We’re reeling in Viper’s ability to play outside of her ultimate’s smoke area. Ally heal total amount increased 60HP> 100HP.Self heal total amount decreased 60HP > 30HP.We’re hoping the heal update will push her power and satisfaction when fully healing others while creating tradeoffs for playing Sage overly aggressive and relying on self-healing. We’re looking to slightly refine Sage's strengths to be more about fortifying areas she controls and helping allies, rather than offense-focused with her utility. We’ll continue to monitor Harbor’s strength and see if we need to make any more waves. It is hard to learn a new Controller smoke style and we hope these changes make it easier for Harbor's vision block to last long enough to finish executing with their team, while also providing wall smoke duration that’s on par with Viper. We're back again with small Harbor buffs. This applies to both Trademark and Tour De Force.Can now be recalled mid-round without line of sight.Trademark will disable when Chamber moves out of range, and reactivate once he is inside.Chamber no longer incurs an additional cooldown when recalling his Anchor after teleporting.Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown.Headhunter is unaffected by this change.Increased weapon equip time after teleporting 0.4s > 0.7s.You can teleport to the Anchor while on different verticality so long as you are within its radius.Removed teleport activation height restriction.Chamber now places a single anchor that can be teleported to while inside its range.This is explicitly meant to reduce low-precision body-shot spam as an effective combat measure at range. Spread increased after 2nd bullet, when spamming.Boombot and Prowlers on the other hand have felt like they require unloading too many bullets given their other strengths, so the health of those abilities have been reduced. Also, Killjoy’s Lockdown gets a bigger health bump to reduce the number of abilities that can destroy it solo. Damage-over-time area abilities (like Brimstone’s Incindiary and Viper’s Snakebite) now damage enemy utility ( read more in the Gameplay Systems Updates ), so we’ve increased the health of 1hp destructibles so that they aren’t instantly vaporized-but can still be destroyed by one-shot in most situations. To wrap up the broad updates, we’ve taken a pass at the HP of destructible objects in the game. The areas targeted in this pass include: Total loadout cost outliers (for their respective role), Agents with lack of pistol round buy options, and unintended power relative to the cost of the ability. In addition to the Ult adjustments, we've also made a tuning pass on Agent ability economy. These changes should reduce their overall frequency and increase counterplay against them at the strategic level. We've increased the point costs of the Agent Ultimates that have large, site-wide footprints. With pro play heading into the offseason after the completion of an amazing Game Changers Championship, we’re taking the opportunity to hit some broad updates we’ve been looking to make along with individual Agent changes. Check out what we’ve got going on in Patch 5.12 below. Thats it, no need to buff her bite duration just the damage per second increase, it used to be around 154 damage/6.5 seconds.Last patch before the end of the year-and it’ll be a long one (last until Patch 6.0 goes live in January). The simple solution is just to do 150 damage/5.5 seconds. Now that lineups are not worth going for, a snakebite should with 100% certainty clear corners reliably, like that's the point of a molly in a tactical fps,to be reliably able to flush enemies out of a corner without taking a risk. At the start not many people will know but in time people would learn to tank the molly with the hopes of you not being cleared. All of her other changes were fair and justified and I don't even mind the reduced snakebite duration but the fact that now no corner can be 100% cleared with a molly is a dealbreaker for me. I think they chose the 2.5-3 second number first then adjusted the cooldowns and snakebite duration to match without discovering the implications of the snakebite duration nerf.Īs a viper main with over 100hours on her on various maps, this is the only thing in the patchnotes which I don't agree with. Her 6.5 second mollies with 6 second smoke cooldown became 5.5 second mollies with an 8 second cooldown to allow attackers a 2.5 second opportunity without viper util affecting them. I believe this might be an oversight since the point of the patch was to reduce her sentinel like capabilities. As it is right now the 1 snakebite now doesn't kill anyone and just drops their health to 18.
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