Thursday, August 10, 2017

Overwatch: Blizzard follows through on threatened Junkrat changes.

So naturally here's a picture of Widowmaker in a bikini.


Better than you thought it'd be, right?  Lovely.  Source.

Anyway, Lord Jeff (Praise Be Unto His Name) tossed out an update video today...


...but here's the short version: elimination deathmatch, team deathmatch and a new map for deathmatch (and maybe the 1v1 and 3v3 matches?) is coming... Widowmaker's home.
"Château Guillard is located near Annecy in southeastern France. For hundreds of years, it was the estate of the influential Guillard family, until it gradually fell into disrepair after the family's power waned in the decades after the Revolution. Recently, the château has found a new owner: the Talon agent Widowmaker, who has returned to her family's ancestral home."
That... is... awesome.  And I'll probably never play it.  It's up on the PTR right now, along with the new modes!  Also on the PTR are a lot of balance changes that Blizz had warned us were coming... which are generally pretty okay:

Junkrat
  • Concussion Mine
    • Junkrat can now hold two mines
  • RIP-Tire
    • Tire’s movement speed has been increased by 30%
    • There is no longer a time limit when wall climbing
Developer CommentsGiving the Junkrat the ability to store two concussion mines adds some much-needed flexibility and versatility to his kit, particularly when using the mines for mobility. RIP-Tire’s damage has always been very good, but it was often difficult to steer the tire into position before it was destroyed. Increasing its speed will allow players to effectively detonate the tire more often and decrease the amount of time that Junkrat is vulnerable while controlling it.

Chance says: 
As a Tracer main I don't feel Junkrat needs more burst damage, thankyouverymuch.

As a thinking person I agree that he could use more utility but fuck, so could Mercy, so could Tracer...


Orisa
  • Fusion Driver
    • Projectile speed increased by 20%
  • Protective Barrier
    • Barrier size increase by 20%
    • Barrier shape has been changed to allow for more coverage from enemies that are below the barrier
Developer CommentsThe projectile speed increase helps Orisa’s consistency, especially at medium ranges (or further). Her barrier size has been increased to better protect her team, and the new shape makes the shield more effective when it’s used on slopes or on top of objects (such as a payload).

Chance says: 
Nice. 

Roadhog
  • Take a Breather
    • Can now be used while moving
    • Damage taken while healing has been reduced by 50%
Developer CommentsThese changes help Roadhog be much more aggressive when looking for hook targets or blocking for his team. The combination of these effects significantly increases Roadhog’s sustainability and survivability.

Chance says: 
This will definitely increase Hog's survivability.  It turns Take a Huff into the only actual damage-mitigation skill he's ever had, and there is (currently) nothing easier to land headshots on than a huffing Roadhog.  Tbh I wouldn't mind seeing him come back a bit, as I love sticking pulse bombs to that jelly. 

Widowmaker
  • Grappling Hook
    • Cooldown has been reduced from 12 seconds to 8
  • Venom Mine
    • Affected targets are now visible through walls (to you as Widowmaker only)
Developer CommentsWidowmaker is extremely powerful in the right hands, but her abilities often felt a little weak. The Grappling Hook cooldown reduction means she is more likely to have it available when she needs to escape. Venom Mine is intended to be an early warning system, uncovering enemies that are attempting to flank her or her team. With this change, she can see enemies when they trigger the mine, even if they’re on the other side of a wall.

Chance says: 
The reduction to the cooldown of Grappling Hook is something Widowmaker players have been begging for basically since launch, though I fear increased survivability may push a hero who's already insanely scary in the hands of a skilled player a bit over the line - but given that D.Va and Winston have shorter cooldowns on Boost and Jet Pack, I'll... I'll allow it.  

...this time.  

The wallhack on Venom Mine I like less, simply because Hanzo has a similar but far more powerful  ability on a cooldown that offers utility to his entire team.  It's one thing to trip over a Venom Mine and think "oh shits, now Widow can see me."  It's quite another to think "oh shits they can all see me."

Finally, on a personal note...


I am fucking exhausted.  I haven't had a single good night's sleep all week, but there are two bright spots.  First of all, I'm pretty sure I wrote the best Tweet of my life today.


Second, I'm currently just thrilled and obsessed with the new Overwatch clip show I'm putting together.  Alex was right when he said it's nice to be excited about something.  Been a while.

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