Geoff Goodman posted in the official forums that the Roadhog Hook 2.0 revamp is coming to the Overwatch PTR possibly this week (or the next) to address the line of sight issue that has been plaguing the game for such long time. Basically, Roadhog is able to hook a hero even if he can’t see the hero. Just aim toward the last spot you saw an enemy player and he insta-hooks him transdimensionally without line of sight.
The hook revamp will now correct this issue, and roadhog will need line of sight in order to hook a player. Symmetra recently got a 2.0 ability revamp, but still needs some refinement. Right now, Symmetra is able to melt 5 players with her main ability. Hopefully, we get to see a nerf for that too.
Coming soon! In fact we plan to have it up on the PTR asap (might be this week).
For a bit of tldr; for what the changes are:
Firstly, the hook victim will now move in to the position directly in front of Roadhog, rather than just a straight line towards him. There is a cap on how far ‘to the side’ you can be pulled, so you can’t just hook someone, spin 180, and dump someone off a cliff. This part (along with some other bug fixes) should generally make the hook feel more consistent as to where the victims get pulled.
Secondly, the line-of-sight check to see if a hook should connect or not is now checked from Roadhog’s position, instead of the hook’s position. This basically means the hook can’t connect to targets that Roadhog himself can’t see.
Lastly, there is a new persistent line-of-sight check back to Roadhog once the hook has landed. If this check fails, the hook breaks off and returns to Roadhog. This means if you get hooked and move out of LOS quickly (either you dashed, were falling, were pushed, etc), the hook will now break early and not pull the target.
Overall these changes will likely make Roadhog a bit weaker, but we’ll evaluate his performance once we get people playing him and make adjustments as necessary. — source
Blizzard Entertainment deployed today the new PTR build v184.108.40.206.32578 sporting a 415MB file size. Competitive Play Season 3 is now on the PTR. The Quick Play option was removed (temporarily) to focus testing on Hero changes. People were wasting time on playing multiple Torbjorns in a same match, or more than 2 of any hero. So it makes sense to disable Quick Play to properly test what needs to be tested. At this moment, no Season 3 rewards have been announced.
No changes to Skill Rating rules, however to access this info now you right-click on the Competitive Play button, then select “(i) Tier Legend.”
No Sombra on this PTR build. No changes to Dorado either. No new content for the Hero Gallery. Makes you wonder what the 415MB added to the PTR other than Season 3.
D.va got an increase of movement and movement-while-attacking. The video below shows the Before and After for comparison purposes.
Blizzard Entertainment deployed Overwatch PTR build v220.127.116.11.32559 with a mere 75MB file size. If you are wondering what that patch added, Bill Warnecke posted a brief comment in the PTR Forums:
Bill: Hey folks, the changes Geoff outlined here are now live on the PTR in build 18.104.22.168.32554.
The link provided by Bill shows the previous PTR Patch forum thread by Geoff Goodman, but Geoff updated the page adding the following:
We’re planning on kicking off another build for the weekend! Hopefully it will be some time tonight, but I’m going to post the notes now so you guys know right away whats going on. Thanks for testing and giving feedback.
Ultimate cost has been decreased by 20%
Developer Comments: This reduces the cost back down to what it was before the global ultimate cost change.
Explosion no longer damages the player who placed the mine
Charge rate increased by 20%
Minimum explosion damage has been increased to 25% of rocket’s total damage (formerly 12%)
Minimum explosion knockback has been decreased to 0% of rocket’s total knockback (formerly 75%)
Passive health regeneration now kicks in when Mercy avoids taking damage for 1 second (formerly 3 seconds)
UPDATE: PTR Patch Notes were added at the bottom of the page (after the break)
A massive 2.3GB PTR build was deployed today around 2:30pm EST. PTR Patch v22.214.171.124.32486 however doesn’t include the new hero Sombra.
Explored el Dorado and Volskaya: No updates or changes pertaining to Sombra.
The PLAY screen has been changed.
The VS. AI screen changed slightly:
The Training Mode page has gotten an overhaul too:
The Brawl option is disabled in the PTR. Something I particularly find odd is that the PLAY link displays a “NEW” tag. I played all three modes (Quick Play, VS. AI and Custom Game), and it keeps saying “NEW.” Will there be a new BRAWL event (currently hidden) or a new MODE? Or being a PTR is that “NEW” tag buggy?
Many players are questioning why this PTR patch is 2.3GB. There is absolutely no new updates in the Hero Gallery. Some speculate there is a lot of hidden content and that the Game Detectives and dataminers might have a field day.
Class Changes Observed
Torbjörn: Scraps grant 15 (PTR) instead of 25 (Live). Permanently regenerates 2 scrap per second (PTR). No scrap regeneration (LIVE).
Reaper: Feels like he regenerates 1 energy every 4 sec (PTR) versus every 3 sec (LIVE). Thus his Ultimate takes a bit longer.
Soldier: 76: Normal Fire does 20 dmg per hit (PTR) versus Normal fire 17 dmg per hit (LIVE).
Tracer: 40 Pistol bullets do 210-288 dmg (PTR) versus 234-237 damage (LIVE). Comparing numbers every time I emptied her pistols, it seems she’s a bit nerfed in PTR. The numbers are inconsistent going up and down. Instead of the steady 234-ish damage in LIVE. However, sometimes she surpasses the 237 damage mark. Hard to tell without further analysis.
Bastion: 20 bullets do 380-420 damage as Recon (PTR) versus 420-480 (LIVE). 676-1266 dmg per 200 bullets (LIVE). Ultimate does 169-256 damage (PTR) versus 40-93 damage per hit (LIVE).
Mei: Regenerates 1% energy every 3 ticks (PTR). Regenerates 1% energy every 2 ticks (LIVE). However, her Ultimate pops faster. It seems she no longer freezes with her main ability for a long period of time. Just quick freezes, less time frozen.