As long as the damage you take after the health pack is lower than the damage you had taken before, you recover all your health.
Practice range is horrible for testing this.
SR also has nothing to do with this.
of course SR has something to do with this, the higher the SR rating you have the more seriously the game is.
And when a bug like this happens in a sereous game, it can change the outcome if you win or not.
PS you can bug test the game just as effectively in the training area as if you are in a regular game, it depends on what you are going to test of course.
SR shouldnât increase or decrease the chance of bugs happening. Yes a bugs existence may seem more impactful the more serious the game is. But SR has nothing to do with a bug being there or not.
Low or high SR, a bug is a bug and shouldnât be there.
Have you testet the effects of dropping below your initial hp after mega pickup?
This is difficult (not impossible) to test properly in the practice range since the training bots simply deal too little damage.
It would be easier to test something like this in a custom game with a friend.
Also, while this has been seen as a bug to many people. It has been debunked many times, by people going through thorough testing in custom games.
So my initial argument still stands.
he never said this,he said that a bug like this should not be in a game that has a professional scene,iâm not sure but in your text it seems like you agree and disagree with him at the same time,correct me if Iâm wrong.
he never said this, he said that a bug like this should not be in a game that has a professional scene, and iâm not sure but in your text it seems like you agree and disagree with him at the same time, correct me if Iâm wrong.
If it was a bug, it shouldnât be there at all. No matter the skill level itâs played at.
This is why i said it doesnât really matter. So yes, I agree that bugs should be fixed.
However the only reason i would see it necessary to even bring up SR, would be if it had an impact on the frequency of the bug. This is why i made this comment.
In any case, it doesnât really change that people have figured out how to recreate the effect and determined that itâs most likely how itâs meant to work, rather than being a bug.
You do realise that the time taken to send the packages is literally what Ping is? If you have a ping of 15ms, it means it literally takes 15ms for packages from the server to reach your computer and visa-versa.
What you are describing sounds more like package loss⌠Iâd check for that on your network if I was you.
Iâm not sure how you see this description as possible packet loss?
Packet loss is when a packet is lost as the name states. He described them as just taking time to be send.
It does however seem like he may be slightly misunderstanding how ping affects the gameplay.
This is pretty much correct
Also, the developers made a video quite a while back, explaining the netcode which gives some insight in why stuff happens the way it does:
With that said, I believe itâs fair to claim that ping does matter?
Because if he has 15ms ping but some events are randomly delayed, this is an indication of package loss. I didnât say its 100% that, but it sounds like that.
I donât believe anyone said it doesnât but if he is claiming hes actually physically seeings a 15ms delay, well, no, thats pretty much beyond human capabilities. A character canât move more than a couple of pixels on anyoneâs screen in that time.
Alright
Iâm just going to quote him again from a bit earlier

(ping doesnât matter)
Let me know if this is just a misunderstanding from my part
Ok missed that bit
I just saw the Dafrans bug clip
and this is not how Tracersâ recall should work,
he was robbed a life there.
Can you give a link to this?

Can you give a link to this?
no sorry,i donât get this link feature to work,
but it is quite easy to search,
just search (twitch Dafran tracer recall bug) or something similar,
Thatâs how I found it.
Ahh, Think I found it. just had to use another search engine.
Guessing itâs this you are talking about?
´https://clips.twitch.tv/LittleIncredulousMangoGingerPower
He has 50hp, takes the mega, Mccree headshots him to 10hp and he Recalls. With the way Recall works, you should expect to only get back to 50hp here, which is exactly what happens.
However if he only took a bodyshot before the recall, he would be returned to 150.
You can argue that you donât think itâs the most fair way for it to work.
But it doesnât mean itâs a bug. Tracer players will have to learn this and play around the mechanics of this ability.
no Tracers E should not work like that, when using Tracers E then you will get the highest number of HP Tracer has had in the 3 seconds,(IF) recall works properly.
See thatâs what i thought as well, because thatâs what every1 who hadnât actually truely looked into how it works told me. After looking into how it works i quickly realized this is not the case.
Again Simply because you donât like it, doesnât mean itâs wrong.
Since Iâm working in the IT, i try to do it always as the system wants it, not how the ppl would love it to work.
Therefore I adapt myself and try to fit into this.
Hearing how others experience this, it sounds verry consistent.
Consistent = no bug, more like a intended functionality, IF THE DEVS WANTED IT LIKE THIS.
I couldnât find any dev talking about tracers recall interaction regarding her HP restoration after using a healthpack and getting shot lower than before.
But I know how it works, so I play like this until a dev update says something gets changed / fixed or whatever

Consistent
if it is so Consistent and not a bug
then why are all the Tracer players saying things like
(WHAT HAPPENED TO ME HP?),(OK?),(WHAT?),(EHH?),(I THOUGHT I HAD FULL HP?)
etc, etc,and this players are not new OW players,this is experienced Tracer players in GM and up.
Iâm a Tracer main, Play her at ~4100 MMR.
100% of the time Iâve experienced this, it has worked this exact way.
Before i learned how it worked i also reacted like this.
And yes, thereâs still GM players who havenât learned this yet.
Just because people havenât figured out exactly how it works. doesnât mean itâs inconsistent or buggy.
I can assure you that if you were to test it repeatedly in a custom game. You will most likely get the same result under the same conditions every time.
The only inconsistencies Iâve ever experienced with recall has been due to Latency, which has nothing to do with this.