![]() Also, Killjoy’s Lockdown gets a bigger health bump to reduce the number of abilities that can destroy it solo. Damage-over-time area abilities (like Brimstone’s Incindiary and Viper’s Snakebite) now damage enemy utility ( read more in the Gameplay Systems Updates ), so we’ve increased the health of 1hp destructibles so that they aren’t instantly vaporized-but can still be destroyed by one-shot in most situations. To wrap up the broad updates, we’ve taken a pass at the HP of destructible objects in the game. The areas targeted in this pass include: Total loadout cost outliers (for their respective role), Agents with lack of pistol round buy options, and unintended power relative to the cost of the ability. In addition to the Ult adjustments, we've also made a tuning pass on Agent ability economy. These changes should reduce their overall frequency and increase counterplay against them at the strategic level. We've increased the point costs of the Agent Ultimates that have large, site-wide footprints. With pro play heading into the offseason after the completion of an amazing Game Changers Championship, we’re taking the opportunity to hit some broad updates we’ve been looking to make along with individual Agent changes. Check out what we’ve got going on in Patch 5.12 below. ![]() Last patch before the end of the year-and it’ll be a long one (last until Patch 6.0 goes live in January). ![]()
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