jako zanimljiv patch došao na ptr.
nerf/buffali su lucia. rekao bi više buff nego nerf al ajd. dodali novi attack route na eichenwaldu, ali ono o čem se najviše govori je novi sistem određivanja pobjednika na 2cp i hybrid mapama.
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.
wallride sad izgleda https://gfycat.com/AdmiredWildChameleon
novi boop https://www.youtube.com/watch?v=b0Lit2JdJr8
ovo je nova eichenwald ruta https://streamable.com/9uolf
i objašnjenje za novi sistem pobijede
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 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 left, earning 2 points.
Team B on offense takes both points with 0 left, earning 2 points.
Team A now has 3 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.