[Gaming] Overwatch (#boycottblizz)

Also, the other really significant thing about D.Va is that she doesn't get blown up by her own mech anymore, and it goes off 1 second faster. Which I feel was also a much needed change, since you certainly don't see Reaper shooting himself in the face while murdering your whole team at point blank range. :p
 

GasBandit

Staff member
Also, the other really significant thing about D.Va is that she doesn't get blown up by her own mech anymore, and it goes off 1 second faster. Which I feel was also a much needed change, since you certainly don't see Reaper shooting himself in the face while murdering your whole team at point blank range. :p
D.Va's self destruct has a lot bigger radius of effect than Reaper, though. And after all, everybody else's explosives damage themselves - Tracer's pulse bomb will kill her, you can hug Pharah's ultimate to death, Junkrat's tire will blow him up too if he's dumb enough to set it off by him, not to mention Pharah and Soldier 76 can kill themselves pretty effectively with their own rockets if they use them point blank.

Startin' to think the D.Va changes are too much, imo. Maybe to compensate, they should make her ultimate deactivate her boosters so the self destructing mech immediately stops moving instead of becoming a missile/lobbed nuclear ICBM. Either that or reduce its blast radius.
 
D.Va's self destruct has a lot bigger radius of effect than Reaper, though. And after all, everybody else's explosives damage themselves - Tracer's pulse bomb will kill her, you can hug Pharah's ultimate to death, Junkrat's tire will blow him up too if he's dumb enough to set it off by him, not to mention Pharah and Soldier 76 can kill themselves pretty effectively with their own rockets if they use them point blank.

Startin' to think the D.Va changes are too much, imo. Maybe to compensate, they should make her ultimate deactivate her boosters so the self destructing mech immediately stops moving instead of becoming a missile/lobbed nuclear ICBM. Either that or reduce its blast radius.
I'm sorta with this guy. Either nobody can die from their backwash, or everyone can die from their own backwash, no playing favorites.

--Patrick
 
I got scared the single hero nerf was across the board. For competitive, fine. But I still want to see crazy shit in regular play.[DOUBLEPOST=1468362674,1468362599][/DOUBLEPOST]
D.Va's self destruct has a lot bigger radius of effect than Reaper, though. And after all, everybody else's explosives damage themselves - Tracer's pulse bomb will kill her, you can hug Pharah's ultimate to death, Junkrat's tire will blow him up too if he's dumb enough to set it off by him, not to mention Pharah and Soldier 76 can kill themselves pretty effectively with their own rockets if they use them point blank.

Startin' to think the D.Va changes are too much, imo. Maybe to compensate, they should make her ultimate deactivate her boosters so the self destructing mech immediately stops moving instead of becoming a missile/lobbed nuclear ICBM. Either that or reduce its blast radius.
I'm fine with her dying from her own blast; players who don't know how to get away can suffer the consquences. Just don't nerf my gremlin child.
 
D.Va's ult is very avoidable. At least now she can shoot at people while they run away so maybe she'll be able to kill SOMEONE with it. :p
 

GasBandit

Staff member
D.Va's ult is very avoidable. At least now she can shoot at people while they run away so maybe she'll be able to kill SOMEONE with it. :p
As it stands, yes, but that makes it very tactical. I mean, you can escape Tactical visor or High Noon by hiding, too. If they're gonna reduce its time to explosion, ok then, but making it not affect her is a bridge too far.
 

GasBandit

Staff member
It's still extremely avoidable.


Then it should be easily avoidable for herself, too. No need to make her invulnerable.


Anyway, patch notes. Boooo, S76 spread nerf.

GENERAL UPDATES
Gameplay
If a match goes into Overtime for more than 20 seconds, the fuse will now start to "burn down" more quickly
Players now respawn more slowly during Overtime (increased spawn time by 2 seconds)

Competitive Play
Competitive Play matches can now only have one of each hero per team. For more info, click here.

Miscellaneous
Added Ana as an AI-controlled hero in Practice vs. AI, Play vs. AI, and Custom Game modes
Timing on Zenyatta's Rapid Discord achievement is more lenient
Targeted teammates now respond by saying "I'm with you," when players use the “Group Up” communication
Renamed five sprays to avoid duplicate titles

HERO BALANCE UPDATES
General
Self-healing abilities now charge ultimate abilities. As a result, some heroes’ ultimate costs have been adjusted (see below).

Bastion
Configuration: Tank
Ultimate cost increased by 10%


D.Va
Defense Matrix
Cooldown decreased from 10 seconds to 1 second
A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.
Defense Matrix takes 10 seconds to reach full charge from empty
At a full charge, Defense Matrix will last for 4 seconds
Defense Matrix will now remain active as long as its assigned hotkey is held
Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)
An option to “Toggle Defense Matrix” has been added under Options > Controls > D.Va
Self-Destruct
Ultimate cost decreased by 15%
Explosion delay reduced from 4 seconds to 3 seconds
Explosion no longer damages D.Va (the player who activates it)


Developer Notes: D.Va isn't being selected as often as our other tanks, and we feel a lot of that stems from the underperformance of her damage absorption abilities. So, we've reconfigured her Defensive Matrix, making it more flexible and giving players the ability to use it more often. We’ve also given Self-Destruct a little more oomph, because it felt slightly underwhelming when compared to many of Overwatch's other ultimate abilities.

Lúcio
Sound Barrier
Ultimate cost increased by 10%


McCree
Peacekeeper
Now maintains full damage at longer distances, but will deal less damage at extreme ranges


Developer Notes: While the game does feel better following the nerf to McCree’s close-range damage in a previous patch, it left him a little too weak. So, we're increasing his effective distance, making his range similar to Soldier: 76’s. This should hopefully give players another option for dealing with pesky long-range damage dealing heroes like Pharah and Hanzo.

Mercy
Caduceus Staff
Damage Boost

Bonus damage increased from 30% to 50%
Effect will no longer stacks with bonus damage provided by another Mercy

Resurrect
Ultimate charge cost increased by 30%
Movement is no longer prevented during activation
Guardian Angel instantly resets upon use


Developer Notes: Mercy's ultimate is one of the most powerful abilities in the game; however, players would often fly into the fray and die while using it. With this update, Resurrect will now take a bit longer to charge, but Mercy will be a lot safer when activating the ability in the middle of combat. In addition, we always intended Mercy’s Damage Boost beam to be her primary method for dealing damage, but it often felt so weak that you were better off pulling out your blaster. To help address this, we've slightly increased its potency.

Roadhog
Whole Hog
Ultimate cost increased by 45%


Soldier: 76
Heavy Pulse Rifle
Spread recovery will begin after a short delay (rather than instantly)
Tactical Visor
Ultimate cost increased by 10%


Zenyatta
Base shields increased by 50 (now 50 Health/150 Shield)
Orb of Discord and Orb of Harmony
Projectile speed has been increased from 30 to 120
Transcendence
Movement speed is now doubled upon activation
Healing amount increased from 200 to 300 health per second


Developer Notes: While Zenyatta has never had the healing abilities of Lúcio or Mercy, he made up for it by dealing more damage. However, his lack of mobility and low health has meant he’s struggled to find a place in many games. To increase his effectiveness, we've made several changes, the biggest of which is an increased shield pool. This will allow him to go head-to-head with more enemies. The Orb of Harmony and Discord changes are also a quality of life change, helping Zenyatta move his orbs around and apply their effects more quickly. And lastly, we’ve increased Transcendence’s healing throughput. This ultimate was designed to be the most effective against sustained, high-damage fire and least effective against short, high-damage bursts (like D.Va’s or Junkrat's ultimates). But, due to the amount of healing it provided, there were times when it was possible for even sustained fire to overcome Transcendence’s output. We’ve made the heal powerful and also allowed Zenyatta to move around more quickly while it’s active.

UI UPDATES
Game Options
Players can now enter numerical values for any option that also has slider (e.g. FoV, volume, sensitivity, etc.)
Controls
Mouse sensitivity can now be adjusted out to two decimals
Gameplay
Mid-match tips can now be toggled on or off (this will enable/disable tips that pop up after a player dies)
Social
Friend Request toasts can now be toggled on or off
Friend notifications can now be toggled on or off
Whispers can now be toggled on or off
Video
Added 21:9 aspect ratio support
Players can now enable a real-world clock by toggling the "Display System Clock" setting

Social Features
Certain commendations will now appear less frequently during end-of-round voting (e.g. Zenyatta’s Transcendence Healing and Zarya’s Projected Barriers Applied)

BUG FIXES
General
The Hero Gallery now remembers the last hero you were looking at and will properly highlight that hero whenever returning to the gallery
Fixed a bug that caused the “payload is nearing its final destination” music to continue playing even after the match was over
Fixed a bug that caused the UI to disappear whenever the game was forced into windowed mode by an external application
Fixed a bug that would sometimes cause visual healing effects to appear on the wrong hero whenever multiple players attempted to up a Health Pack
Fixed a bug that would sometimes cause different heroes’ victory poses to clip into each other
Fixed several lighting issues with the killcam

Maps
The payload on King’s Row will no longer retreat back inside its starting location if the attacking team fails to push it
Adjusted the Hero Select screen volume for the attacking team on Watchpoint: Gibraltar
Added Spectator camera collision to most maps
Fixed issues with player collision across multiple maps
Fixed issues with ambient lighting and shadows across multiple maps

Heroes
Fixed a bug that caused D.Va to sometimes ignore player collision when summoning her mech
Fixed a bug where Mei’s Ice Wall would persist in the game world even after the player switched heroes or left the game
Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations
Fixed a bug that sometimes caused Reinhardt’s Barrier Field to get stuck in the “on” position if the player used the “Toggle Barrier” setting
Fixed a bug that sometimes caused Roadhog to accidentally Chain Hook targets standing behind him
Fixed a bug that caused Winston’s Barrier Projector shield to ignore the “Sound Effects Volume” setting[DOUBLEPOST=1468366424,1468365891][/DOUBLEPOST]Nifty changes on Mercy, aside from the longer buildup on HeroesNeverDie. Damage boost now does 50% instead of 30 (but doesn't stack), and her "fly to that guy" skill now has no cooldown whatsoever, if I read that right, and she can rez while moving.
 
The rez while moving is a good change, those big rezzes almost always meant she just got headshot out in the open with no chance to dodge away.
 
Huh. Until that patch list, I didn't realize that people charge their ults. All this time I just thought they were on a flat timer.

--Patrick
 
Huh. Until that patch list, I didn't realize that people charge their ults. All this time I just thought they were on a flat timer.
It's a timer + charge. Doing damage gives you charge, but if you just watch it you still get around 1% every second or two depending on the character.
 
I'm really surprised they didn't nerf Hanzos hit box.
Supposedly they did tighten up the character hit boxes across the board, so you are less likely to see damage done by aiming an inch above the head. They will never change the arrow hit box though, since it's fundamental to keeping him viable (since he has both charge, travel time, and drop off).

I took some time last night to try out the changes to some characters. I am pretty excited for the Zenyatta changes. The OoD is almost instant now due to the speed increase, and his ultimate makes him move as fast as a speed boosted Lucio, which means no longer being stuck away from the team and unable to reach them in time. Combined with the higher health pool he is going to be s much more lethal robo-monk, so I will likely play him more again.
 

GasBandit

Staff member
My playing schedule may be unreliable for the next few days. My buddy whose wife won't let him play video games is on the road for work, and so this is one of his usually-like-two weeks in the year he gets to play video games. And he bought Empyrion. Last night was his first night playing it. I don't know if he'll stick with it, but if he does, I may need to take a LOA.
 
Boo, roadhog nerf. I'm really surprised they didn't nerf Hanzos hit box.

Sent from my VS986 using Tapatalk
Even if the ult DOES take longer to load, I dont think I ever chose roadhog because I thought "Man, his ult kicks ass". It was a nice bonus, sure, but it's all about the hook and kill.
 
My playing schedule may be unreliable for the next few days. My buddy whose wife won't let him play video games is on the road for work, and so this is one of his usually-like-two weeks in the year he gets to play video games. And he bought Empyrion. Last night was his first night playing it. I don't know if he'll stick with it, but if he does, I may need to take a LOA.
Well I can say right now that I won't be around Thursday, and after NEXT Thursday I'm going to be traveling around until August 10th. I might be able to get my laptop to run OW, but I know from experience that it's in ultra low, might as well be using a Sega Genesis quality graphics. I do recall it working "well enough" during beta, but I also don't know when I'll have free time.
 
Small little comment. I really like the details in how Ana holds her rifle. She got her right "aiming" eye shot out by Widowmaker in a sniper duel, but she is still right handed, so she holds her gun at a angle so she can use her left eye for aim. That little detail I really enjoy for some reason.
 

GasBandit

Staff member
It just occurred to me, I wonder how much of Ana's design was influenced by all the hubbub about "why are all the original overwatch guys old but all the women look 20" in social media.
 

GasBandit

Staff member
The weekly brawl was made for you Gas. One character per side, no mid game character changing.
I don't know that not changing characters has ever been a thing of mine...

I mean, I know I often go without changing characters, but, unless I'm remembering incorrectly, I don't think I've ever griped about being able to change characters mid game (unless somebody changed to something stupid).
 
Well, after making the change for Competitive mode, it kinda feels redundant but ok, sure.
The only 2x heroes I ever had problems with were 2x Zarya and 2x Tracer anyhow. If they came out and said "Limits on these two heroes only", I'd be ok with that.
 

GasBandit

Staff member




Yay battle gramma[DOUBLEPOST=1468439298,1468439219][/DOUBLEPOST]
The only 2x heroes I ever had problems with were 2x Zarya and 2x Tracer anyhow. If they came out and said "Limits on these two heroes only", I'd be ok with that.
It's not just about the other team getting OP by doubling up, it's as much about not letting idiots gimp your own team, too.

Although last night kind of made me rethink the whole "we don't need two roadhogs" thing.
 
Yay battle gramma[DOUBLEPOST=1468439298,1468439219][/DOUBLEPOST]
It's not just about the other team getting OP by doubling up, it's as much about not letting idiots gimp your own team, too.

Although last night kind of made me rethink the whole "we don't need two roadhogs" thing.

You have a point with that. I didn't think of it as being a "team protection" thing as well. No more 2x attack bastions.
 
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