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Author: Fiuman
Date: 16.09.16, 09:38

Author: Neonkitza
Date: 14.09.16, 00:01

Author: Alokin94
Date: 10.09.16, 17:37

Author: Matrimoneh
Date: 07.09.16, 23:28

Overwatch PTR Patch Izmene - 22 Septembar

Novi Patch pušten je na Public Test Serverima.

Originally Posted by Blizzard (Source)
Please note that the below patch notes only include changes currrently available for testing on the PTR. While many of these changes will also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and therefore will only reflect changes coming specifically to that platform.

GENERAL UPDATES

General

  • Static cameras are now supported in spectator mode
  • Team names can now be edited in custom games
  • Raised the volume of Hanzo's Dragonstrike voice line while wearing the Okami/Lone Wolf Skin
  • Heroes hit by Ana's Nano Boost have a new voice line that informs other players
  • Increased frequency of Reinhardt's "barrier failing" voice line
  • Custom Games can now be paused

HERO BALANCE UPDATES

Ana

  • Nano Boost
    • Ultimate cost has been increased by 20%
  • Biotic Grenade
    • Radius has been increased from 3 to 4 meters

Developer Comments: So far, we haven't seen any indication that Ana is too strong overall, but her ultimate charges a little too fast, especially considering the impact it can have on a match. Also, her Biotic Grenades are getting a small boost to help her hit multiple targets.

Widowmaker

  • Widow's Kiss
    • Scoping-in animation time has been reduced from 0.5 to 0.3 seconds

Developer Comments: This change will help Widowmaker acquire new targets more quickly and speed up her reaction time in fast-paced situations.

Junkrat

  • RIP-Tire
    • Ability now activates more quickly

Developer Comments: Junkrat can be an extremely effective hero in the right hands, but RIP-Tire often felt underpowered when compared to his counterparts.

USER INTERFACE UPDATES

General

  • Several minor aesthetic changes have been made to the game’s Main, Social, and Options menus
  • Removed several stats that were duplicated for certain heroes throughout the career profile
  • Controller users can now choose between two aiming modes
    • Dual-Zone mode (New default): The vast majority of the thumbstick's range moves with reduced sensitivity and relatively high acceleration. However, when the thumbstick crosses to the outer 10% of its range, it will move with high sensitivity and relatively low acceleration. This mode will allow for more precise aiming, while still allowing players to turn around quickly.
    • Exponential Ramp mode (Old default): As the thumbstick moves toward the outside of its range, the sensitivity is ramped up exponentially. The acceleration remains relatively high throughout.
  • Camera movement in Spectator Mode has been improved

Social Features

  • Certain commendations will now appear less frequently during end-of-round voting, and others will appear more frequently (e.g. Most Gold Medals and Torbjörn's Armor Packs Created)

BUG FIXES

General

  • Enemy players that are knocked down no longer lose their red outline
  • Fixed a bug that prevented modified key bindings from saving after relaunching the game
  • Fixed a bug that kept players from binding Take Screenshot to other keys

Heroes

  • Fixed a bug causing Bastion’s bullet shells to eject backwards while in Configuration: Sentry mode
  • Fixed an issue preventing Hanzo’s Sonic Arrow from appearing when selected
  • Fixed a bug preventing Junkrat’s statistics from correctly tracking RIP-Tire kills
  • Fixed an issue preventing Mercy’s staff from appearing in some highlight intros while wearing the Valkyrie/Sigrún skin
  • Fixed a bug causing Tracer highlight intros to render at a lower resolution when accessed from the Highlights menu
  • Fixed a bug that allowed Widowmaker to use her Grappling Hook on basketballs
  • Symmetra's “Car Wash” achievement now correctly lists the number of beams required (6 instead of 7)
  • Fixed a time calculation issue that was causing Zenyatta's “Rapid Discord” achievement to be more difficult than intended
  • Fixed a bug that prevented Junkrat’s “Roadkill” achievement from being awarded after obtaining 4 kills with RIP-Tire

Maps

  • Fixed a bug that allowed the payload to heal players even when they were negatively affected by Ana’s Biotic Grenade
  • Fixed a bug preventing the health bars on the Practice Range bots from displaying the effects of Ana’s Biotic Grenade
  • Fixed a bug preventing sprays from being applied correctly to some surfaces on Eichenwalde
  • Fixed a bug allowing some heroes to be seen in the sky when viewing certain highlight intros on Volskaya Industries

Warden Tower Izmene, Weekly Bonus Event: Arena Skirmishes

Recent Warden Tower Changes
Originally Posted by Blizzard (Official Forums)
As many players have noticed, we’ve been iterating somewhat rapidly on the rewards and cadence of the Warden Tower PvP World Quests. We wanted to take a moment to explain what’s happening, and why we’ve been tinkering with them so much.

Our goal for Warden Towers is that they should feel fun and rewarding, but still secondary to Arenas and Battlegrounds as an overall source of Honor. When Legion first launched, they were certainly lucrative, but so frequent that many players were earning the vast majority of their Honor by completing them. We tried to correct this by increasing the time it took for them to refresh, and reducing the amount of Honor they gave, but that brought us to the other extreme – they were no longer a primary source of Honor, but they didn’t feel rewarding enough for the time investment.

With the latest updates, we’ve increased the Honor rewarded for completing a Warden Tower back to 300, but they will only re-activate once every 24 hours. This means you should once again feel that completing one is worth your time, but you’ll still need to look to Arenas and Battlegrounds for the majority of your Honor. Warden Towers should now be properly filling their intended role in end-game PvP progression.

Weekly Bonus Event: Arena Skirmishes
Originally Posted by Blizzard (Official Forums)
Bonus Events have returned in World of Warcraft: Legion, and the first is underway with a focus on Arena PvP.

What Are Bonus Events?

The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.

Sharpen your swords and reinforce your boards, because you’re called to the PvP Arena for the hectic mayhem of Skirmishes.

This Week: Arena Skirmishes
All week, from anywhere in Azeroth, open the Group Finder (default hotkey: i), select the Player vs. Player tab on the bottom of the window, and then under Arena Battles, choose either 2v2 or 3v3 and JOIN BATTLE. You’ll be matched up with teammates and provided with opponents to kill in the Arena.

Look for the following all week long:

  • Archmage Lan’dalock near Violet Hold in Dalaran has a quest for you.
    • Quest requirement: Win 10 Arena PvP Skirmishes
    • Reward: A PvP loot box
  • Passive buff: +50% honor gains from Skirmishes

If you’ve been looking to make some Honor gains, this is the week to do it!

Blue Posts
Originally Posted by Blizzard Entertainment
Raid Finder and Quest Chains
It is intentional that the quests “In Nightmares” and “Essence of Power” cannot be completed on Raid Finder difficulty. That quest chain is intended to provide a cosmetic reward for participating in organized, non-matchmade content. As such, we wanted to keep this step in line with the previous steps in the chain, which require completing Mythic Dungeons.

This restriction is specific to this quest chain, which has a cosmetic-only reward. Other quest chains, such as “The Stuff of Dreams” from the Suramar campaign, will be completable through Raid Finder. We’ll be making some additional changes in Patch 7.1 to more clearly communicate when and where these restrictions apply.

Thanks for confirming the inevitable. I'll be saving some money every month now, because I am done with this game. If this is intended and staying in the game, you just lost a customer. It is clear blizzard is clueless about their own game. I guess it's true, no King lives forever. Good luck everyone. Blizzard, you failed.
Again, a cosmetic reward we are reserving for those who participate in organized, non-matchmade content.

This is not something you, by any means, "need". And "needing" it on every alt, doubly so. If you desire it, then organize a raid or join a guild that will put you in their raiding ranks and dedicate the time to obtaining the items.

We simply disagree that these skins should be handed out without dedication and challenge.

I appreciate constructive feedback and discussion on this topic, and will discuss what's here with the developers once it's had time to settle, but anything that says "the world is ending" or "blizzard is killing their player-base" because not everyone will get a cosmetic skin is a bit of a fallacy. ( Official Forums)

Cross-Realm Zones
We've stated this numerous times, but this is not new. CRZ has existed in Broken Isle zones since launch, however you may not have seen it active due to the amount of players leveling the same zone on your server.

Cross-realm technology activates automatically. I suspect that you may be seeing people from other realms since LFR opened today, and many players are trying out that newly opened content (hence, less players in the "world"). It's also 3pm PST on a weekday, which isn't what I'd consider peak-time.

No. People are confused because CRZ has never before been active on current content. Pandaria wasn't CRZ'd until 6.0. Draenor wasn't CRZ'd until 7.0.
We've had a bit of a shift in philosophy here with this expansion; some of this shift was influenced by the implementation of World Quests across Legion content. This would explain why CRZ was turned on for Pandaria with 6.0, but is active in 7.0 content now.

A bit of a larger conversation, part of which doesn't really fit a forum post from myself.

Again, just to reiterate, CRZ is intentional, but it should be not be massively disrupting the world and/or day-to-day activities. Seeing players from other realms is normal, seeing thousands of them, not so much.

It makes more sense now why it's happening so much after server restarts. People start logging in, CRZ code says "woah there's hardly any people in this area, TO THE MERGEMOBILE", then goes and takes a nap for 8 hours before realizing "hey i just put too many people together, oopsie-doodle".
I can't say for sure, but in my head this makes sense.

People are working, at school, or otherwise offline after our maintenance and restarts (Tuesdays, amirite?) - which would, in turn, activate CRZ. ( Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
sorry if it's been answered but is the pvp trinkets not working in pvp intended or bug rn??
intended. No trinkets, set bonuses or enchants work in PvP (holinka)

are artifact traits with %dmg increase after you unlock all 34, going to be useable in rated pvp? I hope not
No they are not (holinka)

Is it correct to assume the prestige rewards remain the same throughout seasons? Such as the bronze courser mount will still be awarded at that level in the next season, and new mount at later levels?
Yes. Current plan is to increase max prestige each season, with more rewards. Prestige level will not be reset until the next expansion. (WarcraftDevs)

Professions
Nomi is giving me recipes I already know. Intended?
There was a bug with rank 1 bacon, specifically. It will be fixed in Patch 7.1. (WarcraftDevs)

Any chance that Alchemists could see some love with a bottomless flask in 7.1? 500 Primary Stat?
Probably not in 7.1, but the idea isn't off the table for the future. (WarcraftDevs)

I am no herbalist, still i get herbalism world quests. Probably a bug?
This is intended, and will happen sometimes. Non-Herbalists can complete these quests using the Auction House, shoulder enchants, alts, etc. (WarcraftDevs)

Cooking, why do Legion Feasts take 300 stat food, to create a 200 stat feast? This devalues feasts incredibly
A few reasons, but the biggest is that single-use food gives secondary stats, while feasts give primary stats. (WarcraftDevs)

Senior VP Chris Metzen napušta Blizzard Entertainment

Business Insider objavio je da Senior Vice President of Story and Franchise Development Chris Metzen napušta Blizzard Entertainment, kako bi otišao na zasluženi odmor i proveo svoje vreme sa porodicom. Chris Metzen je bio Creative director mnogih Blizzard igara, a najviše u World of Warcraftu, kao i učestvovanju pravljena filma Warcraft.
Originally Posted by Blizzard (Source)
I had just turned twenty years old when I started working at Blizzard. Seems like a lifetime ago. Guess it was. Those first few years were the start of a very grand adventure for me, one that would take me around the world, introduce me to thousands of wonderful geeks just like me—and ultimately shape the course of my adult life.

Of course when I started, I had absolutely no idea what I was doing. I had no idea how to make games or build entertainment products.…

But I had an insatiable passion for ideas. For stories. For heroes.

My only real training before joining Blizzard was the long-running D&D campaign I had with my closest friends—Sam, Mike P., Daniel, and Mikey C. (you know who you are, boys…HAMRO!). Building ideas—vast worldscapes, characters, and plotlines with my friends was my first great love. I lived for it. It was a safe space amid the tension and change of some rough teenage years. The grand refuge of D&D was a glorious meeting of minds and imaginations where I felt I truly belonged.

It was a space where friendship and imagination were inextricably linked.

The sharing of ideas on the fly, the crazy, unexpected turns other players would take—it stretched our imaginations in ways we’d never have dreamt of on our own. I loved how roleplaying through adventures taught us so much about each other—and, more often than not, ourselves. Imagining together helped us make sense of the crazy world we were growing up in. It made us stronger together.

I wouldn’t really understand the depth of it for many years, but I had learned an important truth from my friends back then:

Creativity is relational.

Looking back at my years at Blizzard, I see now how profoundly this idea has shaped my career. I see how profoundly my friends and coworkers at Blizzard have shaped me as a person.

For nearly twenty-three years I’ve had the very distinct privilege of shaping worlds and building games with the brightest creative minds in entertainment. I’ve walked with giants (and stood on some giants’ shoulders, too).

In short, I’ve had the time of my life.

I pretty much had the coolest job ever—but the truth is, sometimes it was really hard. Building games with dozens of brilliant, passionate alpha-geeks with their own red-hot instincts and perspectives can be pretty tricky. Coming to consensus about certain design decisions, story motifs, or courses of art direction takes a lot of communication, patience, and “give and take.” It stretches you. Sometimes it wasn’t all that pretty. But engaging with your teammates and collaborating through the potential quagmire of all that creative tension is where the real magic happens.

It’s not just the decisions you come to—or even the final shape of the product you craft.… It’s bigger than that—and infinitely more important. True collaboration builds trust—and trust is the basis of all lasting relationships. With trust you build more than just a great product.

You build a TRIBE…that can build anything.

A family of craftsmen.

That’s what Blizzard has been for me. My second family, through all of life’s ups and downs, it’s always been there. The great, geeky backdrop of my life. I don’t just mean “the job” or even the creative mission—but the people. The people who over and over lifted me up, believed in me—and pushed me to find my potential as both an artist and as a leader all these years.

To my Blizzard brothers and sisters…I wish I had the words.

Everything just sounds…trite.

All I can think of is…

You helped me believe in myself and achieve every one of my wildest dreams.
I am forever grateful to you.

I love you all with everything I’ve got.

Thank you.

And to all of you out there in Blizzard’s vast gaming community—those of you I’ve had the pleasure of meeting in person and all of you around the world I’ve only heard about—thank you.

Thank you all for letting me be a special part of your community. For letting me belong with you. We’ve shared countless adventures together and I’ve always been overwhelmed and humbled by your passion for our games as well your commitment to each other. Thank you for all the BlizzCon hugs, smiles, handshakes, and stories over the years. You will never know how much you’ve all touched my heart and inspired me to give my all into this craft.

With that said, I’ll try to get down to the point, here. I’ve come to a turn in the road. A new, far quieter chapter in my life looms ahead.

I am retiring.

Yup.

Hangin’ up my guns.
Clockin’ out.
Takin’ the last gryphon out of Stormwind.
You get the picture.

Crazy, I know.

It’s a massive change for me, but it’s one I’ve been looking forward to for a while now. It’s ironic given the fact that things have never been better or more energized at Blizzard. Just this year alone has been incredible.

Legion’s arrival.
The launch of Overwatch.
The Warcraft feature film.

I’ve never been more proud of Blizzard and the quality of its products than I am now. It’s remarkable that even after all these years we can still reach new heights and take the world for an amazing ride. I believe Blizzard’s future is brighter than ever.

I won’t lie—it’s going to be really hard stepping away from these worlds that I love. But I’m content that I’m leaving them in the hands of the most passionate, talented, and dedicated craftsmen ever assembled.

I can’t wait to see where Blizzard’s worlds go next—and to experience them first-hand like everyone else does. As a fan. As an adventurer. Right back to the start.

That’s just so cool…

The reason I use the word “retire” is because I’m not going to some other company or starting up new projects or anything remotely like that. It’s been a long, amazing stretch of years. Now it’s time to slow it down. Rest. Lay around on the couch and get fat. Well, fatter.…

Seriously though, I’ll be focusing on the one thing that matters most to me in all the world—my family. They’re the core of my life and the source of my deepest joy and inspiration. In addition to raising our two little ones, we recently welcomed our new baby into the family! Being home with them all, having time and space to really live…to love my wife with all my strength…that’s my career now.

And I’ve never been happier.

Ever. ☺

Peace out, y’all.

I love you all.

I’ll see you online.

Chris

WoW Companion App je Live

Overwatch Sezona Patch je dostupan! Nova Mapa, Blans Izmene i Novi Competitive Format

Sezona 2 Patch donosi nam novu mapu Eichenwalde, balans izmene i kompetni novi competitive format.

Originally Posted by Blizzard
PATCH HIGHLIGHTS
Competitive Play Season 2
We've made some big changes to Competitive Play in Season 2. The most noticeable change is the introduction of skill tiers, which we hope will better communicate players' relative skill levels. Competitive Play will put a greater emphasis on skill tiers over specific ratings, and as such, a player's tier will be more prominently displayed throughout the game. We've also switched the skill rating system to a 1-5000 scale to give players more detailed information about how each match affects their specific rating.
Sudden Death is also going away in Season 2. Instead, matches that are tied when the clock runs out end in a draw—though, it should be a rare occurrence. Because of this, we've made some changes to our game modes in Competitive Play to help reduce the chance that a draw can happen.
We've also made a few minor adjustments to leaver penalties, the top 500 system, and the competitive point system. Read on below to learn more!
New Assault/Escort Map: Eichenwalde
The forest has slowly begun overtaking the abandoned village of Eichenwalde, but the scars will never completely fade. During the Omnic Crisis, Eichenwalde was the site of a key battle. General Balderich von Adler took a handful of crusaders to the village in an effort to outflank the omnic army. Balderich's soldiers were able to break down the enemy forces, giving the German military an opportunity to push back, but the Crusaders didn't make it out of the battle. General Balderich finally collapsed in the castle's great hall.

GENERAL UPDATES

General
  • When activating the "Ultimate Status" communication, Symmetra now reports the number of charges left on her teleporter
  • When activating the "Needs healing" communication while targeting a teammate, Ana, Lúcio, Mercy, and Zenyatta will now tell allies to group up to receive healing. A marker will also appear above the player's head, allowing teammates to locate the healer more quickly
  • Added Torbjörn as an AI-controlled hero in Practice vs. AI, Play vs. AI, and Custom Game modes
  • Sit and laugh emotes are now unlockable for all heroes
  • New Legendary skins have been added for Reinhardt

Competitive Play

  • Skill rating is now measured on a 1-5000 scale instead of the former 1-100 scale
  • Skill Rating Tiers
    • Players will now be assigned to a tier, depending on their skill rating
      • Bronze - 1-1499
      • Silver - 1500-1999
      • Gold - 2000-2499
      • Platinum - 2500-2999
      • Diamond - 3000-3499
      • Master - 3500-3999
      • Grandmaster - 4000-5000
    • In Bronze, Silver, Gold, Platinum, and Diamond tiers, a player will not drop out of their tier even if their skill rating falls below the cutoff
    • In Master and Grandmaster tiers, a player whose skill rating falls below the tier's minimum will be moved to a lower tier
    • Players that have reached the Master and Grandmaster tiers must be within 500 Skill Rating of their groupmates
    • Players that are Diamond-tier and below must be within 1000 Skill Rating of their groupmates
  • Skill Rating Decay
    • Players in Diamond, Master, and Grandmaster tiers that haven't participated in a competitive match for 7 days will lose skill rating
    • Players with a skill rating above 3000 (Diamond tier or higher) will lose 50 rating points every 24 hours, but their rating will not fall below 3000
    • Competing in a single match will halt skill rating decay
    • Players that haven't participated in a competitive match for 7 days will immediately drop out of the top 500
  • Map Changes
    • Several refinements have been made to the time bank system for Hanamura, Temple of Anubis, and Volskaya Industries
    • The time bank system has been added to Dorado, Hollywood, King's Row, Numbani, Route 66, and Watchpoint: Gibraltar
    • Time granted for taking objectives on Dorado, Hanamura, Hollywood, King's Row, Numbani, Route 66, Temple of Anubis, Volskaya Industries, and Watchpoint: Gibraltar has been reduced from 5 minutes to 4
  • Competitive Points
    • Existing competitive points saved from Season 1 will be multiplied by 10
    • After winning a competitive match, players will now receive 10 competitive points (instead of 1)
    • Players will now receive 3 competitive points for a draw
    • The cost of golden weapons has also been multiplied by 10 - from 300 to 3000
    • A soft cap is being placed on the number of competitive points that can be saved
      • Players with more than 6000 points at the start of season 2 will no longer accrue points by playing competitive matches
      • End-of-season rewards will still be granted to players at the soft cap
  • Instead of going into Sudden Death, tied competitive matches will now result in a draw
  • Players must now win at least 50 competitive matches to be eligible for a spot in the top 500
  • Players must now complete more matches to clear their penalty status for leaving a competitive match early

HERO BALANCE UPDATES

General
  • Ultimates that consume the ultimate meter when activated will now drain the meter more quickly (.25 second instead of 1 second)
  • Reverted a recent change that reduced the size of heroes' projectiles
  • Most hero abilities will no longer interrupt quick melee attacks
  • Ultimate abilities will now interrupt quick melee attacks

Developer Comments: Altering the size of projectiles in flight had too many unintended side effects to keep in the game, at least in its current form. We will continue watching this and make additional changes if necessary. We’re also making quick melee more consistent when interacting with enemy abilities.

D.Va
  • Defense Matrix
    • After being activated, Defense Matrix will begin regenerating following a 1-second delay (formerly .5 seconds)

Developer Comments: Defense Matrix was too efficient when tapped repeatedly, instead of being held. Now, the recovery delay matches the ability cooldown.

Hanzo
  • Hanzo will now experience a 30% decrease in speed while aiming (formerly 40%)
  • Maximum projectile speed has been increased by 30%
  • Arrow size has been reduced by 33%

Developer Comments: Hanzo has the potential to deal a lot of damage, but he can feel really inconsistent, even at a medium distance. By increasing the projectile speed, we’re extending his reliable range, making it easier to land shots without having to perfectly predict enemy movement. To compensate for the increased projectile speed, we’ve decreased the size of his arrows, meaning his shots now require a bit more accuracy.

Genji
  • Double jump no longer resets when wall climbing
  • Swift Strike
  • No longer deals damage to traps like Widowmaker's Venom Mine or Junkrat's Steel Trap
    • No longer bypasses Junkrat's Steel Trap
    • No longer interrupts quick melee attacks
  • Dragonblade
    • Duration of Genji's ultimate has been reduced from 8 seconds to 6 seconds


Developer Comments: Genji was a little too difficult to pin down, and these changes will balance his speed. Swift Strike no longer cancels the recovery time from a quick melee attack, so players will no longer be able to get a free melee attack before using Swift Strike. Lastly, Dragonblade's duration was long enough that it often felt too difficult to reasonably counter.

Lúcio
  • Amp It Up
    • The boosting of movement speed has been decreased by 30% (from a 100% increase to a 70% increase)


Developer Comments: Thanks to Lúcio's speed increase, he was almost a must pick in every lineup.

McCree
  • Deadeye
    • Now drains over a .25-second period (instead of displaying a 50% reduction on the ultimate meter when activated and 0% when confirmed)

Developer Comments: If players managed to counter or avoid McCree's ultimate, it would often regenerate very quickly since only half of the ultimate charge was spent. Now, this ultimate works like every other ultimate that has a duration.

Mei
  • Blizzard
    • Projectile now pierces barriers
    • Radius has been increased from 8 meters to 10 meters

Developer Comments: Mei has an interesting toolkit, but her ultimate often felt like it was too difficult to use effectively. Consequently, it felt weak compared to many other ultimate abilities. The freeze effect has been piercing barriers for some time now, but the projectile would still be blocked. Now, you can throw it down exactly where you want it, so it’s much easier to utilize the full radius effectively.

Mercy
  • Caduceus Staff
    • Healing Beam
    • Healing-per-second has been increased by 20%
  • Resurrect
    • Resurrected allies will be able to maneuver after 2.25 seconds (reduced from 3 seconds)

Developer Comments: Resurrection now allows teammates to jump back into the fight more quickly, which should help Mercy survive after activating her ultimate. Mercy's healing is also getting a boost to solidify her role as a strong, single-target healer.

Roadhog
  • Chain Hook
    • If the hooked target isn't in Roadhog's line of sight when retracting the hook, they will be moved back to the position where they were originally hooked

Developer Comments: This change means that hooked targets will be less likely to slide along walls, potentially ending up in an odd place after they've been reeled in.

Soldier: 76
  • Heavy Pulse Rifle
    • Bullet spread now happens more quickly when unloading fully-automatic pulse fire
    • Significantly Increased bullet spread recovery time

Developer Comments: These changes will make burst-firing feel more reliable and increase his effectiveness at longer ranges.

Zenyatta
  • Orb of Discord
    • The amount of damage amplified by a target with Orb of Discord has been decreased from 50% to 30%
  • Orb of Destruction
    • Damage has been increased from 40 to 46

Developer Comments: Zenyatta is in a far better place since the last update, but the strength of Orb of Discord has turned him into an almost mandatory pick. These changes reduce Orb of Discord's effectiveness, but his damage-dealing potential has been increased. The amount of damage that he delivers should feel largely unaffected by the change.

MAP BALANCE CHANGES
Watchpoint: Gibraltar
  • Watchpoint: Gibraltar’s first checkpoint has been removed

Developer Comments: The balance changes that were implemented in previous patches have eliminated the need for Watchpoint: Gibraltar to have an extra checkpoint.

USER INTERFACE UPDATES

General
  • A new "Allied Health Bars" option has been added (Options > Controls)
  • Contextual menus have been added on the hero selection screen, giving players the ability to report or group up with other players
  • Matchmaking UI is now purple in the Competitive Play queue
  • Made several minor adjustments to typography in the Spectator UI

BUG FIXES

General
  • Fixed a bug that allowed the kill participation metric to go above 100 percent
  • Fixed a bug in the Custom Game settings preventing the Ability Cooldown modifier from affecting Ana
  • Fixed a bug causing players to incorrectly see gains in experience points when completing Custom Games
  • Fixed a bug that caused heroes to die when first spawned in a custom game if Health and Damage modifiers were used simultaneously

AI

  • Fixed a bug that could cause AI Bastion to become stuck, continuously healing himself in the spawn area
  • Fixed a bug preventing Torbjörn from placing his turret in viable locations

Heroes

  • Appropriate sound effects now play when Ana shoots barriers, shields, and armor
  • Ana’s scope now correctly displays all custom reticle options
  • Ana’s attacks and abilities now activate the controller’s rumble function
  • [XB1 Only] Fixed a bug preventing bullet shells from being rendered in Bastion’s “Bullet Rain” highlight intro
  • D.Va no longer communicates her ultimate status for Self-Destruct while charging her Call Mech ultimate
  • D.Va’s Boosters are no longer auto-cancelled if activated while her primary fire is active
  • D.Va’s ultimate charge status is no longer reset to 0% if she falls to her death while piloting a mech
  • Hanzo's “Spirit Dragon” unlockable voice line now correctly plays when using his Okami and Lone Wolf skins
  • Fixed various issues with Junkrat's emote and highlight animations
  • Fixed a bug that kept Junkrat’s ammo from being refilled when he was resurrected
  • The alternate fire on McCree’s Peacekeeper ability now activates the controller’s rumble function for all six shots
  • Fixed an issue causing Mei's Ice Wall to push herself to the side when cast at her feet
  • Fixed a bug preventing Mei's Ice Wall from being destroyed by a moving payload
  • Fixed a bug that prevented Mei's Ice Wall from appearing at the target location when cast
  • Fixed a bug allowing Reaper to reach unintended map locations using Shadow Step
  • Fixed a bug causing Reinhardt's shield to jitter when turning in third person
  • Fixed an issue that prevented Roadhog's chain from displaying correctly in some situations
  • Fixed a bug causing Roadhog’s chain to become permanently extended if his target disconnected from the match
  • Fixed several issues with Symmetra's emotes and highlight intros
  • The scarf on Tracer's Slipstream skin is no longer stiff in the Hurdle highlight intro
  • The names of Tracer's Sprinter and Track and Field skins now display correctly
  • Fixed a bug preventing overtime from being triggered while Zenyatta is using Transcendence

Maps

  • Fixed an issue preventing Genji and Hanzo from reliably climbing a specific crate on Watchpoint: Gibraltar
  • Fixed several issues that allowed Reaper to reach unintended locations on Watchpoint: Gibraltar

User Interface

  • Competitive play leaver messaging no longer overlaps with the PvP HUD at the top of the screen
  • Fixed a bug causing the end of season banner to pop up while the player is in a match
  • Fixed a bug preventing the hero list in Custom Game settings from being organized alphabetically
  • The spectate option now becomes unavailable (the button will be greyed out) when all spectator slots have been filled in a Custom Game lobby
  • [PC Only] Fixed an issue causing in-game statistics to run off the edge of the screen in 16:10 aspect ratio
  • [XB1 Only] Fixed a bug preventing the Network Quality notifications from functioning
  • [XB1 Only] Fixed a bug on the main menu that caused the Hollywood background to appear brighter than intended
  • [XB1 Only] Fixed a bug in the Hero Details page that occasionally caused some information to be pushed partially off screen
  • [XB1 Only] Fixed a bug preventing the Button Legend in the Options Menu from repositioning when display margins were altered

Eichenwalde Mapa dostupna na PTR

Nova mapa koja je prikazana na Gamescom 2016, puštena je za test na PTR serverima. asd

Originally Posted by Blizzard (Source)
Eichenwalde is now available for testing on the PTR. The map has been added to the Quick Play and Competitive rotations. We've also added a Brawl that specifically focuses on Eichenwalde (for those who just want to test the new map).
Two new skins for Reinhardt will also be available on the PTR for your testing.
Thank you.

Patch 7.1 Return to Karazhan

Slootbag je juče streamovo Gamescom sa WatcherDev. Karazhan se vraća kao 5 man istanca u Patch 7.1!
 
 
Originally Posted by AdriaCraft
Patch 7.1 - Return to Karazhan
  • Karazhan is coming back as a large five player dungeon with all nine bosses.
  • The old Karazhan will still exist, you can still go and farm it for things.
  • There will also be a small additional raid between The Emerald Nightmare and The Nighthold that wraps up the Stormheim story.
  • Patch 7.1 will also have outdoor content associated with Suramar that pushes forward the Nightfallen story.
  • Patch 7.1 is coming to the PTR right after Legion launches!
  • Encounters have been play tested internally, it is good to go.

Game Development
  • There was a period where the team focused on faster expansions, sacrificing things that they shouldn't have. This made the experience worse.
  • The focus going forward is a steady stream of content.
  • Priority #1 is making sure that you don't run out of things to do.
  • The team is never going to rush an expansion, they will be released when they are done.
  • Ensuring there is always content in the live game while working on the expansions is important.
  • Raid tiers should last around 4 to 5 months.
  • This time around there won't be a content drought - "Don't worry, we got you!"
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