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Note version 1.0
Note version 1.0




note version 1.0

Phoenix’s ult often puts him in a position to empty his clips right before getting sent back. This is closer to a quality of life improvement.Run it Back automatically reloads all weapons on respawn.Even still, it was a hair too short, especially to justify the new 200 credit price point. The flash duration is short given how quickly he can get his curveball out on an enemy caught out of position.Curveball max flash duration increased 0.8 > 1.1 second.Updated the HoT model to match recent changes to the DoT abilities.Hot Hands healing: 3 every 0.25s > 1 every 0.08s.We’re also doing this so that Blaze doesn’t become the de-facto “healing” ability compared to Hot Hands. Additionally, we’ve matched the damage/healing values to be half as effective as Hot Hands, primarily so that the total healing output of these two abilities is at parity (50 health each). These Damage over Time/Healing over Time models are updated to match the recent changes to our other DoT abilities.Blaze healing: 3 every 0.25s > 1 every 0.16 seconds.Blaze damage: 15 every 0.25s > 1 every 0.033 seconds.We’re bumping this up slightly to give him some more time to work with. We felt like the short wall duration, combined with the long cast time and short range, was forcing Phoenix to play a little too predictably around his wall.Blaze duration increased 6 > 8 seconds.This should allow her a little more freedom to make that aggressive, but risky play that creates space for her team.

#Note version 1.0 free

  • Tailwind force is powerful enough that Jett should easily be able to break free of any leash.
  • Tailwind automatically breaks Cypher’s Trapwires after being briefly revealed.
  • This should give her and her team a little more time to work off of her smokes. But we think her team-oriented output is a little too low.
  • We feel like Jett has a strong, irreplaceable value in terms of her ability to deny trades.
  • Cloud Burst smoke duration increased 4 > 7 seconds.
  • By reducing the inner maximum damage radius, we hope to reduce the average damage output of this ability while still keeping it powerful.
  • The Blast Pack has proven to be quite strong, especially when chained back-to-back.
  • Blast Pack maximum damage radius reduced 2 > 1 meters.
  • Our hope is that the wall stays a powerful stalling tool, but asks you to think more about when in the round you want to use it.
  • Previous changes to Sage’s Barrier Orb helped give it more counterplay options in pistol/early round but it’s still having too much impact in any given round.
  • Friendly Barrier Orb walls now show on the minimap.
  • Barrier Orb duration reduced 40 > 30 seconds.
  • Barrier Orb segment health reduced 1000 > 800.
  • note version 1.0

    We like how much Sage is able to heal in a single heal, but felt she was able to use it too frequently during a round.Healing Orb cooldown increased 35 > 45 seconds.






    Note version 1.0