![]() The team hopes the changes here and on A Drop will encourage everyone to use this route more often. We found trying to watch/control these spaces simultaneously was unnecessarily difficult for all. ![]() A Dish – The dish is intact but removed the far path to make moving through this space more direct for both sides. ![]() A Site – A minor simplification of the space as part of the overall changes to the surrounding areas.A Halls – Improved movement and simplified the space in A Halls by removing a corner.Defender Spawn – Removed a small cubby to slightly simplify those retakes.A small corner has also been removed to simplify attempts to re-clear the site. B Generator – Space here tightened slightly to make smoking this spot easier.B Site – “Jump” up has been changed to a ramp directly onto the site platform, which should make moving around that space more straightforward.Arcade – Opened a cubby here to make it easier for Attacking side to hold against Defender aggression from both directions.Going to go in the order of minor to major changes. We felt the assist window on these debuffs didn’t reflect their actual duration of impact, and want to make sure the supportive players are more often recognized and rewarded for setting up situations their teammates capitalize on.įracture is receiving quite a few quality of life changes alongside some larger updates to Dish/A Drop and A Ropes.Increased the window for awarding assists on flashes, nearsights and concusses from 1 > 3 seconds after the debuff starts to fade.1P visuals when fully flashed now shrink overtime to give a better indication of when the full flash will end and the flash fading out will begin.This should give a clearer indication if players are full flashed or if the flash has started to fade. 3P visuals for flashed enemies and allies now render behind the player’s head the moment that the flash starts to fade.Reduced the size of the hologram on the body marker that shows up when dead bodies are turned off.BLINDSIDE (Q) duration increased 1.5s > 1.75s. ![]() We opted to go with a simple duration increase for Blindside as we feel maintaining the turning counterplay around his flash and clone is important to avoid excessively frustrating situations. Yoru is a tricky agent, as we need to balance him around his capability to throw flashes during his ultimate. Wind-up of nearsight effect decreased.If Reyna is now able to make more selfish plays off her Leer, we then wanted to reduce some of the value it has when thrown for teammates. We’ve also felt like individual casts of the eye remain in the world for too long when the eye isn’t destroyed. Also, it should sharpen Leer as a powerful angle-breaking tool against Operators on maps with longer sightlines. This set of changes is intended to give Reyna more agency around how she decides to peek after casting Leer. Reyna’s flash underperforms as a selfish entry-tool, especially at higher skill levels. Unequip Delay out of both flashes increased.Overhand (left-click) flashbang max duration increased 2s>2.25s.Underhand (right-click) flashbang max duration decreased 2s>1.25s.This tuning weakens the right-click when compared to pop flashes from Duelists, with the belief that KAY/O should pay a cost for his versatility. And we feel as though labbed out left-click overhand throws aren’t generating a powerful enough reward for the mastery required to get them to pop in the right place. KAY/O’s underhanded FLASH/DRIVE (right-click) has been overperforming relative to other “pop” flashes (example, Phoenix’s flash or Yoru’s flash). Unequip Delay out of Guiding Light increased.New VFX, UI, and sounds added to communicate new gameplay intent.Guiding Light can no longer be shot and destroyed.The max flash duration of Skye’s Guiding Light now scales from 1s to 2.25s over a.GUIDING LIGHT (E) flashbang scaling paradigm changed.By increasing the top-end output and rewarding Skye for bending her birds into the right spots, we intend to foster more teamwork and differentiate her Guiding Light from other flashes in the game-especially when compared to Duelists. Guiding Light’s destructibility didn’t feel like meaningful counterplay, instead overtly punishing when Skye tried to throw them at a longer range.
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