Informacje o aktualizacji

15 grudnia 2022

Aktualizacja Overwatch – 15.12.2022

Bohaterowie

Tanki

Pięść Zagłady
Pięść Zagłady
Rakietowy Cios
  • Wydłużono czas odnowienia z 3 do 4 sek.
Mocarny Blok
  • Zwiększono minimum zniwelowanych obrażeń wymaganych do wzmocnienia Rakietowego Ciosu z 80 do 100 pkt.
Najlepsza Obrona
  • Zmniejszono ilość tymczasowego zdrowia otrzymywanego za każde trafienie zdolnościami z 40 do 35 pkt.
Orisa
Orisa
Impuls Bojowy
  • Teraz broń przebija bariery.
Ulepszony Miotacz Fuzyjny
  • Zwiększono zasięg spadku obrażeń z 15 do 25 metrów.
Ramattra
Ramattra
Postać Nemezis
  • Zwiększono szybkość ruchu o 20%.
  • Zwiększono premię do pancerza ze 150 do 225 pkt.
Bariera Otchłani (Postać Omnika)
  • Skrócono czas odnowienia z 15 do 13 sek.

Natarcie

Sojourn
Sojourn
Karabin Kinetyczny
  • Zwiększono rozrzut ataku podstawowego o 28%.
Strzał Zakłócający
  • Nie spowalnia już ruchu wrogów.
Superwślizg
  • Wydłużono czas odnowienia z 6 do 7 sek.
Smuga
Smuga
Pistolety Pulsacyjne
  • Zmniejszono zadawane obrażenia z 6 do 5,5 pkt.

Wsparcie

Ana
Ana
Karabin Biotyczny
  • Zwiększono obrażenia i skuteczność leczenia z 70 do 75 pkt.
Granat Biotyczny
  • Wydłużono czas działania z 3 do 4 sek.
Kiriko
Kiriko
Ochronne Suzu
  • Skrócono czas działania niewrażliwości z 1 do 0,85 sek.
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6 grudnia 2022

AKTUALIZACJA OVERWATCH 2 – 6.12.2022

OVERWATCH 2, SEZON 2

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Wyruszcie w podróż do Klasztoru Szambala, najnowszej mapy typu eskorta, w ramach której możecie eksplorować tereny starożytnej świątyni i przemierzać kręte uliczki miasteczka.

Awansujcie na kolejne poziomy Przepustki Bitewnej, zdobywajcie nagrody inspirowane starożytną Grecją i przygotujcie się na trzy ograniczone czasowo wydarzenia: Zimowa Kraina Czarów, Bitwa o Olimp i Księżycowy Nowy Rok!

AKTUALIZACJE BOHATERÓW

Pasywna zdolność roli natarcia

  • Nie zapewnia już premii do szybkości ruchu.
  • Zwiększono premię do szybkości przeładowania z 25% do 35%.

TANK

Ramattra
Ramattra
  • Ramattra has been added to the line-up
Void Accelerator (Omnic Form)
  • Primary: Fire a stream of projectiles in a fixed pattern
  • Secondary: Create a barrier at the targeted location
Nemesis Form
  • Transform into Nemesis Form, changing your attacks and gaining bonus armor
Pummel (Nemesis Form)
  • Primary: Punch forward, creating a wave of piercing energy with every swing
  • Secondary: Significantly reduces damage taken from the front and reduces movement speed
Ravenous Vortex
  • Fire a nano ball, which explodes when it hits the ground, spreading a damaging field. Affected enemies are slowed and pulled downward
Annihilation
  • Enter Nemesis Form and create an energy swarm surrounding yourself. This swarm will lash out towards nearby enemies, dealing damage and pausing the duration when damage is dealt.
Doomfist
Doomfist

Developer comments: There are several changes here for Doomfist with the intent to increase his presence as a disruptive brawler-style tank. The buff to his passive ability will help him stay in the fight longer, especially when he’s hitting multiple enemies with his abilities.

The changes to Power Block and Meteor Strike are intended to increase the availability of Empowered Rocket Punch, which enables him to more easily disrupt enemies and impact multiple targets. Due to gaining Empowered Rocket Punch more consistently, the stun duration and size are slightly decreased to reduce some of the frustration in playing against it.

For Rocket Punch we’re shifting some of its damage away from requiring wall impacts so that it's broadly more useful regardless of where fights are taken.

Rocket Punch
  • Impact damage range (minimum-maximum) increased from 15-30 to 25-50 damage
  • Wall slam damage range (minimum-maximum) reduced from 20-40 to 10-30 damage
  • Empowered Rocket Punch wall slam stun duration range reduced from 0.5-1 to 0.25-0.75 seconds
  • Non-Empowered Rocket Punch now stuns for the minimum 0.25 second duration on wall slam
  • Empowered Rocket Punch knockback radius reduced from 4 to 3 meters
  • Minimum time before cancel option becomes available reduced from 0.25 to 0.12 seconds
  • Cooldown reduced from 4 to 3 seconds
  • This has been in since his rework but was not mentioned
Power Block
  • Cooldown reduced from 8 to 7 seconds
  • Duration increased from 2 to 2.5 seconds
  • Minimum damage mitigated required to empower Rocket Punch reduced from 90 to 80 damage
Meteor Strike
  • Now empowers Rocket Punch on landing
  • Enemy slow duration increased from 2 to 3 seconds
The Best Defense...
  • Maximum temporary health increased from 150 to 200 health
  • Temporary health gained per target hit with abilities increased from 30 to 40 health
Junker Queen
Junker Queen

Developer comments: Commanding Shout is Junker Queen's primary tanking ability and utility, but the additional survivability it granted her team proved to be too powerful and needed to be tuned back significantly in a previous patch. We're looking to shift more of that survivability into Junker Queen herself by increasing the amount her passive ability heals through dealing damage with wounds.

  • Torso and head hit volume size increased 12%
Rampage
  • Wound duration reduced from 5 to 4.5 seconds
  • Ultimate cost reduced by 10%
Commanding Shout
  • Cooldown reduced from 15 to 14 seconds
Adrenaline Rush
  • Adrenaline passive healing multiplier increased from 1 to 1.25x damage dealt by wounds

DAMAGE

Bastion
Bastion

Developer comments: The intent for Bastion's ultimate is that enemy players can survive it if they are quick to react to the damaging impact areas, however, it ended up being too easy to avoid the damage areas entirely. We’re reducing both the amount of warning time and explosion damage so that it’s more reliable in dealing damage, but it won't be as lethal the closer the target gets to the edge of the explosion range.

Configuration Artillery
  • Delay before projectile drops reduced from 1 to 0.6 seconds
  • Explosion damage reduced from 300 to 250
  • No longer deals explosion damage to self
  • Minimum delay between placing shots reduced by 20%
Reconfigure
  • Cooldown reduced from 12 to 10 seconds
Sojourn
Sojourn

Developer comments: Sojourn is performing well at the highest tiers of competitive play but poorly below those tiers. Much of the perception that she is too powerful seems to be driven by the reaction to dying to long range, charged headshots from her Railgun secondary fire. These changes are aimed at reducing frustrations there, with the biggest change being the reduced critical multiplier for headshots. A fully charged headshot no longer kills a full health 200 hp hero. To help account for this loss of power we're increasing the damage of her primary fire and how quickly her energy charges during her ultimate.

Railgun
  • Energy delay before draining reduced from 8 to 5 seconds
  • Secondary fire damage falloff starting range reduced from 70 to 40 meters
  • Secondary fire critical damage multiplier reduced from 2 to 1.5
  • Secondary fire damage now scales linearly with energy from 30 to 130 damage (1 energy converts to 1 damage added)
  • Primary fire damage per projectile increased from 9 to 10
  • Overclock energy charge rate increased by 20%
Symmetra
Symmetra

Developer comments: The changes to Symmetra's primary fire will make her gameplay faster by enabling her to charge the beam up to dangerous levels more quickly. However, it will also drain to less lethal levels at an increased rate when not damaging a target. We're reverting the adjustments to her ammo management because, while it helped with matchups where there were no barriers, it lost something interesting to its interactions.

Proton Projector
  • Beam charge rate and decay rate increased by 20%
  • Primary fire ammo consumption rate increased from 7 to 10 per second
  • Primary fire gains ammo from damaging barriers again
Tracer
Tracer

Developer comments: We balanced Tracer’s damage in a previous patch due to an undiscovered bug regarding her Pulse Pistol’s falloff damage. The bug is resolved, so we are reverting the damage.

Pulse Pistols
  • Damage increased from 5 to 6

SUPPORT

Ana
Ana

Developer comments: Sleep Dart is still one of the most powerful crowd control abilities in 5v5, though with the addition of cleanse mechanics to offer a potential counter to this effect we're more comfortable with reducing the cooldown here to improve Ana's personal survivability.

Sleep Dart
  • Cooldown reduced from 15 to 14 seconds
Kiriko
Kiriko

Developer comments: The hit volume adjustment is to help address her arms sometimes blocking headshots in some of her animations. Kiriko feels balanced overall, but her ultimate could feel too frenetic at times. We're reducing both the movement speed and cooldown rate boost it grants so that it's easier to aim during its effect for both allies and enemies, as well as there being fewer abilities being thrown about. The rest of the changes are primarily for quality-of-life improvements to make the abilities feel better to use.

  • Arm hit volumes width reduced 15%
  • Added an auto-wall climb hero option
Kitsune Rush
  • Ultimate cost increased by 10%
  • Movement speed bonus reduced from 50 to 30%
  • Cooldown rate reduced from 3 to 2 times faster
Protection Suzu
  • Cast time reduced from 0.15 to 0.1 second
Kunai
  • Ammo increased from 12 to 15
Swift Step
  • Ability input can now be held to activate
Mercy
Mercy

Developer comments: This is a change that will enable Mercy to better defend herself or even go on the offensive at times. In 5v5 these situations occur much more often.

  • Weapon swap time reduced from 0.5 to 0.35 seconds
Caduceus Blaster
  • Ammo increased from 20 to 25
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