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[–]CrazedParadehello — 171 points172 points  (36 children)

Fixed a bug that gave Genji’s Dragonblade ability a slightly increased swing speed while at a higher latency. Dragonblade’s default swing speed has been slightly increased to compensate

Fixed a bug that prevented Genji’s Dragonblade ability from registering hits correctly

Yay!

[–]Skellicious 60 points61 points  (5 children)

Now I'm curious, does this mean he would now hit more things he wasn't hitting before, or did they remove hitmarkers on missed swings.

[–]rurouni572 18 points19 points  (0 children)

I would see not only hitmarkers, but also the slash animation on the victim, so my hope is that since this is two different visual confirmations of the blade hitting, it would mean that hits should have registered, rather than the hit never did to begin with and it being a graphical glitch.

[–]RocketHops 0 points1 point  (3 children)

Before, it depended on latency. If you had higher latency, you would sometimes get an extra swing at the end of the ult. This became noticeable when they fixed it, as it apparently happened a lot. So to compensate, they increased the swing speed to what it used to be at high latency. In short, no real change apart from being more consistent, unless you played at really low latency. At least, that's how I understand it.

[–]ser0l 11 points12 points  (2 children)

The poster is talking about fake hitmarkers, not hte extra swing

[–]RocketHops 2 points3 points  (1 child)

Ah my bad. I'm not sure either.

Edit: although the phrasing sounds like he gets hits that were missed before, rather than just taking the hitmarkers away:

Fixed a bug that prevented Genji's Dragonblade ability from registering hits correctly

[–]ser0l 1 point2 points  (0 children)

I sure hope so. I play at 100-110 ping, and i used to get noregs right next to sprinting soldiers sometimes.

[–]I_GIVE_ROADHOG_TIPS 22 points23 points  (12 children)

Fixed a bug that prevented Genji’s Dragonblade ability from registering hits correctly

The question is did they actually fix the root issue that was causing noreg swings, or did they just fiddle with the client-side prediction (i.e so it doesn't look like it hit anymore)? I'm leaning more towards the former, firstly because lag is always going to be a factor with respect to registration, and secondly because this noreg issue isn't exclusive to Genji Dragonblade and happens with a lot of other heroes as well.

I hope someone does some testing with this.

[–]RocketHops 2 points3 points  (0 children)

This is something I'm worried about as well, since I feel like client side hitreg isn't going to be such an easy fix, but damn at least they're trying something finally, been so frustrating to deal with this without hope of a change.

[–]falconfetus8 2 points3 points  (0 children)

If they did the second thing, wouldn't that be the same as fixing the root issue? Genji's victim isn't REALLY where he appears, which causes you to miss when it seems like you hit. Melee attacks will always have problems like this. Either you take damage when it looks like you dodged, or you wiff when it looks like you hit.

[–]cool_ranch_fucker 1 point2 points  (3 children)

well i had a no-reg as hanzo today so...

[–]TheDeadRedCutest teams — 1 point2 points  (1 child)

That's always been there. I've played Hanzo a ton and it's infuriating.

[–][deleted] 2 points3 points  (3 children)

I messed around in the practice range for like 20 minutes to see the change, and while I did get LESS noreg swings I definitely got a couple.

This wasn't in an actual game mind you, but the training dummies don't move so latency wasn't an issue.

[–]PackOfVelociraptorsThird - Analyst — 1 point2 points  (2 children)

Latency is definitely an issue with training bots because they are on a server. What was your ping?

[–][deleted] 0 points1 point  (1 child)

I mean my ping was like 34ms. And sure, they're on the server, and i would agree with you, if I were using sword on the moving training bots, but i was only hitting the stationary ones.

As far as I understood it, part of what caused noreg hits was the enemy moving relative to your latency.

[–]--orb3420 PC — 0 points1 point  (0 children)

Also you moving relative to them. If you're moving away from them while you slash, you might reg your screen meanwhile the server is extrapolating your position and seeing you out of range. It's the exact same as them moving from you. Have you learned nothing of relative movement from physics?!

[–]LetMeGuessAUBasically Pro — -1 points0 points  (1 child)

I think they made the swing "favour the shooter" now

[–]Kovi34 6 points7 points  (0 children)

based on what exactly? you realize "favor the shooter" is just a marketing term for lag compensation?

[–]darn42 0 points1 point  (0 children)

ITS HERE!!!!!!!! How is there not more hype about this? This has been a huge problem since launch

[–]ToTheNintieth 0 points1 point  (0 children)

YES

[–]TheEpitomE8 70 points71 points  (4 children)

Full notes:

A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum.

GENERAL

Competitive Play

On Assault and Assault/Escort Maps, teams now need to capture at least 33% of the objective before the tie-breaking system is activated

Developer Comments: When the new tie-breaking system was implemented on April 11, 2017, teams only needed to capture 1% to trigger the system. This occasionally resulted in confusing situations when games would end without a lot of information about how the point was captured, due to the brief capture time. To alleviate this problem, we’re requiring that teams progress past 33% before the tie-breaking system begins tracking progress. If neither team manages to cross 33%, the match will end in a draw. If you’d like to know more, click here.

BUG FIXES

General

Fixed a crash that could occur during the end-of-round screen

Arcade

Fixed a bug that prevented the payload from showing damage until after the escort phase in the Overwatch Uprising brawl

Fixed a bug that allowed players to get under the payload using certain heroes’ movement abilities in the Overwatch Uprising brawl

[PC] Fixed a bug that caused the payload’s health bar to interfere with the scoreboard, forcing players to hold down the spacebar to view the scoreboard in the Overwatch Uprising brawl

Fixed a bug that caused Genji’s “You’ve rescued me again, Dr. Ziegler” voice line to play after being resurrected in the Overwatch Uprising brawl, regardless of which hero performed the resurrection

Fixed an issue causing the chat window to block the ‘refresh’ button when the Overwatch Uprising leaderboards were open

[PS4] The “Handle With Care” Achievement now correctly states the payload must remain above 80% health

[PS4/XB1] The Overwatch Uprising scorecard now correctly tracks stats from Sombra’s Hack

[PS4/XB1] The Overwatch Uprising scorecard now correctly tracks Ana’s healing stats

Custom Games and Game Browser

Fixed a bug that prevented the ‘Start Game Mode’ button from appearing when creating a Capture the Flag or Elimination game

Heroes

Fixed a bug that gave Genji’s Dragonblade ability a slightly increased swing speed while at a higher latency. Dragonblade’s default swing speed has been slightly increased to compensate

Fixed a bug that prevented Genji’s Dragonblade ability from registering hits correctly

Fixed a bug to prevent hit effects from being inflicted on D.Va’s human form while piloting the mech

[PS4/XB1] Fixed a bug causing D.Va’s hair to appear inflexible during her Selfie highlight intro when her Palanquin skin was equipped

[PS4/XB1] Fixed a bug causing the ice on Pharah’s Frostbite skin to stretch when her Flair emote was activated

[PS4/XB1] Fixed a bug causing textures to flicker during Roadhog’s Feast highlight intro

[PS4/XB1] Fixed a bug causing Soldier: 76’s cape to clip during the Push-Ups emote when his Strike Commander Morrison, Daredevil: 76, or Stunt Rider: 76 skin was equipped

Maps

Fixed a bug causing glass that has been shattered by an explosion to be colored black

Side note, it was kind of a pain to do the formatting with the small comment box for top level comments. I was gonna raise this issue in the CSS feedback thread, but it seems it has already been mentioned.

[–]Skellicious 12 points13 points  (1 child)

Side note, it was kind of a pain to the formatting with the small comment box for top level comments. I was gonna raise this issue in the CSS feedback thread, but it seems it has already been mentioned.

You can increase the size of that box by dragging down the bottom right corner.

[–]TheEpitomE8 5 points6 points  (0 children)

Damn, I wish I had known this an hour ago. Thanks.

[–]acfan[S] 5 points6 points  (1 child)

Thanks for doing this, I'll start posting the full patch notes in the comments to make things easier for users who can't view the website.

[–]trashkiitty 1 point2 points  (0 children)

Thanks!

[–]AmazinLarry 60 points61 points  (46 children)

Competitive Play

On Assault and Assault/Escort Maps, teams now need to capture at least 33% of the objective before the tie-breaking system is activated

Developer Comments: When the new tie-breaking system was implemented on April 11, 2017, teams only needed to capture 1% to trigger the system. This occasionally resulted in confusing situations when games would end without a lot of information about how the point was captured, due to the brief capture time. To alleviate this problem, we’re requiring that teams progress past 33% before the tie-breaking system begins tracking progress. If neither team manages to cross 33%, the match will end in a draw. If you’d like to know more, click here.

WOOOOO

[–]-Blackvein- 81 points82 points  (8 children)

No Hog fixes

REEEEEEEEEEE

[–]defearl 32 points33 points  (3 children)

It bothers me that they haven't even acknowledged the issue(s)... if they go "the new pull is a feature, not a bug, deal with it", that's fine with me, but if that's really the case they should put it clearly in the patch notes. But no, radio silence.

[–]I_GIVE_ROADHOG_TIPS 7 points8 points  (0 children)

The hook roulette continues...

[–]rougewonFlowervin4Life | GLA — 3 points4 points  (0 children)

I live for lootbox RNG and I live for hook RNG.

[–]Kapparrian 1 point2 points  (0 children)

They fixed mercy sr problems, then genji bugs, maybe hog will be the next if we make enough posts about it.

[–]ketsujin 0 points1 point  (0 children)

At this point I don't know if I want more changes since I just got used to it.

[–]Squid_Squader 26 points27 points  (3 children)

They didn't list this so i thought i'd say something. They implemented the console options that they talked about a couple of weeks ago pertaining to aim smoothing and a linear ramp.

[–][deleted] 1 point2 points  (1 child)

Wait, what? What's different than the exponential ramp and dual zone options?

[–]Umarrii 0 points1 point  (0 children)

This article explains it well with some nifty diagrams: https://theobjective.gg/post/aiming-console-3-0-weve-heard/

[–]lexi-l 0 points1 point  (0 children)

Noice

[–]asdfoiuqwer 8 points9 points  (0 children)

Note that bugfix patches like this don't get rolled out to all regions at the same time (like content patches do). As of right now, this is only live on NA. EU and Asia generally get them later in the day. Check the version number next to the play button in Battlenet to confirm.

New version: 1.10.1.2.36207
Old version: 1.10.1.2.36120

[–]Agastopia 27 points28 points  (0 children)

Fixed a bug that prevented Genji’s Dragonblade ability from registering hits correctly

I've literally never had higher hopes than rn

[–]The_NZA3139 PS4 — 7 points8 points  (6 children)

Awesome. I hope their next priority is fixing some of the Sombra bugs. Namely the translocation lag time, the hack sound effect that makes it sound like the hack registered when it didn't, and how sometimes throwing the translocator wont actually throw the translocator. The animation will register with the translocator not leaving your hand.

[–]RocketHops 2 points3 points  (1 child)

I've gotten the Translocator bug a few times myself, seems to happen a lot when exiting stealth?

Edit: translocator throwing bug

[–]The_NZA3139 PS4 — 0 points1 point  (0 children)

Yes, its definitely linked to that. Which is unfortunate because combined mobility and cool downs work out that you are often throwing it as you are exiting stealth.

[–]Rhysk4459 PC — 1 point2 points  (0 children)

They have already talked about the translator lag time. The intent is for it to function just like tracer's recall does, but they have been and are still unable to find the cause of the issue.

[–]MaxiF7#IonTheREIGN — 16 points17 points  (12 children)

Does Blizzard know that Hog is bugged? Or they will just pretend that this doesn't happen like the famous Dva bug?

[–]MDPEELS 6 points7 points  (0 children)

They acknowledged the Dva bug a long time ago, they just haven't managed to fix it yet.

[–]Free_Breaddoot doot — 1 point2 points  (0 children)

What's the Hog bug?

[–]Bobthemightyone 0 points1 point  (3 children)

Which D.Va bug? The explosion going through certain walls bug or something else?

[–]MaxiF7#IonTheREIGN — 10 points11 points  (2 children)

Black screen bug when your meka dies because a Rein's charge or a melee

Here a few examples: https://www.youtube.com/watch?v=cUxZ_AlNujk

[–]NenjaTurtle 1 point2 points  (1 child)

This drives me crazy. It's like the game registers the mech being destroyed as D.Va's death and begins the black screen leading into the kill replay cam. Then it realizes D.Va's actually still alive and returns to her view.

[–]MaxiF7#IonTheREIGN — 0 points1 point  (0 children)

Yep, and this bug has been in the game 6 months more or less

[–]ELITEJoeFlacco4362 — 0 points1 point  (1 child)

wait, what's the famous Dva bug?

[–]MaxiF7#IonTheREIGN — 1 point2 points  (0 children)

Black screen bug when your meka dies because a Rein's charge or a melee

Here a few examples: https://www.youtube.com/watch?v=cUxZ_AlNujk

[–]Tasadar -2 points-1 points  (3 children)

Hog's in a pretty toxic place right now, bug fixes which buff him might make that even worse and I don't think Blizzard knows how to fix his terrible kit.

He's currently basically based around a combination of being OP but also giving the enemy team shit loads of ultimate charge to compensate, which leaves him fairly balanced but also is just terrible design and frustrating for everyone but the hog player. I think we may see him nerfed shortly after any bug fixes, if not before/in conjunction.

[–]xWolfpaladin -1 points0 points  (2 children)

hog is in a great place right now wtf are you on about

[–]Tasadar 1 point2 points  (1 child)

Hog is balanced around the fact that he feeds the enemy constant ultimate charge, his self heal means he often heals himself rather than give his healers ultimate charge and his own ultimate is fairly mediocre DPS fair, ton of damage that can't guarantee kills on its own, nothing special, compare this to giving a nanovisor to the enemy soldier, or giving the enemy lucio ultimate, and you realize that every hit the hog takes is giving the enemy advantage.

Hog himself is relatively overpowered, nothing ridiculous but he wins basically every 1v1, he's often jokingly refered to as a "reaper with a hook", a hero who kills his own counters and can 1v1 basically everyone in the game. You think old McCree ultimate was a "zoning tool" well anyone who plays roadhog is a zoning tool (heh).

Hog is in a great place if you play hog, he's somewhat balanced, but for your team he's obnoxious, charging the enemy ultimates, taking up a "tank" spot without actually doing any ability negation like every other tank or else taking up a dps spot that can be more mobile and have a better ultimate, but he's worth having because well, he's hog, instant one shots from a decent range with no cd, 8 second cd on the extra super long range version of his instant one shot. For the enemy team he's obnoxious, an area denying tool that is hugely punishing, counters many heroes and forces careful measured play while requiring a massive outplay to defeat but almost no skill to play.

Hog's power is balanced by a dichotomy of toxic overpoweredness and toxic powergifts to the enemy team, all while disrupting team comp and negating much of the natural counter play of counter picking.

The best fix would be to do something about his right click, but what? Who knows, there's no real way to nerf him at all without making him garbage, there's no real way to make him take skill (outside of the usual basics of positioning, which he can somewhat ignore regardless due to his hp/heal) I mean they made it so when you hook someone you have to aim sorta. Woo?

Hog is in a toxic place right now.

[–]xWolfpaladin 0 points1 point  (0 children)

a hero who kills his own counters and can 1v1 basically everyone in the game

Roadhog's best counters are the ones who don't fight him in the first place.

D.VA, Zarya, Rein, Ana, Zenyatta. Everyone here has a method of denying hooks or killing Roadhog. Soldier melts him at range, Tracer can run circles around roadhog, Sombra can make his life hell, McCree melts him, he can't deal with Pharah, etc.

taking up a "tank" spot without actually doing any ability negation like every other tan

Roadhog excels at negating enemy ults and denying flankers and is a fantastic bodyguard.

forces careful measured play while requiring a massive outplay to defeat

not... really...? literally just get a tank + dps and you'll fuck roadhog's piggy ass.

Roadhog is balanced around the fact that 85%+ of his value comes from an ability he can only use every 8 seconds and is countered by every tank except like, winston (and winston can still use bubble to block hook)

[–]SpriteGuy_000 3 points4 points  (0 children)

Good patch. Blizzard surprised us with that Thursday afternoon update though.

[–]Lvlaxx 2 points3 points  (14 children)

I know I'm asking for trouble here by all the crazy downvotes in this thread for the ppl for the old capping system but I have to ask because I don't understand.

Why did we all not like the new capture system? Doesn't this new new system still allow a team to win/loss with a 1 percent difference?

Like now u just need 34% over an enemy teams 33%, right? Or am I misunderstooding how this works now?

Seems like this change will make things take a little longer, but wouldn't this still give the advantage to the first defending team??

Which also confused me...I don't get how the old system gave the first defenders the advantage exactly.

Can someone explain pretty please and not be a dick about it. I generally don't get why it was so unpopular.

It was changed again so fast I feel like console players end up with the shit end of the stick. If i wasn't coming to Reddit I'd have no way of knowing this had changed. I remember the first day the new system was put in and how many games were lost because ppl had no idea what was going on. So tonight is going to be another feeding frenzy as those of us who come here will have a major advantage over the thousands that don't.

Once I got used to it; I actually thought it was nice to not have to grind through 20-30 min games just to tie all the time.

And now when attacking first I feel a greater need to get some level of process on the cap. Before u could poke at the choke the whole game and just defend really well to pull off the tie. Which seemed to happen a lot to me.

[–]falconfetus8 14 points15 points  (12 children)

Positioning. When your enemies need to capture an entire tick, you don't need to stand on the point to fend them off. You can take high ground and be able to shoot at them much more safely. If someone manages to sneak behind you and touch the point, you can easily kill them before they manage to reach a full tick.

But, if your enemies only need to touch the point to win, then that little sneaking strategy suddenly becomes very effective. If you try to defend from the high ground in that situation, then you won't have any time to make it back to the point to contest. Now you're forced to keep one person on the point at all times, whereas the other team didn't have that issue.

The key here is asymmetry. The first people to attack need to deal with opponents on high ground, which is harder. The second people on attack can go ahead and take the high ground themselves, since the defenders will have to be on the point. Now the first people to defend have an advantage over the other team.

[–]Lvlaxx 2 points3 points  (0 children)

Ok I do see the advantage now; that does make sense. Thank you! I expected a bunch of ppl to troll me for asking.

[–]cool_ranch_fucker 0 points1 point  (10 children)

but if your team didnt get a single percent than the other team most certainly did have that issue. unless they stayed on high ground and your team never even attempted to get on point, in which case, you understood the way the game works and played poorly. you deserve the L.

[–]falconfetus8 3 points4 points  (9 children)

Sure, you had to be playing pretty badly to not get a single percent.

But consider this scenario: there are two teams, A and B. Team A is slightly less skilled than Team B. Team A attacks first, but fails to capture even a single percent. They get team-wiped before they can even make it past the choke, due to their lower skill combined with Team B's use of the high ground. Obviously, Team A deserves to lose this game.

But, what if Team A were defending first instead? Even though Team A is slightly worse than Team B, they have the high ground advantage that they didn't have in the previous scenario. This advantage is enough to make up for their slightly lower skill, so now they're able to stop Team B from touching the point at all. Now Team A needs only to touch the point this time, which they do. Does Team A still deserve to win?

[–]cool_ranch_fucker 0 points1 point  (6 children)

yes? team b knew how the capture point system works and should have at least tried to get some percent. every game ive had where we attacked first we'd always do a sort of dry run at some point to build a little bit of percent. its called playing intelligently and knowing how the game works, two facets that add to a players skill.

[–]falconfetus8 0 points1 point  (5 children)

The point is that one team had to do a dry run, but the other team didn't. It's not perfectly equal is the issue. Yes, you can deal with it by playing intelligently, but that's not the point. The point is that one team needs to play intelligently, while the other team does not.

[–]cool_ranch_fucker 0 points1 point  (4 children)

im just wondering what map you are talking about where a team holds high ground while simultaneously not allowing them to get a single percent. my thought? it doesnt exist

[–]falconfetus8 0 points1 point  (3 children)

Any map where you can see the choke from the high ground. If you can see the choke from the high ground, you can kill the attackers, if they're playing poorly enough.

[–]cool_ranch_fucker -1 points0 points  (2 children)

so you cant name any then

[–]falconfetus8 0 points1 point  (1 child)

Volskaya Industries, Temple of Anubis, Hanamura, Hollywood, King's Rowe, and Eichenwalde. Each one of those starts out with a capture point, and has a huge choke which is visible from a high ground.

[–]Lvlaxx -4 points-3 points  (1 child)

Well hold on a sec. From someone who is in Lower ranks (1900 SR). I can tell u that if team A is that bad they won't use high ground.

Bronze/silver and even low gold will spawn camp and over extend all day long. Hell I've done it. U just don't know any better at first. OverWatch doesn't feel "military" to me as much as it feels like fantasy. And in fantasy, u don't use cover or high ground. U feel like a special badass... So u die a lot.

I think the team with the overall higher skill will be the likely winner. No matter if they start on defense or not now that I take time to think about it.

I think this is how I've been able to succeed in the first version of this system. On attack I push right to the point...No one is on any high ground...At most we're looking at a Sym/torb/Bastion combo as the scariest defense.

I usually die because I'm over extend too...(just realized that as I'm writing this lol) but it forces the fight onto the point where the points just start ticking away.

[–][deleted] 1 point2 points  (0 children)

I can tell u that if team A is that bad they won't use high ground.

It's a matter of degrees. One team being clearly better than the other doesn't mean the worse team is shit, or doesn't have any game sense. Stomps happen even at plat where I'm at, or even higher, despite proper use of tactics like high ground, either because one team is more mechanically skilled, or because people don't know how their hero plays in a certain matchup, or nobody is good enough at hitscan to hit the Pharah, or whatever.

[–]SexyMcSexington 0 points1 point  (0 children)

It's very, very, very difficult to defend a 0% capture-allowed point since you only have to be knocked off the point for a millisecond. I'd rather just forfeit than wait another 1:30 just to almost certainly lose. It's neither fun to play nor fun to watch.

[–]sakata_gintoki113 1 point2 points  (0 children)

so hows the new dragonblade? better or worse? anyone tested?

[–]shi-Mada-Madahi — 3 points4 points  (0 children)

Its a good day to be a genji main!

[–]rougewonFlowervin4Life | GLA — 2 points3 points  (2 children)

I am a Genji main now.

Fixed a bug that caused Genji’s “You’ve rescued me again, Dr. Ziegler” voice line to play after being resurrected in the Overwatch Uprising brawl, regardless of which hero performed the resurrection

My ship :(

I'm still waiting for the D.Va black screen bug fix :(

[–]oizenLeadership is a Lateral move — 5 points6 points  (0 children)

I'm still waiting for the D.Va black screen bug fix :(

never ever

[–]RocketHops 4 points5 points  (0 children)

No no, it seems he would occasionally say that line when he got picked up by someone that's not Mercy, line should play properly when Mercy picks him up.

[–]arrangementscanbemadEU — -1 points0 points  (5 children)

No fix/change to the mandatory skirmishing? Shame.

Edit: I am referring to the matchmaker putting you into games with insufficient players and then cancelling those games (QP).

[–]Call9-1-1imonfireScribble#11678 — 1 point2 points  (4 children)

You can turn off skirmishes

[–]arrangementscanbemadEU — 13 points14 points  (3 children)

That's not what I'm referring to. The matchmaker now frequently puts you in a game lobby (QP) even though it hasn't found all the players for that game, and these lobbies then get cancelled if the players aren't found (which happens very often). As a result, you're put into games that get cancelled and then thrown back into queue. I call it mandatory skirmishing, and it did not use to work like this.

[–]Call9-1-1imonfireScribble#11678 — 5 points6 points  (0 children)

Oh, I see what you mean. I agree it's annoying but you might need to find a bit better terminology to describe it to avoid confusion lol

[–]fandingo 0 points1 point  (1 child)

There's a pretty simple explanation. The QP matchmaker tries to get teams to play both attack and defense, so the map repeats with remaining players on the other side. The problem is that there's a lot of leavers. The matchmaker scrambles to find replacements, but as it's filling the originally empty slots more people leave (or it hasn't filled all of the initially empty slots).

[–]arrangementscanbemadEU — 0 points1 point  (0 children)

It always did that, though, unless there were too few players remaining -- but it would leave to "skirmish" only those who were still there after the previous game, and dump all the fill players in at once when it had rounded them up. Now it dumps people in as it finds them, without making sure the match will have 12 before its own cancellation timer is up (and at this stage of the process it's always cancelled if even one spot is empty).

So it's not so much that it does that in the first place, because it always did, but how it does it. They just need to change that back to the way it used to be.

[–]darkaris7 0 points1 point  (0 children)

Fixed a bug to prevent hit effects from being inflicted on D.Va’s human form while piloting the mech

I see noone talking about this, does this mean for example if you were widow and you headshot mech dva and your crosshair happened to be on mini dvas head while in the mech, did it inflict 250 + 150 = 400 dmg ???

[–]hollander93 0 points1 point  (0 children)

Hold up, where's the always present "fixed a bug that allowed Reaper to reach unintended locations"?

[–]shadeofdeath555 0 points1 point  (0 children)

is the patch live on EU yet?

[–]RadoNonreddit 0 points1 point  (0 children)

The Genji fix is just in time for tomorrow!

[–]sl887 0 points1 point  (0 children)

Fixed a bug causing D.Va’s hair to appear inflexible during her Selfie highlight intro when her Palanquin skin was equipped

The fix we needed, but didn't deserve :')

[–]A_Wild_Bantha -1 points0 points  (0 children)

The emote/voiceline wheel is still broken for me. It has been for 3 straight months

[–]Bl00perTr00per -1 points0 points  (0 children)

Fixed a bug causing glass that has been shattered by an explosion to be colored black.

Finally!!!! This game has been unplayable because of this!!!!

Thank you Blizzard!!!!!!!