Blizzard hat bisher nur die Englischen Patch Notes veröffentlicht. Developer Comment: These are a couple quality of life changes for Junkrat. Außerden warten viele Buffs für Orisa, Junkrat, Roadhog und Widowmaker. Obwohl in Overwatch gerade die Summer Games in vollem Gange sind, haben. Lest die aktuellen Patchnotes für Overwatch oder schaut euch Time to take control of Junkrat post detonation has been reduced from to. <
Overwatch Patch Notes: D.Va freut sich, aber RIP BrigitteAußerden warten viele Buffs für Orisa, Junkrat, Roadhog und Widowmaker. Obwohl in Overwatch gerade die Summer Games in vollem Gange sind, haben. Overwatch Patch Notes – Update HELDENUPDATES. Junkrat. Granatwerfer. Die Projektilgeschwindigkeit wurde von 20 auf Lest die aktuellen Patchnotes für Overwatch oder schaut euch Time to take control of Junkrat post detonation has been reduced from to.
Junkrat Patch Notes PATCH HIGHLIGHTS VideoOverwatch: Massive Damage \u0026 Healing NERFS LIVE! - New Patch 1.51 Review Overwatch-Patchnotes – Dezember Behobene Fehler. Allgemein. Es wurde ein Fehler behoben, durch den Rückstoßeffekte im Modus Frosttau-. Lest die aktuellen Patchnotes für Overwatch oder schaut euch Time to take control of Junkrat post detonation has been reduced from to. Junkrat: Die Trigger-Verzögerung von "Concussion Mine" wurde verringert, ebenso die Zeit zur Kontrolle von Junkrat nach der Detonation von "RIP-Tire". Weitere. Die jüngsten Patch Notes vom Overwatch PTR drehen sich hauptsächlich um Baptiste und Junkrat, der einen Nerf kassiert.
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Leave a Reply Cancel Reply Your email address will not be published. This Movement Speed bonus now stacks with other Movement Speed bonuses.
Bug Fixes Lunara: Fixed an issue preventing Lunara from playing a voice line when she died. Bug Fixes Lunara: Fixed an issue in which the Blossom Swell Talent granted less bonus area to Noxious Blossom than intended.
Lunara: The Hippity Hop Talent no longer grants more Movement Speed to Dryad's Swiftness than intended. Hero Updates Catch additional details in our recent Lunara and Diablo Gameplay Updates Blog.
Abilities Nature's Toxin Trait Damage reduced from 34 to Wisp E Mana cost removed. Vision radius reduced from 7 to 6. Photosynthesis Removed. Cruel Spores Q Removed.
Level 4 Timelost Wisp E Removed. Skybound Wisp E Removed. Dividing Wisp E Removed. Blossom Swell Q Moved from Level 1.
Siphoning Toxin Trait Moved from Level 7 Heal amount reduced from 18 to 9 Health per second. Additional functionality: When an enemy Hero has 3 stacks of Nature's Toxin, this Healing increases to 28 per second.
Nature's Culling Trait Moved from Level 7. This effect has a 12 second cooldown. While active, Junkrat is immobile but gains control of RIP-Tire's movement.
While in the air, he can steer the landing location by moving. After 3. Frag Launcher grenades fired within 0.
Additionally, Concussion Mine's cooldown is reduced by 12 seconds if only Junkrat is hit. Reduce Steel Trap's cooldown by 5 seconds and increase the maximum number of active traps to 2.
Works for up to 4 total charges, or until Frag Launcher runs out of charges. Each time he uses his Heroic, it swaps to the alternate ability. Each Heroic has its own separate cooldown.
Grenades can ricochet off of terrain. Stores up to 4 charges. Frag Launcher's cooldown replenishes all charges at the same time. Junkrat can also be affected by Concussion Mine, but takes no damage.
Sonic Arrow will show your location through walls to Hanzo's team, making it easier for flankers to approach you. To kill Hanzo, you must avoid exposing yourself in open areas, and instead try to lure him into close-quarters combat where you're more comfortable.
Concussion Mine can disrupt Hanzo's position, enough to send him to the ground if he was at an elevated position. RIP-Tire can be shot down by Hanzo's fully charged arrow, so try not to send your tire into an area he's watching but instead use a side route to get close to him or his team.
Junkrat has an advantage when he is on high ground, due to his grenades' arcing making it difficult to land shots on a Junkrat at a higher elevation.
If you are both at long range, you will likely not be able to hit each other; rather, whichever of you has the high ground will most likely end up flooding grenades on the path where the other Junkrat and his team are going.
If you both end up in a close range fight, Concussion Mine can not only help you get back to high ground or disrupt the enemy Junkrat, it can destroy RIP-Tire in one blast, saving yourself along with your teammates.
McCree can deal effective damage to you at mid to long range, whereas you have little means to attack back with your Frag Launcher.
However, with his low mobility, McCree can be an easy target if you're able to avoid his shots and hit him with yours.
Your greatest concern at close range is McCree's Flashbang; if you can avoid that, though, your grenades will easily outdamage his Peacekeeper.
While Mei's Endothermic Blaster can freeze you at close range, she needs time before you'll fully freeze. Your grenades outdamage her at both close and mid-range.
Her Cyro-Freeze can help her survive being finished off by your grenades, but you can plant a Steel Trap right next to her, forcing her to move away from it and into your predicted line of fire.
Concussion Mine deals decent damage to her and is able to send her out of position. Mei has an upper hand at long ranges with her Icicle, but if you remain behind a wall or a barrier, you should be safe.
Ice Wall can block your grenades, but you can just flood them in another direction and angle. Mei's Ice Wall will remove anyone who is trapped by Steel Trap if she places it under them, so be ready to attack if a trapped enemy is suddenly freed.
Pharah is nearly impossible to hit with your Frag Launcher while she is in the air, and the splash damage from her rockets will regularly destroy both Concussion Mine and Steel Trap.
She can avoid RIP-Tire easily, and even kill it before it has a chance to get to her team. Steer clear of her if you can, and try to take fights into close quarters where you're more comfortable.
Reaper's Shadow Step can allow him to quickly approach you, so keep your eyes peeled. He can withstand at least 3 direct hits from your Frag Launcher, while his Hellfire Shotguns can rip through you pretty quickly.
Steel Trap isn't as effective as he can use Wraith Form to escape. If possible, lure Reaper into a corridor and lob grenades at him from a far enough range that he won't be able to kill you quicker than you can kill him.
Soldier: Soldier: 76 can shoot you from long range with ease, and his Helix Rockets at close range can finish you off or destroy your RIP-Tire.
However, he's much less dangerous at close range; a combination of Frag Launcher shots and your Concussion Mine can usually kill him quickly in a burst of damage.
If Soldier: 76 flees with Sprint, consider whether to chase him down with your Concussion Mine or if it's better to hang back in case his teammates are nearby.
While Sombra's Hack will stop you from throwing Concussion Mine and Steel Trap, your grenades can still make quick work of her.
She has no means of protection other than her Translocator. Even if she's in Stealth, she will be trapped if she steps on your Steel Trap, and she will be incapable of using Translocator.
Bottleneck hallways with your Steel Trap and kill her as soon as she steps in it. If Sombra lands a hack on you as you're activating RIP-Tire you will lose your Ultimate and all of its charge; while it will be hard for her to time this, activate it when she isn't nearby just to be safe.
If Symmetra's places her Sentry Turrets close to the ground, splash damage from rogue grenades will often be sufficient to destroy them. An accurate Concussion Mine can also help wipe Sentry Turrets out, ensuring safe passage for you and your team.
Her Teleporter can be easily destroyed if you spot it. While you should be able to quickly kill Symmetra in a close range fight, be careful of her laser powering up, as once it's fully charged, her damage will exceed yours.
Photon Barrier will be able to shrug off all of your grenades during its duration, so try to keep a fight on one side of the barrier, or retreat to your team if necessary.
Although your weapon suffers from a long arc when shooting anything in long range, Torbjörn's Turret is stationary, making your low-accuracy shots a non-issue.
As long as you can get in a position where you can safely fire at it from behind cover, you can quickly take it out in a few shots, so long as it's not being protected by a barrier.
If Torbjörn is near his Turret, you can get him caught in the splash damage of your grenades. If Torbjörn activates Molten Core, try to use Concussion Mine to make a hasty retreat so you aren't splashed with magma.
The attack on the Australian omnium's fusion core forever altered the landscape of the Outback. After the detonation, the area was transformed into a harsh, irradiated wasteland, littered with debris and the twisted fragments of the ruined facility, and unlivable to most.
But there were some who survived. Calling themselves the Junkers, they scavenged the husk of the omnium and formed a lawless, cutthroat society in its shadow.
Junkrat was one of them, eking out a living reclaiming metal and components from the ruins. Like many others, he was affected by the lingering radiation.
This means that aiming with it will feel the same. The grenades bounce less and explode sooner, which will allow Junkrat to aim them more deliberately.
This will reduce the amount of rolling grenade spam when playing against him. Blizzard explanation: Shadow Step was originally intended to be purely an out-of-combat mobility tool to traverse the map, since Wraith Form was already a great tool for disengaging.
However, this made Shadow Step very situational, so we're increasing its flexibility to make it a bit better, less niche ability.
Was she doing so good that she needed to be nerfed already? And yeah she got minor things in exchange 3 damage and an extra dose on sleep dart whoop-de-doo but that Overdose change certainly had a much greater negative impact than what was given elsewhere.
I guess they want to force the grenade build to the top or something. Poor Anna. Really nice to see Muradin and Zul'jin changes.
Now you can choose bettwen aa based Zul or go more caster talents with Q boost. As always also nice to see baseline quests added to some characters.
Oh yes, he did. Forgot that, hahaha. See, Raynor is so in need of a rework that even when someone mentions that he needs one, people tend to forget about the poor lad.
I actually thought about mentioning him. But his current talents works for what he needs, so I'm not sure if he needs a tweak so soon specially since he can still slaughter anything at level 20 with that 2k damage combo.
Are they trying to make Mur more bruiser like and less tanky? The reduced Stoneform. He used to be one of my main heroes, and I am glad he got a rework, because I really NEVER took a different set of talents.
I like warriors to be able to be more bruiser like when their team has a 2nd warrior. That is what is nice about Stich, is that you can go poison or a more tanky build, though he also has a ton of talents I would never take The Naz change is interesting.
I always go Spiders, unless you have a sustained TF map where toads can really stack up dmg. But the CD reduction on toads and wall at level 16 nerfs the spider build, while also buffing toad builds.
Not sure I really like this, as I usually pick Naz in a more channeling like map obj, like Towers or Curse, but he will be less good in those situations where skills shots are rewarded.
I think that is a mistake, because most specs have no skill shot component. Az does, but his globe is pretty large. It is a shame to reduce the Specialist options on those types of maps.
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