Looks as if Mei and Mercy are getting buffed and Zenyatta's discord getting nerfed.
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Re: Overwatch
Looks as if Mei and Mercy are getting buffed and Zenyatta's discord getting nerfed.PS4 Twitch: http://www.twitch.tv/candyman5os
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Re: Overwatch
Hallelujah to Zenyatta's nerf.
I was screaming about that last night while playing; he's being picked as a legit DPS guy versus support.
I hope they look at D.Va too because her defense matrix is quite powerful; either lessen it or take her health down to like 350.Originally posted by Gibson88Anyone who asked for an ETA is not being Master of their Domain.
It's hard though...especially when I got my neighbor playing their franchise across the street...maybe I will occupy myself with Glamore Magazine.Comment
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Re: Overwatch
I still think the major problem with D.Va is that she is invulnerable to her ult. It's such a huge advantage to be able to dive into an enemy line while still in, Q, then pop back into your mech 4 seconds later.
I still like her defensive matrix. It's pretty ridiculous in a quick play match with multiple picks of her, but in comp play where there can only be one then I think it just puts her in line with other tanks.Comment
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Re: Overwatch
The fact that she can free chase down all the enemies running for their lives is kinda bs. Even Tracer (Junkrat too?) can kill herself.Comment
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Re: Overwatch
Is dva ult still as powerful? For me I always thought the explosion radius was too large and I couldn't get away. When they made the change I now feel like I can get away or her explosion is not as powerful?
Am I just imagining that? If it's same power and I've just been better at getting away then I do agree she shouldn't be completely immune and get a mother mech immediately after.
As far as zenyatta I liked to be him before last buff and really like being him on certain maps now. I hope he doesn't get too nerfed because I feel like he's useful now. I think his dps is good now given how slow and immobile he is in first place. At least he can have a shot at defending himself now if a Pharaoh genii or reaper flanks. You're not going to win the majority of those battles but at least some of them there's a chance you get the elimination.
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Re: Overwatch
Wow...quick play tonight. Worst ever for me lol. Went like 0-5 or something and only 1 game was even close. I'm not sure if it was me or what, but the games were just so one sided. Played at 2 different times in the night, each time with a friend from my competitive group (our group is in the mid-high 50's and slowly climbing). We were just like "wtf is going on tonight?".Comment
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SEATTLE SEAHAWKS
MISSOURI TIGERS
CHELSEA FCComment
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Re: Overwatch
Queueing (felt weird spelling that) with 1 other friend. He went from 65-70. Teammates just did everything right. They switched characters depending on the situation and we didn't really have anyone "main" a character like junkrat the entire game regardless of offense or defense.
We got matched with a player who played Winston often and was in the top 500. I could feel the other team being frustrated as we kept a harmony orb on him as well as Zarya shield when needed. He ended three of the matches with over 90% kill participation and 40+ eliminations.
Looks like 72 is top 500 on PS4, hopefully I can reach that tonight.Last edited by mikenoob; 08-16-2016, 12:29 PM.Comment
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Re: Overwatch
Some pretty big changes going out on PTR.
A new Overwatch patch is currently in development and now available for testing on the Public Test Region. For information on how to participate and what changes are included in the upcoming patch, read on below.
Some of my takeaways
Competitive play is seeing a complete re-design. The scoring system is changing from a 1-100 ranking, to a 1-5000 with various tiers similar to Starcraft (Bronze-Silver-Gold-Platinum-Diamond-Masters-Grand Master). Once you rank up into a given tier during a season, you can not drop to a lower tier (with exceptions at the higher levels). Your MMR (the 1-5000 system) will still adjust up and down though.
They have also instituted a skill gap for teams in competitive. Meaning, that you can only group up with people who are within 500 MMR of you.
Competitive Points received will now be 10 for a win and 3 for a draw.
No more coin-flip/tie-breakers. If you are tied at the end the game results in a draw.
As for the Hero Changes.
-Overall a pretty huge Genji nerf. Maybe even too much since they hit both his ult and his mobility.
-Zenyetta's Discord reduced to 30%, but his personal damage saw a slight increase.
-Projectile shooters hitbox nerf from a couple weeks ago has been rescinded. Which is in itself a buff to Mei and Hanzo
-Fairly significant Hanzo buff with a 30% projectile speed increase
-Mercy's heal received a 20% buff. This combined with a small Lucio speed nerf makes Mercy a very viable pick imo. Rezz'd teammates also are back in action .75 seconds faster.
-No more hooking through walls as Roadhog
SpoilerPATCH HIGHLIGHTS
Competitive Play Season 2
We've made some big changes to Competitive Play in anticipation of the launch of Season 2 on September 6. The most noticeable change is the introduction of skill tiers, which we hope will better communicate players' relative skill levels. Competitive Play will put a greater emphasis on skill tiers over specific ratings, and as such, a player's tier will be more prominently displayed throughout the game. We've also switched the skill rating system to a 1-5000 scale to give players more detailed information about how each match affects their specific rating.
Sudden Death is also going away in Season 2. Instead, matches that are tied when the clock runs out end in a draw—though, it should be a rare occurrence. Because of this, we've made some changes to our game modes in Competitive Play to help reduce the chance that a draw will occur.
We've also made a few minor adjustments to leaver penalties, the top 500 system, and the competitive point system. Read on below to learn more!
GENERAL UPDATES
General
When activating the "Ultimate Status" communication, Symmetra now reports the number of charges left on her teleporter
When activating the "Needs healing" communication while targeting a teammate, Ana, Lúcio, Mercy, and Zenyatta will now tell allies to group up to receive healing. A marker will appear above the player's head, allowing teammates to locate the healer more quickly
Added Torbjörn as an AI-controlled hero in Practice vs. AI, Play vs. AI, and Custom Game modes
Sit and laugh emotes are now unlockable for all heroes
Competitive Play
Skill rating is now measured on a 1-5000 scale instead of the former 1-100 scale
Skill Rating Tiers
Players will now be assigned to a tier, depending on their skill rating
Bronze - 1-1499
Silver - 1500-1999
Gold - 2000-2499
Platinum - 2500-2999
Diamond - 3000-3499
Master - 3500-3999
Grandmaster - 4000-5000
In Bronze, Silver, Gold, Platinum, and Diamond tiers, a player will not drop out of their tier even if their skill rating falls below the cutoff
In Master and Grandmaster tiers, a player whose skill rating falls below the tier's minimum
Skill Rating Decay
Players in Diamond, Master, and Grandmaster tiers that haven't participated in a competitive match for 7 days will lose skill rating
Players with a skill rating above 3000 (Diamond tier or higher) will lose 50 rating points every 24 hours, but their rating will not fall below 3000
Competing in a single match will halt skill rating decay
Players that haven't participated in a competitive match for 7 days will immediately drop out of the top 500
Map Changes
Several refinements have been made to the time bank system for Hanamura, Temple of Anubis, and Volskaya Industries
The time bank system has been added to Dorado, Hollywood, King's Row, Numbani, Route 66, and Watchpoint: Gibraltar
Time granted for taking objectives on Dorado, Hanamura, Hollywood, King's Row, Numbani, Route 66, Temple of Anubis, Volskaya Industries, and Watchpoint: Gibraltar has been reduced from 5 minutes to 4
Competitive Points
Existing competitive points saved from Season 1 will be multiplied by 10
After winning a competitive match, players will now receive 10 competitive points (instead of 1)
Players will now receive 3 competitive points for a draw
The cost of golden weapons has also been multipled by 10 from 300 to 3000
A soft cap is being placed on the number of competitive points that can be saved
Players with more than 6000 points at the start of season 2 will no longer accrue points by playing competitive matches
End-of-season rewards will still be granted to players at the soft cap
Instead of going into sudden death, tied competitive matches will now result in a draw (click here to learn more)
Players must now win at least 50 competitive matches to be eligible for a spot in the top 500
Players must now complete more matches to clear their penalty status for leaving a competitive match early
Players of drastically different skill ratings (more than 500) will no longer be able to group together in competitive matches
HERO BALANCE UPDATES
General
Ultimates that consume the ultimate meter when activated will now drain the meter more quickly (.25 second instead of 1 second)
Reverted a recent change to reduce size of heroes' projectiles
Developer Comments: Altering the size of projectiles in flight had too many unintended side effects to keep in the game, at least in its current form. We will continue watching this and make additional changes if necessary.
D.Va
Defense Matrix
After being activated, Defense Matrix will begin regenerating following a 1-second delay (formerly .5 seconds)
Developer Comments: Defense Matrix was too efficient when tapped repeatedly, instead of being held. Now, the recovery delay matches the ability cooldown.
Hanzo
Hanzo will now experience a 30% decrease in speed while aiming (formerly 40%)
Maximum projectile speed has been increased by 30%
Developer Comments: Hanzo has the potential to deal a lot of damage, but he can feel really inconsistent, even at a medium distance. By increasing the projectile speed, we’re extending his reliable range, making it easier to land shots without having to perfectly predict enemy movement.
Mei
Blizzard
The Blizzard projectile now pierces barriers
Radius has been increased from 8 meters to 10 meters
Developer Comments: Mei has an interesting toolkit, but her ultimate often felt like it was too difficult to use effectively. Consequently, it felt weak compared to many other ultimate abilities. The freeze effect has been piercing barriers for some time now, but the projectile would still be blocked. Now, you can throw it down exactly where you want it, so it’s much easier to utilize the full radius effectively.
McCree
Deadeye
Now drains over a .25-second period (instead of displaying a 50% reduction on the ultimate meter when activated and 0% when confirmed)
Developer Comments: If players managed to counter or avoid McCree's ultimate, it would often regenerate very quickly since only half of the ultimate charge was spent. Now, this ultimate works like every other ultimate that has a duration.
Mercy
Caduceus Staff
Healing Beam
Healing-per-second has been increased by 20%
Resurrect
Resurrected allies will be able to maneuver after 2.25 seconds (reduced from 3 seconds)
Developer Comments: Resurrection now allows teammates to jump back into the fight more quickly, which should help Mercy survive after activating her ultimate. Mercy's healing is also getting a boost to solidify her role as a strong, single-target healer.
Genji
Double jump no longer resets when wall climbing
Dash
No longer deals damage to traps like Widowmaker's Venom Mine or Junkrat's Steel Trap
No longer bypasses Junkrat's Steel Trap
Swift Strike
No longer interrupts quick melee attacks
Dragonblade
Duration of Genji's ultimate has been reduced from 8 seconds to 6 seconds
Developer Comments: Genji was a little too difficult to pin down, and these changes will balance his speed. Swift Strike no longer cancels the recovery time from a quick melee attack, so players will no longer be able to get a free melee attack before using Swift Strike. Lastly, Dragonblade's duration was long enough that it often felt too difficult to reasonably counter.
Lúcio
Amp It Up
The boosting of movement speed has been decreased by 30% (from a 100% increase to a 70% increase)
Developer Comments: Thanks to Lúcio's speed increase, he was almost a must pick in every lineup.
Roadhog
Chain Hook
If the hooked target isn't in Roadhog's line of sight when retracting the hook, they will be moved back to the position where they were originally hooked
Developer Comments: This change means that hooked targets will be less likely to slide along walls, potentially ending up in an odd place after they've been reeled in.
Zenyatta
Orb of Discord
The amount of damage amplified by a target with Orb of Discord has been decreased from 50% to 30%
Orb of Destruction
Damage has been increased from 40 to 46
Developer Comments: Zenyatta is in a far better place since the last update, but the strength of Orb of Discord has turned him into an almost mandatory pick. These changes reduce Orb of Discord's effectiveness, but his damage-dealing potential has been increased. The amount of damage that he delivers should feel largely unaffected by the change.
MAP BALANCE CHANGES
Watchpoint: Gibraltar
Watchpoint: Gibraltar’s first checkpoint has been removed
Developer Comments: The balance changes that were implemented in previous patches have eliminated the need for Watchpoint: Gibraltar to have an extra checkpoint.
USER INTERFACE UPDATES
General
A new "Allied Health Bars" option has been added (Options > Controls)
Contextual menus have been added on the hero selection screen, giving players the ability to report or group up with other players
Matchmaking UI is now purple in the Competitive Play queue
Made several minor adjustments to typography in the Spectator UI
BUG FIXES
General
Fixed a bug that allowed the kill participation metric to go above 100 percent
Fixed a bug in the Custom Game settings preventing the Ability Cooldown modifier from affecting Ana
Fixed a bug that caused heroes to die when first spawned in a custom game if Health and Damage modifiers were used simultaneously
Fixed a bug preventing the hero list in Custom Game settings from being organized alphabetically
The spectate option now becomes unavailable (the button will be greyed out) when all spectator slots have been filled in a Custom Game lobby
Fixed an issue causing in-game statistics to run off the edge of the screen in 16:10 aspect ratio
AI
Fixed a bug that caused Bastion to become stuck, continuously healing himself in the spawn area
Heroes
Appropriate sound effects now play when Ana shoots barriers, shields, and armor
D.Va no longer communicates her ultimate status for Self-Destruct while charging her Call Mech ultimate
Hanzo's Spirit Dragon voice line now plays when using his Okami and Lone Wolf skins
Fixed various issues with Junkrat's emote and highlight animations
Fixed an issue causing Mei's Ice Wall to push herself to the side when cast at her feet
Fixed a bug preventing Mei's Ice Wall from being destroyed by a moving payload
Fixed a bug that prevented Mei's Ice Wall from appearing at the target location when cast
Fixed a bug allowing Reaper to reach unintended map locations using Shadow Step
Fixed a bug causing Reinhardt's shield to jitter when turning in third person
Fixed an issue that prevented Roadhog's chain from displaying correctly in some situations
Fixed several issues with Symmetra's emotes and highlight intros
The scarf on Tracer's Slipstream skin is no longer stiff in the Hurdle highlight intro
Fixed a bug preventing overtime from being triggered while Zenyatta is using Transcendence
The names of Tracer's Sprinter and Track and Field skins now display correctly
Maps
Fixed an issue preventing Genji and Hanzo from reliably climbing a specific crate on Watchpoint: GibraltarComment
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Re: Overwatch
I actually think they may have hit Genji too hard. Dropping his ult from 8 to 6 is a good move, as are taking away his ability to go through things like Junkrat traps with his dash. The double jump nerf may be a bit too much though.
I'm not a fan of the new MMR restrictions. Unless you main as a solo queue then it really hurts the willingness to play competitive in many situations. I have a medium-high competitive group that I play with. These are my gaming friends and the ones I am most likely to play serious with. I have some RL friends though who play OW that I like to group with. I will be unable to play with 1 group with these new restrictions. There is an argument to be made that maybe the ability to do that isn't the most important thing in the ranked mode. I would counter with this though. Ok, so what about my 'real' group? Unless we are all on at the same time then I will be very hesitant to play ranked because I could easily find myself falling somewhere outside of that 500 level limit. So, if some of them can't play on a given day/week due to real life then I'm left not being able to play that game mode.
The other potential consequence of this is, what if people do fall outside of the 500 level gap from those they like to play with? Will we start seeing an increase in the number of leavers/tankers in order to normalize their ranks to that of the rest of their group?Comment
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Re: Overwatch
Not yet. Her torrents are still nerfed at - 30% firing rate. It was a nerf that was unasked for and unwarranted. She is only relevant in defending the first point with her teleporter and then promptly switching to a new character when it is lost.Comment
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