Overwatch Patch Notes | New Winter Event | More Information
By Elosoar December 13, 2018
OVERWATCH PATCH NOTES
Head here to find Overwatch's official patch notes
Overwatch now has released an update. Last one being about a month ago. With this update will be a new event. The event will feature skins, emotes and more. Make sure to participate before January 2nd as these skins are only available for a limited time. Once events like this are over you are only able to get the basic skins until they decide to do next event.
Developer Comments Our final technical audit on Ashe’s character package allowed us to implement a feature we talked about several times during Bob’s production. Making him part of Ashe’s golden weapon is a great way to celebrate our favorite Big Omnic Butler and let players show off their hard-earned Competitive Points each time they summon him onto the battlefield.
- Bob will now have a golden tint when Ashe equips her golden weapon
Developer Comments: Bastion could use a little bit of an offensive boost to balance out how vulnerable Configuration: Recon’s bulky size and Sentry’s stationary nature make it. As a reward for surviving in spite of these weaknesses, we gave Bastion a lower spread in Sentry mode to make it more effective at farther ranges than it was previously.
- Ammo increased from 25 to 35
- Weapon spread decreased by up to 33% while firing
Developer Comments: Brigitte’s Shield Bash is a strong ability that often feels difficult to counter. This change will offer new options for counter play, enabling shield tanks to better protect themselves and their teammates. Reducing its damage reduces her total stun combo damage potential while still allowing Whip Shot and her basic melee attacks to retain their full strength. Brigitte is a tank/healer hybrid, and lately we’ve been reducing her effectiveness by lowering the power of her non-healing functionality. We want to make sure she is still a viable pick, so we’re increasing the uptime of her Inspire passive ability to help improve her overall healing output.
- No longer can travel or stun targets through barriers
- Damage reduced from 50 to 5
- Cooldown reduced from 1.5 seconds to 1 second
- Duration increased from 5 seconds to 6 seconds
- Total healing increased from 80 to 100
Developer Comments Doomfist’s high mobility allows him to engage and disengage from extremely long range. Decreasing the range of the targeted aerial version of Seismic Slam requires him to get closer before engaging an enemy and makes it slightly harder for him to escape from combat. The loss of air control on Rising Uppercut was a frustrating mechanic for players, but it allowed Doomfist to set up combos. We’ve found a decent middle ground by limiting the amount of time Doomfist has to line up his next move. The Meteor Strike changes will make it harder to secure easy eliminations on heroes without mobility abilities, such as Zenyatta or Ana, while still preserving its maximum potential damage when aimed well or when combined with other abilities such as Graviton Surge or Sleep Dart.
- Loss of air control duration lowered from 3 seconds to 0.6 seconds
- Maximum range reduced from 20 meters to 15 meters
- Targets no longer lose air control while being pulled in
- Inner ring damage radius increased from 1.5 meters to 2.0 meters
- Outer ring maximum damage decreased from 300 to 200
Developer Comments McCree’s Fan the Hammer wasn’t as reliable against higher health heroes as it should be. Increasing its damage will make it more potent in close-range engagements where it is intended to be most effective.
- Alternate fire damage increased from 45 to 55
Developer Comments The intent of Tactical Visor is to make Soldier: 76 unable to miss during its duration. However, Helix Rockets have travel time, so if they were fired directly at an enemy after locking on they would often miss a moving target at further ranges. This change allows players to freely aim Helix Rockets while still auto-aiming his primary fire.
- No longer makes Helix Rockets lock onto enemies
Developer Comments While the Molten Core damage pools were intended to provide players with tools for area denial, they weren’t proving threatening enough to deter enemies for a significant amount of time because their damage was too low.
- Damage increased from 130 to 160 per second
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