backline, while a Zen would just melt or need to get peeled.
Unlike Zen, Baptiste doesn't need nearly as much babysitting while providing somewhat similar utility with the drone, but without needing to ult. The only downside is that Zen can help do more damage with his Discord, but on the other hand, with Baptiste healing alongside Lucio and Brigitte, you also have a LOT more survivability.
YES. Now I don't have to worry about getting popped out of my ball when someone targets me in Deathmatch when all I want to do is roll around.Wrecking Ball
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.
- Adaptive Shield
- No longer cancels Roll mode
Baptiste has amazing synergy with bastion though?Also, as a random side note, there's a special level of Hell that's dedicated to people who go onto the PTR and choose to play BASTION when a new character has just been released.
When her wall got changed 2-3 patches agowhen did they update mei's primary to look cool.
looking like some ghost buster style freeze gun
Well it's not like Symmetra's pick rate was already low or something right
Hi, hopefully I can clear some of the number stuff up.
Symmetra does 65/130/195 damage per second at each respective charge level against non-armored health pools.
Against the original armor calculation (-5 dmg per hit) this got a flat 25 DPS reduction and a 15 DPS reduction after the armor changes to -3 per hit.
So with this current PTR patch, at level 1 charge you gain +2 DPS versus armor, at level 3 you lose 24 DPS compared to before (now 156, previously 180).
This ends up being a difference of about .17 seconds in time to kill 200 armor health. We'll see if this ends up being significant or not and go from there. I will say there wasn't any specific intent to reduce Symmetra's power.
Oh my god someone asked about symm and they answered THE SAME DAY? Is thats how viability in OWL feels like?(i mean i also play lucio but he's spoiled so it'a a different feeling)Another update on Sym, if you start on Armor targets it could actually work out better.
https://us.forums.blizzard.com/en/overwatch/t/symmetra-ptr-nerfs/309002/134