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March 17 PTR Build - Lucio Tuning, Tiebreaker Changes

March 17th, 2017Jeremie

March 17 PTR Build

A new build has gone live on the Overwatch PTR servers. Here are the highlights of this build:

  • Lucio Healing Aura tuning
  • Chnages have been made to the Draw system

Originally posted by Blizzard Entertainment (View Original)

Please note that the below patch notes only include changes currently 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.

GENERAL

General

  • Details about each hero’s unique backstory, along with information about some of their lore-inspired skins, have been added to the Hero Gallery

Competitive Play

  • A tracking system has been added to Assault and Assault/Escort Maps that will allow us to break ties based on the progress that was made toward capturing the objective.

Developer Comments: 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.

For testing purposes, the Competitive Play map rotation will be limited to Eichenwalde and Hanamura.

Custom Games and Game Browser

  • Custom Game settings can now be saved as a preset from the game’s details page
    • Access by right-clicking on the map image from the Create Game page or right-clicking a game name from inside the Game Browser

Maps

A new route has been added to Eichenwalde that connects the attacking team's spawn area to the capture point

HERO UPDATES

Lúcio

  • 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: Lucio 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.

BUG FIXES

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 equipped

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

 

Tiebreaker Changes for Assault Maps

As stated in the above patch notes. tiebreaker changes will be occuring to ensure less draws. Scott Mercer has described the new feature on the forums, with examples to explain how the new changes would affect various situations.

Originally posted by Scott Mercer (View Original)

On PTR we're testing a change to victory conditions for maps that have capture objectives. This includes Assault maps such as Hanamura or Volskaya, and the first objective of Assault/Escort (aka Hybrid) maps such as Eichenwalde and King's Row. Currently on live, these maps result in a tie score more often then we would like. This is especially true for more defensible Assault maps such as Hanamura, which saw the most ties of any of our maps. We decided on trying a very aggressive method of tiebreaking on the PTR to create as few ties as possible.

THE BASICS:
A team no longer has to completely capture one more objective than their opponent to gain a win. If both teams have the same score and run out of time, we now compare the maximum capture% of each team on the last objective they were both trying to complete. The team with the highest capture% on that objective wins. This is not based on the progression points at every 33%, but is on a completely granular scale of 0-100%. The three "pie pieces" still function as before, so if attackers take 50% of a map but wipe out then the minimum capture% decays down to 33%. We show the maximum capture% with an orange triangle placed around the capture circle.

Let's go through some examples on Assault maps.

Example 1:
Team A on offense takes the point 1 and point 2 with 3:00 left, earning 2 points.
Team B on offense takes point 1 but fails to take point 2.
Team A wins with a score of 2-1. 
(This is unchanged change from live.)

Example 2:
Team A on offense takes point 1, doesn't take point 2, but in one hard push was able to reach 73% captured before the defenders wiped the offense and the capture progress returns back to the second tick mark at 67%.
Team B is now on offense, and they take point 1. To win the game, team B now has to reach 74% captured on point 2 to win 2-1.

Example 3:
Team A on offense is completely shutdown on point 1, not even achieving 1% of capture progress.
Team B on offense is ALSO completely ineffective at taking point 1, not even achieving 1% of capture progress.
The score is 0-0 and this is still a tie. 

We expect this to happen WAY WAY less often than live, as it requires there to be NO time that either offense had a player uncontested on the capture objective.

Example 4:
Team A on offense takes point 1 and point 2 with 3:00 left, earning 2 points.
Team B on offense takes both points with 0:00 left, earning 2 points.
Team A now has 3:00 minutes to try to earn just 1% capture progress on the first point. The instant Team A has a player on point 1 without a defender being there, they will win.

While all these examples are on Assault maps, remember that this also affects the first objectives on maps such as Numbani and King's Row.

So what does this all mean?

Well, it means that defenders will need to make sure and contest the objective by having a player on it much more than before! Small differences in capture percentages now matter. Getting full held to 0% capture progress on a point is now a really big deal.

Competitive play is available with both Hanamura and Eichenwalde, so when you play on PTR you'll definitely get a map where the new tiebreaker system could be the difference between winning and losing! We're looking forward to feedback on how it all works, from the feel of the new system to how the UI can be improved.

 

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