Baptiste seems to be built around riding shotgun with a group of DPS. Between his primary, secondary healing and AOE burst/DR abilities centered on him.
The Exo boots just seem up there with Hanzo's wall climb as a "why not?"
I thought Blizzard would let me down and make him an off healer. But it makes sense because the Archives mission will definitely be about Talon, so that's cool. Pretty sure he's going to be broken with the coordination of pro play though
Mei
Endothermic Blaster
Primary fire damage increased from 2.25 to 2.75 (45 to 55 damage per second)
Yyyyyyyeeeeeessss.
+4
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
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.
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited February 2019
PTR opinions
- Have to see the beam change to armor...it probably helps Zarya more than Symmetra through.
- Hopefully the knockback fix works. It really screwed Rein and Doomfist.
- The Orisa movement speed penalty reduction is nice. I like it.
- Don't mind Soldier's damage going back to 20. The meta has shifted a lot since that was a big deal.
- Torb health increase is nice and something I've been wanting for a long time. I think Sym should be her health bumped to 250 tbh.
- Baptiste sounds interesting. I kind of wanted another skillshot support in the game.
15 sec CD on healing burst field
18 sec CD on immortality
Primary fire is 3-round-burst hitscan, 45 rounds. Alt fire (heal nade) 10 rounds.
Edit: I wonder how long the deploy time on immortality is? Can you twitch-fire it to counter a Reaper dropping in with Blossom, for example?
Man this is gonna' hard-screw Junkrat ults, High Noons, Barrages... should up it to 30 secs or higher, given that its value is potentially like Rez x6.
Chance on
'Chance, you are the best kind of whore.' -Henroid
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited February 2019
Wait...
Looking at Baptiste...
He's skillshot, high damage. Has high mobility, and he can save a teammate from dying.
That's...exactly the kind of support I've been wanting for a while.
these are the patch notes in case you can't hit the blizzard site (yes they are huge)
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
Immortality Field is an ability? That seems cray-cray.
Short duration but omfg a support CD skill that counters every dps ult in the game wtf.
I think the real crux of how balanced it is will be how much HP does the thing have before it goes down? If it can be taken down by a single Genji sword strike/couple barrage rockets/short burst of tactical visor...it'll be fun to see people bunch up, thinking they're safe, and then Mei's ult freezes everyone. Oops!
Another key question? Does a single instance AoE burst like Riptyre and DVa Bomb, effectively kill that station 'first' or 'last'?
Also, what's the cast time? Because there's a big difference between blocking a tyre...and 'lol what's pulse bomb' or 'what does Doomfist even DO now'?
played him for a few rounds on PTR...omg this is the healer i've wanted. primary fire is burst and can kill if you can aim. alt fire is bio grenade that only heals (doesn't stop enemy healing). the no death thing is easy to kill once you notice it. The real mvp is his damage/heal boost barrier ult. With the right position a team will shred anyone that comes at them.
Mccrees high noon buff is actually pretty nasty vs tanks. Loooots of damage.
Course it's still high noon, but on high ground versus, say, a tank heavy team...
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
If Reaper is shooting through that amplification matrix thingie, does he get double the life steal?
I would assume so, since the heal is based off of damage done. I have a feeling there will be a youtube video showing what can/can't be boosted by the end of the day.
Another thing that was pointed out...A Rein's firestrike shot through Baptiste's amplication field is an unblockable 200 damage.
Aaaannnnddddd... I'm out. I only dropped into Overwatch every other week or so to play MH any more anyways, and it is definately not enough to keep track of abilities/strategies/character changes, and adding more potential OHK dangers is too much for me to follow.
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
I mean...its...pretty simple to understand.
Also as more heroes get added that means more abilities to keep track of...that's kind of unavoidable.
+3
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
spamming one shot junkrat nades through the portal
Also, the amplifier is an ult, so it should be impactful. It also limits the angle of engagement if you want to utilize it. Mei could shut it down temporarily with her ice wall. Just go around a corner and wait it out. It's a pretty good zone control ult but it has counterplay.
Also as more heroes get added that means more abilities to keep track of...that's kind of unavoidable.
I'm not complaining they are adding more heroes (for free!), just that it is the last of a big pile of straws for me.
I actually didnt realize it was an ult, that's not nearly so bad!
I'll still come back for the PvE events, probably. Anyways, thus concludes the unnecessary "they are giving me too much free stuff, I am leaving!" post.
Super interesting patch, cool new hero. I am stoked to both play with the new stuff and see all of the weird dps heavy comps OWL teams might run.
It might make NYXL better tho. Their dps bench is insane (pine, flower, SBB). I’m practically drooling thinking about the potential havoc. Next phase could be LIT.
i just want to tell you that if you can, go play no limits with baptiste on PTR. or play it when it goes live...it's hilarity. We had a 5 baptiste one sombra line up that had fights lasting what seemed liked minutes because of so much grenade healing with not dying. We tried an orisa with baptiste and that was fun until they stopped healing
baptiste is gonna be real nasty with pirate ships, the immortality drone is low enough that a rein shield protects it
He very well might be...
Though I guess the question (at least at higher levels) is: does Baptiste work well in a duo with Mercy? I would suspect only as a cheese-healer duo: they give BASICALLY the same utility as each other, meaning you're doubling down on both your strengths AND your weaknesses.
...
So yeah, on second thought, yeah, you're right. Doubling down on Bastion is kinda the point of Pirate Ship.
But in more positive news, Baptiste is probably the first healer who works best with Hogrisa than any other tank duo!
What does Hogrisa want to do? Stand in a position every 8 seconds and pump out mid range poke damage - and fish for hooks when barriera are down. What's that, double the damage when shooting from a particular firing position? And it's most efficient for barriers?
Oh, amd it comes with a no-death deployable? Well that would be lovely for our Orisa once shield dancing and Fortify run out against the ole "walk at her" strategy! Assuming they even get there because...teamwide damage amp.
And now I REEEEEEALLY need to know whether that station lrotects deployables like bongo. Probably not though....
His ult seems very much designed to assist spam comps break down static defenses, whether that's a goats comp or a bastion nest. Doesn't work with or against dive, and doesn't really help goats whatsoever.
Similar with his immortality effect, goats is already designed to just never fucking die in the first place, replacing trance with a 200 hp drop isn't really a upgrade, and you lose out on discord and zens damage output.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
0
BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
edited February 2019
OTOH a Baptiste in a pirate ship comp is going to actually make trying to counterplay that a 200% nightmare
I got really excited seeing those new abilities and thinking about what it could do to break Bastion strats but then I was all "no wait, this is just going to make Bastion strats even worse to play against since group heals/protects purples/double damage turret mode?????????/
BRIAN BLESSED on
0
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
Posts
https://blizztrack.com/patch_notes/overwatch_ptr
This is a big'un. I think 20 for Soldier is too much.
The Exo boots just seem up there with Hanzo's wall climb as a "why not?"
Endothermic Blaster
Primary fire damage increased from 2.25 to 2.75 (45 to 55 damage per second)
Yyyyyyyeeeeeessss.
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.
JUNKRAT BUFF BABY
Loving those Sombra and Orisa QOL changes.
Hahaha...It's like Christmas morning
- Have to see the beam change to armor...it probably helps Zarya more than Symmetra through.
- Hopefully the knockback fix works. It really screwed Rein and Doomfist.
- The Orisa movement speed penalty reduction is nice. I like it.
- Don't mind Soldier's damage going back to 20. The meta has shifted a lot since that was a big deal.
- Torb health increase is nice and something I've been wanting for a long time. I think Sym should be her health bumped to 250 tbh.
- Baptiste sounds interesting. I kind of wanted another skillshot support in the game.
15 sec CD on healing burst field
18 sec CD on immortality
Primary fire is 3-round-burst hitscan, 45 rounds. Alt fire (heal nade) 10 rounds.
Edit: I wonder how long the deploy time on immortality is? Can you twitch-fire it to counter a Reaper dropping in with Blossom, for example?
Man this is gonna' hard-screw Junkrat ults, High Noons, Barrages... should up it to 30 secs or higher, given that its value is potentially like Rez x6.
Looking at Baptiste...
He's skillshot, high damage. Has high mobility, and he can save a teammate from dying.
That's...exactly the kind of support I've been wanting for a while.
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
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
Another key question? Does a single instance AoE burst like Riptyre and DVa Bomb, effectively kill that station 'first' or 'last'?
Also, what's the cast time? Because there's a big difference between blocking a tyre...and 'lol what's pulse bomb' or 'what does Doomfist even DO now'?
hAmmONd IsnT A mAin TAnk
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
Course it's still high noon, but on high ground versus, say, a tank heavy team...
Steam: MightyPotatoKing
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
Well yes cause it depends on how much damage he's dealt. That said he usually doesn't want to stay in one spot anywya.
I would assume so, since the heal is based off of damage done. I have a feeling there will be a youtube video showing what can/can't be boosted by the end of the day.
Aaaannnnddddd... I'm out. I only dropped into Overwatch every other week or so to play MH any more anyways, and it is definately not enough to keep track of abilities/strategies/character changes, and adding more potential OHK dangers is too much for me to follow.
Also as more heroes get added that means more abilities to keep track of...that's kind of unavoidable.
the dream
I'm not complaining they are adding more heroes (for free!), just that it is the last of a big pile of straws for me.
I actually didnt realize it was an ult, that's not nearly so bad!
I'll still come back for the PvE events, probably. Anyways, thus concludes the unnecessary "they are giving me too much free stuff, I am leaving!" post.
It might make NYXL better tho. Their dps bench is insane (pine, flower, SBB). I’m practically drooling thinking about the potential havoc. Next phase could be LIT.
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
He very well might be...
Though I guess the question (at least at higher levels) is: does Baptiste work well in a duo with Mercy? I would suspect only as a cheese-healer duo: they give BASICALLY the same utility as each other, meaning you're doubling down on both your strengths AND your weaknesses.
...
So yeah, on second thought, yeah, you're right. Doubling down on Bastion is kinda the point of Pirate Ship.
But in more positive news, Baptiste is probably the first healer who works best with Hogrisa than any other tank duo!
What does Hogrisa want to do? Stand in a position every 8 seconds and pump out mid range poke damage - and fish for hooks when barriera are down. What's that, double the damage when shooting from a particular firing position? And it's most efficient for barriers?
Oh, amd it comes with a no-death deployable? Well that would be lovely for our Orisa once shield dancing and Fortify run out against the ole "walk at her" strategy! Assuming they even get there because...teamwide damage amp.
And now I REEEEEEALLY need to know whether that station lrotects deployables like bongo. Probably not though....
hAmmONd IsnT A mAin TAnk
Similar with his immortality effect, goats is already designed to just never fucking die in the first place, replacing trance with a 200 hp drop isn't really a upgrade, and you lose out on discord and zens damage output.
I got really excited seeing those new abilities and thinking about what it could do to break Bastion strats but then I was all "no wait, this is just going to make Bastion strats even worse to play against since group heals/protects purples/double damage turret mode?????????/
its a thonker