Welcome back, agents of Overwatch. Patch 1.10 went up on the PTR this evening and I have the news for you!

This patch includes changes to Competitive PlayEichenwalde and a Lúcio buff, alongside other minor changes.

General

 

Hero Gallery

  • The Hero Gallery now contains details about every hero’s backstory, together with gathered info on their lore-inspired skins

 

Competitive Play

  • To reduce the amount of draws on Assault and Hybrid maps a tracking system has been added based on the progress that was made when capturing the objective (One third, two thirds, etc.)
  • For testing purposes, the map rotation in Competitive Play during this PTR-Patch will be limited to Eichenwalde and Hanamura

 

Custom Games and Server Browser

  • Custom Game settings can be saved as presets from the game’s details page

 

Maps

  • On Eichenwalde, a new path has been added to lead the attackers from their spawn area onto the capture point

 

Hero Updates

 

Lúcio

Sonic Amplifier

  • The projectile speed got increased from 40 to 50
  • Alternative fire now also considers the vertical orientation when knocking back targets

 

Crossfade

  • Crossfade‘s AOE (Area-of-effect) radius has been decreased from 30 to 10 meters (A temporary in-game visual has been added)
  • Heal Song‘s healing per second has been increased by 50% (this also applies to Amp It Up)

 

Sound Barrier

  • The radius got decreased from 30 to 20 meters

 

Wall Ride

  • Lúcio gains 30% increased movement speed while Wall riding
  • Lúcio recieve a burst of speed when jumping off a wall

 

Editor’s Note: We’ve included this blue post from Scott Mercer explaining the competitive changes a little more clearly.

Originally Posted by Scott Mercer (Blue Tracker / Official Post)
On PTR we’re testing a change to victory conditions for maps that have capture objectives. This includes Assault maps such as Hanamura or Volskaya, and the first objective of Assault/Escort (aka Hybrid) maps such as Eichenwalde and King’s Row. Currently on live, these maps result in a tie score more often then we would like. This is especially true for more defensible Assault maps such as Hanamura, which saw the most ties of any of our maps. We decided on trying a very aggressive method of tiebreaking on the PTR to create as few ties as possible.

THE BASICS:
A team no longer has to completely capture one more objective than their opponent to gain a win. If both teams have the same score and run out of time, we now compare the maximum capture% of each team on the last objective they were both trying to complete. The team with the highest capture% on that objective wins. This is not based on the progression points at every 33%, but is on a completely granular scale of 0-100%. The three “pie pieces” still function as before, so if attackers take 50% of a map but wipe out then the minimum capture% decays down to 33%. We show the maximum capture% with an orange triangle placed around the capture circle.

Let’s go through some examples on Assault maps.

Example 1:
Team A on offense takes the point 1 and point 2 with 3:00 left, earning 2 points.
Team B on offense takes point 1 but fails to take point 2.
Team A wins with a score of 2-1.
(This is unchanged change from live.)

Example 2:
Team A on offense takes point 1, doesn’t take point 2, but in one hard push was able to reach 73% captured before the defenders wiped the offense and the capture progress returns back to the second tick mark at 67%.
Team B is now on offense, and they take point 1. To win the game, team B now has to reach 74% captured on point 2 to win 2-1.

Example 3:
Team A on offense is completely shutdown on point 1, not even achieving 1% of capture progress.
Team B on offense is ALSO completely ineffective at taking point 1, not even achieving 1% of capture progress.
The score is 0-0 and this is still a tie.

We expect this to happen WAY WAY less often than live, as it requires there to be NO time that either offense had a player uncontested on the capture objective.

Example 4:
Team A on offense takes point 1 and point 2 with 3:00 left, earning 2 points.
Team B on offense takes both points with 0:00 left, earning 2 points.
Team A now has 3:00 minutes to try to earn just 1% capture progress on the first point. The instant Team A has a player on point 1 without a defender being there, they will win.

While all these examples are on Assault maps, remember that this also affects the first objectives on maps such as Numbani and King’s Row.

So what does this all mean?

Well, it means that defenders will need to make sure and contest the objective by having a player on it much more than before! Small differences in capture percentages now matter. Getting full held to 0% capture progress on a point is now a really big deal.

Competitive play is available with both Hanamura and Eichenwalde, so when you play on PTR you’ll definitely get a map where the new tiebreaker system could be the difference between winning and losing! We’re looking forward to feedback on how it all works, from the feel of the new system to how the UI can be improved.

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Vanny
Contributor
Hey! My name is Vanessa, I am 18 years old and living in germany. I used to semi-professionally play CS:GO in the ESL and am now casting small tournaments and, obviously, writing articles here, both regarding Overwatch!