New support hero - Ana
Get ready for heal-snipes. Blizzard today revealed the next playable character in Overwatch, and as had been rumored, it’s a long-range healer. Meet Ana.
Ana, who is Pharah’s mother and a sniper support character, has a Biotic rifle that both heals allies and does “ongoing damage” to enemies. She’s also got a sleep dart (putting enemies to bed), a biotic grenade that works similarly to her rifle, and an ability called Nano Boost that buffs allies’ speed, attack, and defense.
There’s no release date for Ana yet, but Blizzard says she’s coming soon. Check out some gameplay footage (RIP McCree):
Not entirely sure that we needed another sniper class, but at least she's intended for support. Her primary reminds me of one of the TF2 Medic's more useful support weapons.
If a match goes into Overtime for more than 20 seconds, the fuse will now start to "burn down" more quickly
Players now respawn more slowly during Overtime (increased spawn time by 2 seconds)
Competitive Play matches can now only have one of each hero per team. For more info, click here.
Added Ana as an AI-controlled hero in Practice vs. AI, Play vs. AI, and Custom Game modes
Timing on Zenyatta's Rapid Discord achievement is more lenient
Targeted teammates now respond by saying "I'm with you," when players use the “Group Up” communication
Renamed five sprays to avoid duplicate titles
The class limit for Competitive was a necessary change I'm really looking forward to. Yes, each class has its counter but sometime classes are just too friendly toward stacking.
HERO BALANCE UPDATES
Self-healing abilities now charge ultimate abilities. As a result, some heroes’ ultimate costs have been adjusted (see below).
Ultimate cost increased by 10%
Cooldown decreased from 10 seconds to 1 second
A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.
Defense Matrix takes 10 seconds to reach full charge from empty
At a full charge, Defense Matrix will last for 4 seconds
Defense Matrix will now remain active as long as its assigned hotkey is held
Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)
An option to “Toggle Defense Matrix” has been added under Options > Controls > D.Va
Ultimate cost decreased by 15%
Explosion delay reduced from 4 seconds to 3 seconds
Explosion no longer damages D.Va (the player who activates it)
Developer Notes: D.Va isn't being selected as often as our other tanks, and we feel a lot of that stems from the underperformance of her damage absorption abilities. So, we've reconfigured her Defensive Matrix, making it more flexible and giving players the ability to use it more often. We’ve also given Self-Destruct a little more oomph, because it felt slightly underwhelming when compared to many of Overwatch's other ultimate abilities.
D.Va's rework sounds interesting, hopefully makes her more viable. Not certain that she should be immune to her mech's self destruct but we'll see.
Ultimate cost increased by 10%
Now maintains full damage at longer distances, but will deal less damage at extreme ranges
Developer Notes: While the game does feel better following the nerf to McCree’s close-range damage in a previous patch, it left him a little too weak. So, we're increasing his effective distance, making his range similar to Soldier: 76’s. This should hopefully give players another option for dealing with pesky long-range damage dealing heroes like Pharah and Hanzo.
Lucio needed a small nerf and McCree disappeared after his nerf, so good changes.
Bonus damage increased from 30% to 50%
Effect will no longer stacks with bonus damage provided by another Mercy
Ultimate charge cost increased by 30%
Movement is no longer prevented during activation
Guardian Angel instantly resets upon use
Developer Notes: Mercy's ultimate is one of the most powerful abilities in the game; however, players would often fly into the fray and die while using it. With this update, Resurrect will now take a bit longer to charge, but Mercy will be a lot safer when activating the ability in the middle of combat. In addition, we always intended Mercy’s Damage Boost beam to be her primary method for dealing damage, but it often felt so weak that you were better off pulling out your blaster. To help address this, we've slightly increased its potency.
Can't tell if this will make Mercy even more annoying or less, but I'm hopeful it's an overall nerf.
Ultimate cost increased by 45%
Heavy Pulse Rifle
Spread recovery will begin after a short delay (rather than instantly)
Ultimate cost increased by 10%
Base shields increased by 50 (now 50 Health/150 Shield)
Orb of Discord and Orb of Harmony
Projectile speed has been increased from 30 to 120
Movement speed is now doubled upon activation
Healing amount increased from 200 to 300 health per second
Developer Notes: While Zenyatta has never had the healing abilities of Lúcio or Mercy, he made up for it by dealing more damage. However, his lack of mobility and low health has meant he’s struggled to find a place in many games. To increase his effectiveness, we've made several changes, the biggest of which is an increased shield pool. This will allow him to go head-to-head with more enemies. The Orb of Harmony and Discord changes are also a quality of life change, helping Zenyatta move his orbs around and apply their effects more quickly. And lastly, we’ve increased Transcendence’s healing throughput. This ultimate was designed to be the most effective against sustained, high-damage fire and least effective against short, high-damage bursts (like D.Va’s or Junkrat's ultimates). But, due to the amount of healing it provided, there were times when it was possible for even sustained fire to overcome Transcendence’s output. We’ve made the heal powerful and also allowed Zenyatta to move around more quickly while it’s active.
Major Zenyatta buff and a decent nerf to Roadhog. Soldier 76 should be less of a sniper now too.
Random bugfixes / full notes available:
Overall exciting changes.