Post: Overwatch PTR Patch Notes - 03-17-2017 ~ Lúcio Buff/Nerf, No More Draws, and more!
03-18-2017, 04:52 PM #1
Cryptic
Former Staff | Content Manager
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Overwatch March 17 2017 PTR Patch Notes

Lucio Nerfs, Buffs and Changes



  • Sonic Amplifier

    • Projectile speed increased from 40 to 50
    • Alternate fire now considers vertical orientation when knocking targets back


  • Crossfade

    • Song’s area-of-effect radius decreased from 30 meters to 10 meters
    • A temporary in-game visual has been added to illustrate this radius (it is only visible to Lúcio and his teammates)


  • Heal Song

    • Healing-per-second has been increased by 50% (also applies to Lúcio’s Amp It Up ability)


  • Sound Barrier

    • Radius decreased from 30 meters to 20 meters


  • Wall Ride

    • Movement speed increased by 30% when wall riding
    • Lúcio now receives a burst of speed when leaping off a wall



Developer Comments:
Originally posted by another user
Lúcio has often felt like a must-pick due to his raw healing output and the versatility of providing a speed bonus to your entire team. The goal of these changes is to keep those elements feeling strong, but making them harder to apply to everyone on your team at all times. The end result is that he should feel stronger with teams that he can stay close to but not as strong when on teams with heroes that are often spread out (such as Pharah, Widow, Genji, etc).


Much of Lucio’s character power was tied up in his large passive auras, which caused other elements of his kit to be weakened over time in an attempt to balance him. Now that his auras are more focused it will allow them to be much stronger and allow Lucio to be more active in his role.

MISC


  • General

    • Fixed a bug preventing achievements from being unlocked during off-season competitive matches
    • Fixed an issue that prevented voice lines from being heard during the Play of the Game
    • Fixed an issue that prevented voice lines from playing on Control maps


  • Custom Games and Game Browser

    • Fixed an issue that allowed empty player slots to be displayed even when disabled (e.g. in 6v1 games)
    • Fixed a bug preventing the pause feature from working properly after the original host has left the match
    • Fixed a bug that allowed extremely long team names


  • Heroes

    • Ana no longer cocks her rifle after throwing a grenade
    • The brightness on Bastion’s Golden gun has been toned down when the BlizzCon skin is equipped
    • Fixed a bug causing Mei’s pinky to bend awkwardly in some poses with her Chang’e and Luna skins equippe
    • Details about each hero’s unique backstory, along with information about some of their lore-inspired skins, have been added to the Hero Gallery


  • Maps

    • Fixed a bug on Eichenwalde that allowed enemy player outlines to be seen through a pile of dirt at the castle gate
    • Fixed an issue on Eichenwalde that allowed players to become trapped in the broken castle doors
    • Fixed a bug that allowed Sombra to reach unintended locations on King’s Row
    • Fixed a bug that allowed players to reach unintended areas on the Capture the Flag version of Lijiang Tower
    • Fixed a bug that allowed Symmetra to hide turrets in unintended locations on Oasis
    • A new route has been added to Eichenwalde that connects the attacking team's spawn area to the capture point



Gameplay


  • In Competitive Play, a tracking system has been added to Assault and Assault/Escort Maps. This will allow the game to break ties based on progress made toward capturing the objective.

    • ​IE Both teams fail to capture the payload point. Team A gets 2 out of the 3 ticks on the first point. Team B only gets 1 tick out of the 3 ticks on the first point. Team A wins, they made more progress.



Developer Comments:
Originally posted by another user
To mitigate draws in Competitive Play, we're implementing a system that tracks each team's progress on the objective. This will work similarly to the system that's already in place for Escort and Assault/Escort maps, which grants a win to the team that pushes the payload the furthest. Now, even if neither team successfully captures the objective, a winner can be determined based on which team captured the largest portion.


No word on when these changes will make it out from the PTR into the live game, or if any of these changes are permanent. Information for joining the PTR to test these new features out can be found here:
https://playoverwatch.com/en-us/blog/20635660#participate


Thoughts?

Myself, that part about no more draws is huge! If you're on a team and can't even get the first tick on a payload point, and the other team gets the first tick after a side switch you lose.

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