Dev Posts/Updates (Continuous Discussion)

Mister36

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I'm gonna create this thread as a place to post whenever a Dev updates/posts on something which may not be usually noticed.

Feel free to post here if you see an update about the game or for discussion.

1/5/17 - A couple things:

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From Reddit, Jeff posted that they will be fixing/changing the volume of the cars on the main menu, because basically everyone agrees that it's really annoying. Hopefully this week.

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They are still looking into changing how assault maps work .

"....What I will say is that we do want to lower the draw rate on these maps. I posted stats last month about how often they were drawing and how often draws happen in Competitive overall. While we don't think it's in a horrendous place, we do want to improve things....."

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For those that didn't know, there was a pretty bad exploit on the Antarctica map with Mei. Jeff iterated that they think they have found a fix and that they consider this an exploit/cheating. Don't do it.

From Jeff: "Apologies that this bug lingered for as long as it did. Hopefully this should go away soon (along with those who abused it)."

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Wondering why Mystery Heroes isn't in the Arcade anymore? Check out why here. Don't worry, they will bring it back if enough people want it.
 
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A PTR Update late today:

"We're about to push a new build to the PTR with some new changes:

Roadhog Hook
- Added some more line of sight checks towards the left/right of a potential hook target. This means it should be easier to hook someone who is sticking halfway out of a doorway, or behind a thin pole, etc. These checks are also used for the persistent line of sight check, so if a hook target moves behind a slim object like a stump or a lightpole, they won't be released anymore.
- Hooked targets are now slowed heavily while they are stunned, even if they are in the air. This means if someone is strafe jumping away from you and you land a hook, they are a lot less likely to slide out of line on sight, breaking the hook.
- Fixed a bug that could allow you to hook someone and pull them behind you if you spun around before the hook landed.

Ana
- Biotic Grenade duration reduced from 5s to 4s

Sombra
- Hack cooldown reduced from 12s to 8s

Thanks for the feedback so far! Hopefully we'll have this new patch up very soon so you guys can check it out and let us know what you think."
 


Jeff actually referenced one of the mash-up comedy dev update videos
 
There will be changes coming to D.Va's Defense Matrix. Essentially it will be able to get to projectiles the moment they are shot, with the most obvious effect being that you can matrix someone hooked by roadhog and it will take the shotgun shot. This is a big improvement.
 
Expect a minimap in spectator mode for custom games. It will not be added to normal players though.

Also some more minor customization features planned

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In reference to a known 6-stack of SA players who deliberately play to game the matchmaking system, Jeff says they are looking into it and there will be more details soon, most likely regarding changes to Season 4.

Essentially this 6-stack would queue at 3 AM and since the game could not find a match it would put them at games where they had a huge advantage. Some players on it have 97% winrates this season.


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Sombra Sitting emote? Coming at some point.

Why do the emotes take a long time?

Killing doomfist hype or throwing us off the trail?
 
A PTR Update has hit late last night:

"11 hours ago
(Edited)
As we iterate on the PTR patch, we are going to be trying out the following hero changes. These should be up on the PTR very soon, hopefully tomorrow morning. As always these updates are subject to change.

Ana

Biotic Rifle
Damage decreased from 80 to 60

Biotic Grenade
Impact damage reduced from 60 to 30
Impact healing reduced from 100 to 50



Junkrat

No longer hurts himself from his own explosions. (Effect added to current passive: Total Mayhem)



Orisa

Fusion Driver
Magazine size lowered from 200 to 150

Supercharger
Cost increased by 15%



Sombra

Stealth
Sound effects and VO distance for entering and exiting Stealth reduced to 15 meters.

Translocator
Cooldown reduced from 6s to 4s



Winston

Barrier Projector
Cooldown now starts when the barrier is placed, instead of when it ends



Zenyatta

Orb of Destruction
Alternate fire recovery reduced from 1s to 0.6s

Orb of Discord
Can now target enemies through barriers"

I'm so excited for the Winston change. He is one of my favorite heroes to play, but he is very dependent on team comp. I think the change to the barrier will help with this.

Also, Ana got hit pretty hard. I feel she's going to be dropping out of the Meta, and replaced with Zen, now that his orbs go through barriers. This will be an interesting change, which will make for some fun dive plays.
 
Yea a lot of people liked the changes, especially to Zen with the exorbitant amount of shields everywhere now with Orisa coming up, and Orisa's shield starting CD when she placed made people like "Why isn't Winston's like that" so it's nice.

Seems like Ana was hit pretty hard though, with the main point being she shouldn't be able to 1v1 flankers so easily, with the instant half self-heal. But if Anti-heal/nano is still there she will always be useful.
 
Seems like Ana was hit pretty hard though, with the main point being she shouldn't be able to 1v1 flankers so easily, with the instant half self-heal. But if Anti-heal/nano is still there she will always be useful.

Yes, she will always be useful, but I feel she may be just more a of situational pick, over a must pick.

I also see a 1 of 2 things that MAY happen (some theory crafting here).

1. We could possibly now see the 3 healer meta. This sounds crazy but...
a. Discord orb provides 30% damage to the target.
b. Mercy increases damage by 30%
c. Ana increases damage by 50%, with Nano.

Base damages taken from here: http://overwatch.guide/

I'll use Soldier for this example (at medium range):

His base damage is 5-17, with 10-34 per head shot. Plus his helix rocket is 120 for a direct hit, and 80 for splash.

With out the nano, which would be for most fights, he does (Note, I am not sure how they handle rounding):
Base Damage: 6.5-22.1
Discorded Target: 8.45 - 28.73
Head Shot: 13-44.2
Discorded Head Shot: 16.9 - 37.34
Helix: 156
Discorded Helix: 202.8 (1 shot to 200 HP heroes)
Splash: 104
Discorded Splash: 131.2

Now lets throw in Nano...

Base Damage: 9.75 - 33.15
Discorded Target: 12.67 - 43.09
Head Shot: 19.5 - 66.3
Discorded Head Shot: 25.35 - 56.01
Helix: 234 (1 shot 200 HP Heroes)
Discorded Helix: 304.2 (1 shot to 200, 250 HP heroes)
Splash: 156
Splash with Discord: 196.8

That's turns solider into a huge long range tank buster. Or, even Pharah, who has even higher damage then solider. A direct hit from a rocket is 120:

Base: 156
Discord Target: 202.8

Nanoed:

Base: 234
Discord Target: 304.2

That's not even with Orisa added in yet. She increases damage by ANOTHER 50%. Currently, there is no cap for increased damage/damage received. So, I foresee the standard comp being:

1. Mercy
2. Ana
3. Zen
4. Orisa
5. Flex Tank (Possibly Rein, most likely D.va or Zarya)
6. Pharah/Sold

The team will form around one thing, protecting their DPS. You don't need multiples, with those sort of numbers. 1 DPS can wipe an entire team.

This leads me to the 2nd thing that may happen:

2. We see a cap on the max damage able to be output by heroes. With these kind of numbers, I do foresee that happening in the future.

tldr: Lots of damage is going to be possible.
 
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There is a cap for damage increased and it's 50%.

EDIT:
Never mind that's a lie.
 

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