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Patch Note PTR !

Attention, c'est du lourd !

Nerf Genji/Zenyatta, up Mei, entre autre...

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BlogSectionBar-PublicTestRegionPatchNotes.png
Please note that the below patch notes only include changes currrently 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 therefore will only reflect changes coming specifically to that platform.

PATCH 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: Gibraltar
Source: Par içi
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Avatar de Lyfe El Uno
Lyfe El Uno
Alpha & Oméga
 
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Le nerf de genji est ultra violent, et totalement merité.
Pouvoir melee cancel c'est pas acceptable, ni l'infinity jump.
L'ulti aussi merite son nerf, c'est pas plus mal.

Le up de roadhog en sneaky, assez classe, must pick desormais, alors que dva prend un nerf, assez cool (j'ai un legendary dessus )

Le nerf de zen ultra previsible, qui repasse a useless en comparaison de lucio.

Le nerf de l'ulti de mcree, je m'y attendais pas.



Par contre le up de mei, srsfkly?
Donnez lui un perma freeze gratuit tant qu'on y est.
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TiteChipy
 
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Les mecs sont complètement paumé avec l'équilibrage de leur jeu, ça fait plaisir à voir
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Yaelis
Alpha & Oméga
 
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Je trouve les changements plutôt cohérent au contraire :O
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eLiat
Héros
 
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Le nerf de zen ultra previsible, qui repasse a useless en comparaison de lucio.
Le nerf de Zen, prévisible certes, souffre désormais de la comparaison avec Mercy et non Lucio comme tu le dis.
Les deux possèdent désormais le même boost dégâts (30%).
Mercy vient d'avoir son heal augmenté, possède une survie plus "gérable" grâce à l'envol et son ulti est très puissant (même si celui de Zen était un excellent counter).


Blizzard est réactif aux retours des joueurs, c'est positif.
Le seul regret c'est que d'un équilibrage à un autre, certains héros passent d'instant pick à useless.
A voir sur le PTR avant de juger

Dernière modification par eLiat ; 18/08/2016 à 12h19.
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Avatar de Lyfe El Uno
Lyfe El Uno
Alpha & Oméga
 
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Pour Mei, je ne vois pas trop le rapport avec le freeze ?
Son ulti voit sa range augmentée, ensuite le réel changement concerne son clique droit qui désormais traverse les barrières, mais il ne s'agit pas du freeze.
Non, c'est son ulti qui traverse les barrieres.
C'est un freeze.
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Avatar de Draker
Draker
Dieu souverain
 
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En quoi Roadhog est Up ?

Le nerf de Genji va rendre certain passage que les joueurs utilisaient inaccessible, je joue pas Genji je m'en fout mais je trouve le nerf du double jump dommage.

Ce nerf de Lucio sinon
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Kiix
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Le nerf de Genji va rendre certain passage que les joueurs utilisaient inaccessible, je joue pas Genji je m'en fout mais je trouve le nerf du double jump dommage.
C'est le triple jump qui est nerf et non le double jump.
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Avatar de Lyfe El Uno
Lyfe El Uno
Alpha & Oméga
 
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En quoi Roadhog est Up ?
Quand tu hook un mec qui jump a l'heure actuelle, il fini son jump avant d'etre hook, et peut finir derriere un mur et ne jamais arriver a destination.
Plus maintenant, un hook, c'est un kill.

C'est parce qu'il y a un temps mort pdt le hook, t'as l'anim du mec qui se prend le grappin, c'est un stun, ca dure 0.5s ou 0.75s, et ensuite seulement il est attiré.
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AkyhRoh
 
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RoadHog étant mon main je suis très content qu'ils aient finalement fixé cette histoire de hook lorsque le mec bougeait rapidement ou était en saut et qu'il passait derriere un obstacle.
Jusqu'ici l'issue était toujours incetaine, t'avais des champions "savonette" comme Genji ou Lucio qui allaient presque toujours glisser le long des murs pour venir jusqu'à toi et des véritables enclumes (genre reinhardt pendant son dash) qui allaient prendre un interrupt et l'anim de stone mais stopper leur voyage jusqu'à toi au premier mur rencontré.
Et les autres c'était la vraie loterie (surtout Tracer qui est déjà chiante à choper, la frustration de la voir déguerpir c'était l'horreur).

Ils avaient le choix de fixer en bloquant le "rappel" du hook au premier mur rencontré mais en le upant un peu en échange ou en rendant le hook systématique.

Je suis content qu'ils aient choisi la seconde option

Ps : bien fait pour le nerf genji, fini les ninjas qui sautent de mur en mur dans les salles exigues. De même pour Lucio qui était vraiment trop fort, permapick presque. Mais un ptit up de heal sous E aurait été cool en échange histoire d'avoir un truc qui concurrence Mercy.
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Draker
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Les parties classé faites sur le PTR comptent ? Car j'ai l'impression que le serveur n'a pas enregistré certaines actions et ouvertures de coffres.
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Wolphoenix
Dieu souverain
 
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La progression sur le PTR n'est jamais sauvegardée, sur aucun jeu.
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Avatar de Lunium
Lunium
Alpha & Oméga
 
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Genji dans les mains d'un très bon joueur devenait quasiment ingérable il avait besoin d'un nerf (je déteste ce truc ). Je pense qu'après malheureusement Blizzard nerf trop à coup de hache certains persos comme ici. Après, ils pourront refaire des ajustements.

Par contre, je suis "choqué" du up de Mei. C'est le problème avec Blizzard après : ils nerf les persos trop forts pour limite qu'on ne les utilise plus, et il up les persos hors méta pour qu'ils soient trop forts et qu'on les pick tout le temps !

Zenyatta, prévisible son Orbe de Discorde était trop puissante. D.Va, le nerf est très léger, elle restera toujours très bien.

Le petit changement sur Roadhog aussi fait plaisir : un peu craqué de grab le mec, il se prend 3 murs mais est quand même devant toi (surtout quand c'est pour ta gueule )
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Scofflard
Alpha & Oméga
 
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Nerf de Genji bien mérité.

Je vais pouvoir OTP mei sans sourciller.

Edit : Du coup only partie rapide jusqu'au 6 septembre ?
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Lunium
Alpha & Oméga
 
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Envoyé par Scofflard Voir le message
Nerf de Genji bien mérité.

Je vais pouvoir OTP mei sans sourciller.

Edit : Du coup only partie rapide jusqu'au 6 septembre ?
Sur les serveurs "off" oui visiblement après si tu veux tester le système de ranked et le patch tu peux aller sur le PTR !
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