The Frenzy has been more potent at long ranges than we’d like. Damage at first step fall-off (7 meters) adjusted from 8 > 6.Damage at no fall-off adjusted from 12 > 11.We’re increasing the price to make purchasing the Shorty a more thoughtful decision throughout the course of the game while the damage adjustments require more accuracy to get one shot kills against fully armoured opponents. We like that the Shorty has found a viable role in the game though it has proven to be too reliable and accessible. Walking and running spread on ropes increased to match the walking and running spread on the ground. This should allow combat on ropes to be viable in close range scenarios, which we feel is important to make them a viable map traversal tool, but much less often will it be a good choice in medium to long-range engagements.Īscender min spread on ropes increased to 65% of the walking spread We’ve adjusted the weapon spread on ropes across most weapons to make combat efficacy while on ropes a touch more difficult. Weapon Accuracy on Ascenders / Ziplines (Ropes) This should also reduce the likelihood of getting spammed. With that in mind, we wanted to get a smaller scale update out before Champions to address those concerns.Īdjusted the B Ramp Screen and removed the attacker cubbyĪdjusted the size of the B Site Pillar to give you a little bit more room to work with. We've felt that Pearl's B Site has been problematic due to how difficult the site is to hold as a defender in conjunction with the amount of strong post-plant options available to attackers. Please report any issues if there are any characters or text that are different size or style compared to previous patches before 6.10. Performance optimizations in Observer Mode when frequently switching between Agents who are using abilities.Combat Report now shows “Allies Dazed” in addition to “Enemies Dazed” for all Concuss abilities.There should be no net difference, but if we ended up missing anything, let us know! Changes like these help us avoid bugs as we continue to make exciting new features for y’all. We've cleaned up some of the code related to the trajectory of grenade-like projectiles (such as Sova's Shock Bolt and Recon Bolt, and Brimstone's Incendiary ).Sova's cape dynamics were redone and smoothed out, while still maintaining a silhouette close to his body to not give away enemy position.The timing of Omen’s From the Shadows (X) voiceover line will come in quicker to increase your discernibility.When hit by Concussing abilities, Yoru's Fakeout (C) can now be visually affected.Regenerate to max fuel once empty 20s > 30s.Reduced regeneration per second 5% > 3.3%. It also creates some moments of downtime when Harbor and Viper cycle their walls.Īs always, we will be watching how these changes play out in the coming months and evaluating if any further changes are needed. This change retains Viper’s power moments while her utility is active but asks you to be more precise on when to use it-giving attackers more agency and value in baiting out her fuel, and defenders a larger window to play around it during retakes. We want to ensure Viper and Harbor can be competitive independently, while also allowing room for teams to explore strategies that can counter them. The Viper change below is meant to both create more explicit downtimes when playing around her utility and address the multiplicative effects of Viper and Harbor’s vision block. Reduced weapon equip time after post-teleport lockout 0.7s > 0s.We’re looking to put more power into his ability to lurk, and give him more flexibility within his setups. At the time, we reduced the Chamber’s sphere of influence significantly. This should make it easier to understand when you will and will not be hit by the ultimate.Ĭhamber has taken a backseat in the overall pick rate after the last round of changes in Patch 5.12. Warning visuals have been updated to provide a clearer edge to the ultimate’s area of effect.
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