Latest Overwatch Patch Addresses Leave Penalty Bugs, Sudden Death Timers, Multiple Hero Fixes

ffronw

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Latest Overwatch Patch Addresses Leave Penalty Bugs, Sudden Death Timers, Multiple Hero Fixes

//cdn.themis-media.com/media/global/images/library/deriv/1334/1334760.jpgOverwatch was patched last night, fixing some match leaving penalty bugs, adjusting Competitive Play Sudden Death timers and fixing bugs with Zarya, Winston, and Mercy.

The latest Overwatch patch went live last night on all platforms, bringing with it changes to Competitive Play Sudden Death timers and bug fixes for a number of heroes.

The first big change is fixes to the penalty for leaving a match early in Competitive Mode. If you leave a match and rejoin before it ends, you should no longer receive a loss and a leave penalty. However, the patch notes do say that if you leave a match more than three times, you'll get the leave penalty even if you return to finish the match.

Next up is the adjustment of Sudden Death timers in Competitive Play. Although Blizzard has said it wants to make Sudden Death a less frequent occurrence [http://www.escapistmagazine.com/news/view/167791-Kaplan-Competitive-Play-Feedback-Bringing-Changes-to-Overwatch], this patch reduces the duration of Sudden Death instead. Rather than the standard one minute, 45 seconds, there are now new times that vary depending on the map. Only the Hollywood map was left unchanged.

Assault:
Hanamura - 1m35s
Temple of Anubis - 1m30s
Volskaya Industries - 1m35s
Escort:
Dorado - 1m30s
Route 66 - 1m35s
Watchpoint: Gibraltar - 1m35s
Hybrid:
King's Row - 1m30s
Numbani - 1m50s

The patch also fixed some specific character bugs, although these fixes are currently only on PC. Mercy's beam should stay connected to the target now, even if you quickly switch from healing to damage boosting, even if you're not facing the target. Winston's melee attacks during Primal Rage are no longer inconsistent in the targets they hit.

The patch also fixes a bug with the damage of Zarya's bomb shot, which was scaling incorrectly with its damage boost modifier. Lastly, it changes where Reaper is allowed to Shadow Step to, as apparently players were reaching some "unintended" locations.

You can check out all the patch notes, which include some other bug fixes, right here [http://us.battle.net/forums/en/overwatch/topic/20745606613].

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Rednog

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I'm really not a fan of the time reduction on escort. Unless you utterly stomp the enemy team it's pretty hard to get them. Especially since the cart moving with 3 people takes pretty much the full time to get to that point. I just lost on Gibraltar, our team was wiping them out consistently until the doors, they all went tank and were able to hold it because they could consistently reinforce with a 5 second walk while our walk is like 20 seconds.
 

The Enquirer

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RaikuFA said:
Is Mercy good? She looks like she plays like a faster Medic.
She's similar to the medic in terms of having an idiot leash, aka a healing beam. But her ult behaves differently as it can't initiate pushes, only continue them. Lucio on the other hand can initiate pushes and pop an ult to save his team from dying. So in that sense he's more similar to a medic than Mercy is.
 

freaper

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RaikuFA said:
Is Mercy good? She looks like she plays like a faster Medic.
She's practically mandatory in higher ELO's (though I've seen competitive teams run 2 Lucio's instead). Whether you'll like to play as her is a different question.
 

WindKnight

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RaikuFA said:
Is Mercy good? She looks like she plays like a faster Medic.
She's good, but really needs the team to be paying attention and taking care of her/considering how her abilities and mobility works.

Have carried a few games with healing/boosting and well timed rez's, but I spend of a lot of time struggling to heal someone because they wont make it easy to get to them, or else I suddenly have 2-3 people gunning for me and the tank or offence I'm healing ignores me or actively uses me as a human shield.