Overwatch/Patch 1.0.2.0

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Patch 1.0.2.0
Overwatch
“Closed beta”
Release dateFebruary 9, 2016;
8 years ago
 (2016-02-09)
Latest version dateMarch 10, 2016;
8 years ago
 (2016-03-10)
Version1.0.2.0
Initial build27505
Related links
Patch chronology
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Patch 0.8.1.0 Patch 1.0.2.0E
Additional links
Patches category, Overwatch

Overwatch patch 1.0.2.0 is the first major patch since the start of the Overwatch closed beta.

March 10, 2016

Bug Fixes

General

  • Custom Game host permissions should now correctly transfer to another player whenever the original host leaves
  • Fixed an issue that caused the "Most Environmental Kills" commendation to display "Lifetime Environment Kills" as the primary statistic

Maps

  • Ilios
    • Updated several in-game locations and objects to prevent players from being able to reach, stand, and/or get stuck on them
    • Fixed an issue where a large health pack was missing near the third Control point

March 8, 2016

Patch Highlights

New Control Map: Ilios

Situated atop a small island rising from the Aegean Sea, Ilios is a postcard-perfect Mediterranean town, with a bustling harborside, winding paths for rambling hillside strolls, and gorgeous vistas. It is the ideal vacation stop for people looking for a place to relax, or for those interested in exploring the ruins scattered at the top of the island, where many artifacts and relics of the ancient world have been recently unearthed.

Career Profile Reset

This patch includes a full wipe of players’ Career Profiles. As a result, the Career Profile page will appear empty when you first log in after patching, and your previous "Personal Best" records will be reset. (Note: This wipe will not affect matchmaking, player levels, progression, or rewards.)

General

Map Updates

  • Health pack placement has been adjusted across all maps
  • Payload sizes have been adjusted to ensure that all heroes can move around them in narrow locations
  • Numbani
    • Significant art changes have been made throughout the map
  • Temple of Anubis
    • A new route has been added to reach the second capture point
    • The temple gate leading to the second capture point is now wider

Play Modes

  • Play vs. A.I.
    • Players can now select their desired A.I. difficulty (Easy, Medium, Hard)
    • Added kill cam functionality
    • Added Zarya and Roadhog as A.I. opponents
  • Custom Game
    • Added the ability to invite players by using their BattleTag
    • Added the ability to auto-fill teams with invited players or A.I.
    • Added Zarya and Roadhog as A.I. opponents

Progression Rewards

  • Several new sprays have been added
  • Signature, cheer, and taunt emote rewards are now available for all heroes
  • New Legendary skins and themes have been added for several heroes:
    • “Steambot” Bastion
    • "Wooden” Bastion
    • “Space Frog” Lúcio
    • “Mystery Man” McCree
    • “Raptorion” Pharah
    • “Lionhardt” Reinhardt
    • “Spirit of: 76” Soldier: 76

Miscellaneous

  • Default emotes have been added for all heroes and are immediately available in the communications wheel
  • End-of-match commendations have received a tuning pass
  • End-of-match medal art has been updated
  • Mercy has been recast for the English version of the game
    • Developer comments: When casting for Overwatch, we often try to find actors who are fluent in the character’s native language. In the case of Mercy, we were able to find an actress that both captured the essence of the character and was able to speak German, which you will be able to hear in this version.

Hero Balance Changes

Junkrat

  • RIP-Tire
    • Ultimate charge cost increased by 25%

Developer comments: After last patch’s improvements to RIP-Tire, the speed at which Junkrat could activate his Ultimate was too frequent in comparison. Since RIP-Tire now has a much higher impact, we’ve adjusted the cost of his Ultimate to reflect that.

Lúcio

  • Health increased from 150 to 200
  • Sonic Amplifier
    • Damage reduced by 20%
    • Projectile size slightly reduced
  • Sound Barrier
    • Ultimate charge cost increased by 25%

Developer comments: We’ve been listening to feedback from all sources and decided to try some alternate changes to Lúcio, taking a different approach from the last patch. The goal here is to let Lúcio to be a difficult support to kill, but reduce his combat effectiveness and make him less of a good duelist. We also felt Lúcio could also activate his Sound Barrier too frequently considering its impact, so the cost of his Ultimate has been adjusted as a result.

Mei

  • Endothermic Blaster
    • Alternative Fire Projectile speed increased by 50%
    • Fire rate increased by 25%
    • Ammunition cost reduced from 40 to 25

Developer comments: In an ideal world, Mei is selected for her control and resilience, rather than her damage output. That said, we felt that there was still room to give her more consistent damage without compromising these goals. These changes are pretty significant, so we’ll be watching their impact closely.

Zenyatta

  • Orb of Harmony and Orb of Discord will no longer stack with each other
  • Transcendence
    • Ultimate charge cost increased by 25%

Developer comments: Zenyatta’s “orb stacking” could cause some degenerate situations—such as a player becoming nearly un-killable if he or she had several Orbs of Harmony buffs active at the same time. Also, much like Lúcio, we felt like Zenyatta could activate Transcendence too frequently considering its impact on a game, so his Ultimate cost has been scaled up to accommodate.

Bug Fixes

  • Spectating
    • The “On Fire” mechanic while viewed through the Spectator Mode UI should scale down appropriately with the size of hero portraits

March 1, 2016, Build 27505

General

  • Gameplay
    • The speed at which a payload moves has been increased for when one player is escorting and when two players are escorting
    • Max speed (when 3+ players are escorting) remains unchanged
  • Loot Boxes
    • All sprays and voice lines are now considered “Common”
    • All player icons and victory poses are now considered “Rare” (excluding default icons and poses)
    • “Rare” and “Epic” quantities of credits will now appear more frequently in Loot Boxes
    • “Legendary” quantities of credits will now appear less frequently in Loot Boxes
  • Matchmaking
    • Several behind-the-scenes improvements have been made to the in-game matchmaker, especially for groups and players at higher skill levels
    • Players from Australia, South America, and Southeast Asia should no longer experience exceptionally long queue times
  • Social Wheel
    • Removed the cooldown when using voice lines
    • Added a short global cooldown when using any option in the communications wheel
    • Frequently spamming any option in the communications wheel within a short period of time will now lock you out for a few seconds (HI THERE!)

Hero Balance Changes

We’re experimenting with some pretty significant balance changes this patch. Because this is beta, these changes are a little more aggressive than what you can expect to see once the game is live—but it’s the perfect environment for us try things out. Please continue to share your feedback with us and remember that everything in the Closed Beta is still subject to change!

Bastion

  • Aim restrictions have been removed when transforming
  • Configuration: Sentry
    • Damaging Bastion’s core when in Sentry Mode will now cause double damage, decreased from triple damage

Developer comments: With the changes we made to Bastion’s overall survivability in Sentry Mode in our last beta patch, we felt that its core no longer needed to be so vulnerable. We also wanted to continue supporting Bastion’s “run-and-gun” playstyle, so we removed all aiming restrictions when transforming.

Genji

  • Health decreased from 200 to 150

Developer comments: Genji is a fast character with a smaller character model, making him overly difficult to kill. To help address this, we’re lowering Genji’s health. This is just an experiment, and we want to see how he feels to play (and play against) after this change. Be sure to share your feedback!

Lúcio

  • Health decreased from 200 to 150

Developer comments: Similar to Genji, Lúcio is fast, small, and has a lot of mobility options. We’ve lowered his health slightly to compensate. Let us know how this feels!

Junkrat

  • RIP-Tire
    • Health increased to 150
    • If the tire is destroyed, it no longer detonates
    • Significantly decreased damage falloff within RIP-Tire’s detonation radius

Developer comments: Junkrat is able to dish out a ton of damage, but RIP-Tire in its current state feels a little weak. On the flip side, trying to destroy his RIP-Tire can sometimes feel a little hopeless once it gets too close to you. With these changes, we hope that players will feel more empowered to take out Junkrat’s RIP-Tire before it explodes; however, to compensate, the explosion itself is much stronger. Overall, using RIP-Tire should feel more effective, and countering RIP-Tire should feel more realistic.

Mei

  • Endothermic Blaster
    • Primary Fire
      • Now has a minimum slow effect that’s applied instantly
      • The total time to freeze a target remains unchanged
  • Blizzard
    • Effective radius can no longer be blocked by barriers or payloads

Developer comments: Mei is intended to be a good pick against the faster, more agile heroes in the game. However, the way her primary fire previously worked, there’d frequently be situations where she’d hit an enemy target briefly, but not long enough to slow them down or follow-up with another attack before they were out of range or line-of-sight. Boosting her primary fire’s initial slow effect should help her keep up with her enemy targets more successfully. Additionally, Mei’s Ultimate now ignores barriers like Winston’s Barrier Projector and Reinhardt’s Barrier Field, which gives it a little more power and allows for more options when trying to counter heavy use of shielding abilities in general.

Mercy

  • Guardian Angel
    • Can once again target the souls of dead allies

Developer comments: Players really enjoyed being able to use Guardian Angel on dead allies, and felt it allowed for more clutch plays and interesting movement options during combat. As a result, we’re reverting the change from a previous patch that removed Mercy’s ability to target and travel to dead allies using Guardian Angel.

Winston

  • Barrier Projection
    • Shield health decreased from 1000 to 600
    • Cooldown now activates after the barrier expires

Developer comments: Even though it’s always been possible to destroy Winston’s Barrier Projection, it often felt impossible to do so in a normal situation unless you used your Ultimate. This resulted in many players just waiting for the barrier to expire instead of attacking it. With this change, it’s now more realistic for players to counter Winston’s barrier through normal damage.

Zarya

  • Projected Barrier
    • Duration decreased from 4 seconds to 2 seconds

Developer comments: Previously, Zarya’s Projected Barrier lasted much longer than her Particle Barrier, which made it very difficult for enemies to deal with. If a player wanted to avoid dealing damage to the barrier, they had to wait a full 4 seconds—which felt like an unreasonable amount of time in the thick of combat. This change makes Zarya’s Particle Barrier and Projected Barrier the same duration.

Zenyatta

  • Players will now receive a notification whenever Orb of Harmony or Orb of Destruction are returned from a dead target

Developer comments: This was a player suggestion that made a lot of sense to us. The notification helps you be more aware of the status of active Orbs of Harmony and Discord—which, in turn, allows you to more strategically re-deploy them.

Bug Fixes

  • General
    • Fixed a crash that could occur when getting a Play of the Game on a Control point
    • Fixed several crashes that could occur when logging into and out of the game client
  • Heroes
    • Fixed an issue with the way Torbjörn’s turret oriented whenever its target moved out of line-of-sight
  • Loot Boxes
    • Fixed an issue with the lighting on several Loot Box rewards that caused skins and poses to appear darker than intended

February 18, 2016, Build 27174

General

  • Miscellaneous
    • Completed a tuning pass for end-of-match commendations
    • Increased the cooldown on using Voice Lines

Hero Balance Changes

Bastion

  • Configuration: Recon
    • Maximum weapon spread decreased by 25%
  • Configuration: Sentry
    • No longer gains any armor bonus
    • All changes to bullet damage made in our February 9 beta patch have been reverted

Developer comments: We’ve given Configuration: Recon a bit of a boost to allow Bastion to “run-and-gun” more efficiently when needed. We’ve also made significant changes to Bastion’s survivability and offensive capabilities when in Configuration: Sentry. By removing the 300 additional armor, Bastion is now more vulnerable to attack; however, its overall damage output has been increased (as a result of reverting earlier nerfs to sentry bullet damage). We’re very eager to see how both of these updates play out in the beta.

D.Va

  • D.Va’s mech is no longer move- or aim-locked after being called down
  • Self-Destruct
    • Ultimate charge now generates passively even when D.Va is dead or her mech is destroyed
  • Call Mech
    • Ultimate cost decreased by 20%

Developer comments: The changes we made to how heroes gain Ultimate charge in the February 9 beta patch had some unintended side effects for D.Va, making it much harder for her to generate Ultimate than before. These changes should help correct this pain point, as well as provide a nice quality-of-life change to the process of summoning her mech.

Mei

  • Endothermic Blaster
    • Alternate Fire
      • Ammo cost decreased from 50 to 40

Developer comments: The goal of this small change is make it so that using Mei’s alternate fire doesn’t feel like it’s compromising her primary fire.

Mercy

  • Guardian Angel
    • Can no longer target the souls of dead allies

Developer comments: The change we made to Guardian Angel in the February 9 beta patch (allowing the ability to target the souls of dead allies) was intended to help Mercy get to where her Resurrect may be the most needed. In practice, this change caused problems. We saw a lot of feedback from players noting that they’d accidentally target a dead ally when they meant to target a living ally, or that they’d target a dead ally thinking it was a living ally initially. As a result, we’ve reverted the original change.

Torbjörn

  • Turret bullet damage decreased from 16 to 14
  • Turret repair amount decreased from 100 to 50 health per swing
  • Rivet Gun
    • Maximum ammo decreased from 20 to 18
  • Alternate Fire
    • Cost decreased from 5 to 3

Developer comments: Torbjörn’s turrets currently feel a little too powerful, so (to start) we’re taking away some of their power as well as removing Torbjörn’s ability to out-repair reasonable incoming damage. Torbjörn’s Rivet gun is also getting a small boost to allow for more liberal use of his Alternate Fire when needed.

Bug Fixes

General

  • Fixed several in-game locations in which it was possible to use Tracer’s Blink ability to exit intended play space
  • Fixed an issue when blue-colored effects would sometimes get “stuck” on screen
  • Fixed a crash that could happen when opening Loot Boxes
  • Fixed several client- and sever-side crashes

Heroes

  • Fixed an issue that caused Zenyatta to receive more credit than intended for kill assists when determining Play of the Game

Spectating

  • Projectiles will now appear to line up more correctly with targets when viewing a player in Spectator Mode

February 16, 2016, Build 27121

Bug Fixes

General

  • Highlight Intros will now correctly randomize for all heroes (instead of just Tracer) whenever the “Random” option is selected in the Hero Gallery
  • Fixed an issue that would cause the game to crash when playing randomized Highlight Intros for Tracer
  • Fixed an issue with stats wrapping on the end-of-round progression screen
  • Fixed several client- and server-side crashes

Maps

  • Updated several in-game locations and objects on Nepal and Lijiang Tower to prevent players from being able to reach, stand, and/or get stuck on them
  • Fixed several lighting issues on Lijiang Tower

Spectating

  • Spectators will now automatically move on to the next part of the map at the end of each round when spectating Control games
  • Fixed several issues with inconsistent or incorrect team coloring while spectating
  • Fixed an issue that caused projectiles to appear too far in front of the weapon that fired them while spectating

February 9, 2016, Build 27001

Patch Features

New Game Mode: Control

In this update, we’re introducing a brand new game mode: Control. On Control maps, two teams fight over a series of objective areas in a best-of-three format. When a team is in control of the round’s objective area, they will make progress toward capturing it, and whichever team gets to 100% first wins the round. Each round (up to 3 total) will feature a new objective area located in a different part of the map.

Two Control maps are currently available for testing: Lijiang Tower and Nepal.

New Control Map: Lijiang Tower

Lijiang Tower was built in the heart of a modern Chinese metropolis, its busy streets lined with stores, gardens, restaurants, and famous night markets, where foods from around the region are available at all hours. The tower itself is home to one of the leading companies in China’s state-of-the-art space industry, Lucheng Interstellar, an organization with a long pioneering history that is currently pushing the boundaries of space exploration.

New Control Map: Nepal

Years ago, a group of omnic robots experienced what they described as a spiritual awakening. They abandoned their preprogrammed lives to establish a monastery high in the Himalayas of Nepal, where like-minded omnics could gather to meditate on the nature of their existence. Led by their spiritual leader, Tekhartha Mondatta, they took over the ruins of an ancient monastery and turned it into the home of the Shambali, a place where omnics and humans alike make pilgrimages in the hopes of finding a greater truth.

New Play Mode: Play vs. AI

No interest in playing against humans? No problem! Players can now team up and battle against A.I.-controlled characters in our new, aptly named mode: Play vs A.I.

To join a Play vs. A.I. game, select "Play" from the main menu and then select "Play vs. A.I." You can queue up solo or in a party, and you’ll be matched into a 6 player vs. 6 A.I. game.

New Feature: Player Progression

While we strongly believe that playing Overwatch should feel exciting and rewarding on its own, we also know how fun it can be to work toward long-term goals. To this end, and as a way to thank you for your time invested, we’ve added a brand new progression system to the game.

Progression in Overwatch is built around earning experience and leveling up your account. Moving forward, you will now gain experience by completing Quick Play and Play vs. A.I. games. Earn enough experience, and you’ll level up. Level up and you'll receive a Loot Box!

Loot Boxes contain a random selection of items that can be used to customize the look of your hero and express yourself in-game, including skins, animations, emotes, custom dialogue options, sprays, and more. In addition to collecting these items from Loot Boxes, players can also unlock them by spending a new in-game currency called credits.

Players can customize their heroes, view items they’ve unlocked, and spend credits to unlock new items in the Hero Gallery.

To learn more about player progression, click here.

General

Private Games

  • Private Game has been changed to Custom Game
  • Players can now right click on a friend’s name to join their Custom Game
  • Players can now alter the following rules for a Custom Game:
    • Map Options:
      • Map Rotation (Random, List Order, and Single Map)
      • Return to Lobby (Never, After a Game, After a Mirror Match)
      • Players can now customize which maps are enabled for their Custom Game
    • Hero Options
      • Hero Selection Limit (None, 1 Per Team, 2 Per Team, 1 Per Game, 2 Per Game)
      • Role Selection Limit (None, 2 of Each Role Per Team)
      • Allow Hero Switching (On, Off)
      • Respawn as Random Hero (On, Off)
      • Player can now customize which heroes are enabled for their Custom Game
    • Gameplay Options:
      • Players can now set their Custom Game as a skirmish
      • Players can now set modifiers for the following stats: Health, Damage, Healing, Ultimate Charge Rate, Respawn Time, Ability Cooldown
      • Players can now enable or disable the following options: Skins, Health Bars, Kill Cam, Kill Feed, Headshots Only
    • Team Options:
      • Team Balancing (Automatic, Off)
      • When Balancing Occurs (After a Game, After a Mirror Match)
  • Custom Game A.I. options have been improved:
    • Players can now add friendly A.I. to their team
    • Players can now select which A.I. they want to play against
    • Players can now set the difficulty of each A.I. in the game
    • A.I. can now play in all game modes
  • Several small quality-of-life changes have been made to Custom Game spectating
    • Scrolling the Mouse Wheel will now zoom you in and out of third-person view
    • When spectating in third-person, right-clicking will now detach the camera at its current location
    • The third-person camera will now orient based on where the spectated player is aiming

Miscellaneous

  • A new work-in-progress Training mode has been added: the Practice Range
  • A new work-in-progress profile system has been added (under “Career Profile”)
  • Initial support for AMD Crossfire and NVIDIA SLI has been added
  • Jeff Kaplan’s beard progression has been reset

Hero Balance Changes

General

  • All healing effects now work on shields
  • Quick Melee now pauses weapon recovery time while active
  • Ammo will now reload in the middle of a weapon’s reload animation, instead of at the end of it
  • Several adjustments have been made to in-combat visual effects:
    • Enemy team ability colors should now be more clear
    • Muzzle flash has been re-tuned for several weapons
  • Several adjustments have been made to in-combat audio:
    • It should now be more obvious when you are being healed by indirect healing sources like the payload or Lúcio’s Crossfade ability
    • It should now be more obvious when you are attacking invulnerable players
    • Explosions at a distance should now be more audible

Ultimate Charge (All Heroes)

  • Players no longer gain Ultimate charge from taking damage
  • Ultimate charge will now generate slowly over time for all heroes
  • To accommodate for these changes, many heroes’ Ultimate cost has been rebalanced

Developer comments: Allowing heroes to generate Ultimate charge when taking damage created several balance issues. For example, it was often a bad idea to attack an enemy hero if they were being healed, since that would charge up the enemy’s Ultimate and their healer’s Ultimate much more quickly. To help address these issues, we’ve removed the ability for damage taken to generate Ultimate charge and made it so that all heroes will now generate Ultimate charge at a slow and constant rate.

Bastion

  • Base health increased by 50 armor (now 200 HP/100 Armor)
  • Configuration: Recon
    • Minimum weapon spread has been removed
    • Maximum weapon spread increased by 10%
    • Weapon spread will now start to recover more quickly
  • Configuration: Sentry
    • Transforming from Sentry to Recon decreased from 1 second to 0.5 seconds
    • Aim restrictions have been removed (Bastion can now aim in 360 degrees)
    • Weapon spread decreased by 20%
    • Weapon reload speed decreased from 2.5 seconds to 2 seconds
    • Bullet damage decreased by 33%
    • Bastion’s survivability in Sentry Mode has been rebalanced:
      • Now grants 300 armor
      • Frontal barrier has been removed
      • Bastion’s core is now exposed when deployed in Sentry mode, located on its back. All successful attacks to the core will deal triple damage.
  • Self-Repair:
    • Now heals 25% of total health per second, instead of a flat value

Developer comments: While we love the way that Bastion can turn the tide of battle, the hero felt too powerful against less experienced players and too weak against more experienced players. The goal of these changes is to make Bastion more viable at all skill levels, as well as provide more flexibility in how the hero can be played and supported by a team.

D.Va

  • When D.Va’s mech is destroyed due to damage taken, it will now despawn immediately instead of a few seconds after D.Va is ejected
  • Defense Matrix
    • Size decreased by approximately 50%
    • Shape changes to be more cylindrical than conical

Developer comments: Previously, D.Va could become a problem when there were multiple people playing her in a game, especially when they were crowded around a small capture point or escort objective. Between the size of her Defense Matrix and the fact that her destroyed mech could be used to block line of sight, she was often simply too difficult to kill. These changes are designed to reduce her overall defensive footprint and give players more ways to counter her.

Hanzo

  • Scatter Arrow
    • Now has a fixed spread pattern
  • Sonic Arrow
    • Can now stick to and move along with enemy targets and barriers
  • Dragonstrike
    • Hanzo can now turn while using Dragonstrike

Developer comments: These quality-of-life changes are intended to make some of Hanzo’s abilities work a little more intuitively.

Mercy

  • Guardian Angel
    • Can now target the souls of dead allies
  • Resurrect
    • Ultimate charge cost decreased by 25%
    • Activation time decreased from 1.5 seconds to 1 second
    • Range decreased from 40 meters to 15 meters
    • No longer locks aim during activation

Developer comments: Mercy is a very strong support hero with a very strong Ultimate, so it’s no surprise that many teams consider her mandatory. We don’t want any hero—or any hero ability—to feel like an “auto pick.” Our goal with these changes is to tone down Resurrect by allowing opponents to counter it, but still make sure it can feel game-changing.

Pharah

  • Jet Pack
    • Will no longer refuel while Pharah is sliding on an un-walkable surface

Developer comments: Players discovered a way to make Pharah hover indefinitely across some surfaces. While we initially allowed this neat trick to persist, it ultimately proved detrimental to map balance, so it needed to go.

Reinhardt

  • Earthshatter
    • Damage decreased by 50%
    • Cone width decreased by 40%
    • Reinhardt can now turn while using Earthshatter
    • Now renders Reinhardt immune to Zarya’s Graviton Surge
      • If Reinhardt activates Earthshatter while trapped inside a Graviton Surge, he will now be dropped to the ground and the ability will activate at that point (rather than it activating in mid-air)

Developer comments: Ideally, players should be using Earthshatter as a setup move for their team. However, this ability was doing so much damage that Reinhardt could use it as a setup and finishing move, eliminating multiple enemy heroes without much assistance. These changes are intended to bring Earthshatter more in line with other heroes’ Ultimates, while still allowing Reinhardt to be the big playmaker he has been.

Roadhog

  • Chain Hook
    • Stun duration after being hooked has been slightly increased

Developer comments: It’s always been intended that, after successfully hooking a target, Roadhog would have a chance to act before his target recovered; however, there were some situations in which this wasn’t happening, particularly at higher latencies. We’ve slightly increased the stun duration following Chain Hook to compensate.

Soldier: 76

  • Heavy Pulse Rifle
    • New reticle added
    • Long-range damage falloff added
    • Spread recovery now begins instantly, instead of after a delay
    • Spread now has a curve, which makes it more accurate at the start but then quickly becomes less accurate

Developer comments: These changes are aimed at making Soldier:76’s weapon feel better when firing, as well as provide more experienced players the opportunity to gain accuracy at longer ranges (via burst-firing). To ensure that Soldier: 76 doesn’t become too powerful as sniper, however, we also added some long-range damage falloff to compensate.

Symmetra

  • Symmetra’s turrets will no longer generate Ultimate charge when dealing damage to barriers
  • Teleporter
    • Ultimate cost reduced by 40%
    • Symmetra no longer gains Ultimate charge while her Teleporter is active

Developer comments: These changes have two primary goals. First, we want it to be easier for Symmetra to get her first Teleporter up. Second, we want to eliminate those frustrating situations where Symmetra is able to immediately deploy another Teleporter as soon as it’s found and destroyed by an enemy team.

Torbjörn

  • Torbjörn’s turrets will no longer generate Ultimate charge when dealing damage to barriers
  • Scrap
    • Maximum Scrap increased from 100 to 200
    • Amount of Scrap per pickup decreased from 30 to 20
    • Indicators have been added to help players locate Scrap more easily
  • Rivet Gun
  • Primary Fire
    • Damage increased by 25%
    • Fire rate decreased by 20%
  • Alternate Fire
    • Damage increased by 50%
    • Damage falloff increased at minimum range
    • Fire rate decreased by 33%
    • Now shoots projectiles that need to be aimed
  • Build Turret
    • Upgrading the turret no longer costs Scrap and occurs more quickly
    • Level 1
      • Damage increased by 15%
      • Health decreased from 250 to 150
    • Level 2
      • Damage increased by 15%
      • Health decreased from 425 to 300
      • Can no longer be upgraded to level 3 with Forge Hammer (see Molten Core changes below)
    • Level 3
      • Bullet damage increased by 15%
      • Bullet fire rate increased by 25%
      • Rocket Launcher damage decreased by 50% but now fires in bursts of 4
      • Rocket Launcher fire rate decreased by 33%
      • Rocket Launcher explosion radius decreased by 40%
      • Rockets no longer cause knockback
      • Health increased from 600 to 800
  • Armor Pack
    • Cooldown has been removed
    • Armor granted increased from 50 to 75
    • Packs are no longer visible to enemies
  • Molten Core
    • No longer fills Scrap meter
    • No longer makes abilities cost 0 Scrap
    • Can now be activated while moving
    • Now automatically upgrades level 2 turrets to level 3 turrets while Molten Core is running (turrets will revert back to level 2 once Molten Core ends)

Developer comments: Similar to Bastion, Torbjörn was a hero that often felt too powerful against less-experienced players, but underwhelming against more experienced players. In particular, we found that less-experienced players had a difficult time figuring out how to deal with Torbjörn’s level 3 turret. On the flipside, more experienced players could easily prevent Torbjörn from setting up a level 3 turret or otherwise getting too established, which in turn made him feel helpless. To help solve these issues, we’re making his Rivet Gun stronger; improving the damage output of his level 1 and level 2 turrets, but reducing their health; and linking his Level 3 turret to his Ultimate, Molten Core (thus limiting its duration).

User Interface

General

  • The game's Main, Social, and Options menus have been redesigned

Game Options

  • Gameplay
    • An "Always Skip Kill Cam" option has been added
    • A "Kill Feed Display" option has been added
  • Sound
    • Volume sliders have been added for Music, Sound Effects, and Voice Chat

In-Game UI

  • Scoreboard
    • Scoreboard statistics have been reworked for all heroes

Social Features

  • Commendations
    • New commendations have been added for several heroes
    • Players can no longer receive more than one commendation during end-of-round voting
  • Voice Chat
    • An on-screen notification will now appear when players are speaking in other channels

Bug Fixes

General

  • Having a controller connected no longer prevents menu navigation
  • Made improvements to how the game handles widow creation and transitions between Fullscreen and Windowed modes

Maps

  • Performance improvements have been made for all maps (most significantly on Numbani)
  • Player collision improvements have been made across all maps

Heroes

  • Interrupting Hanzo’s bow draw should no longer prevent the bow from being re-drawn if Mouse Button 1 is still held down
  • Junkrat’s RIP-Tire should no longer fall through sloped surfaces
  • Reinhardt’s Fire Strike damage can no longer be calculated as a headshot against an enemy player