Nuevo héroe confirmado: Baptiste

¿Y si lo que se ve de los heal packs son en realidad su pasiva y lo que hace es que, cuando tiene toda la vida y pasa sobre uno lo recoje, y luego los puede ir arrojando en distintos lugares?

Me parecería extraño que generara el mismo los packs de sanación y fuera literalmente un dispensador xD

Acaban de sacar el tráiler del nuevo héroe:

https://www.youtube.com/watch?v=2l1l69ohfGw

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https://gifimage.net/wp-content/uploads/2017/11/its-time-to-stop-gif-9.gif

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No le di al link porque no me fiaba de ti, veo que no me equivocaba XD

En la página de héroes podéis ver ya las habilidades que tiene este personaje. Os adelanto ya que es una pasada, y tiene 3 estrellas!!

Aquí el enlace:

EDIT: Está ya en el PTR!

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Actualización del PTR!

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Bueno el gameplay tiene muy muy buena pinta

Movilidad vertical healing en area ventana de boost y escudo que hace que nadie muera lol xd

LANZAGRANADAS BIÓTICO

El lanzagranadas biótico de ráfaga de tres rondas de Baptiste recompensa la precisión en el disparo y el control del retroceso con una cantidad significativa de daño. Además, sus proyectiles curan a los aliados que se encuentran cerca del área de impacto.

ENERGÍA REGENERADORA

Baptiste activa una intensa energía regeneradora que lo cura a él y a sus aliados cercanos en el tiempo.

CAMPO DE INMORTALIDAD

Baptiste usa un dispositivo para crear un campo protector que impide que los aliados mueran. El generador se puede destruir.

MATRIZ AMPLIFICADORA

Baptiste crea una matriz que duplica el daño y la curación de los proyectiles aliados que pasan a través de ella.

EXOBOTAS

Baptiste se agacha para impulsarse y dar un salto de gran altura.

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Me he quedado loco con las habilidades , me da un miedo que flipas esa cosa de la inmortalidad y la amplificadora.

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No solo nuevo héroe, hay un montón de cambios!

(de momento solo en inglés y quiero probar el heroe como para ponerme a traducir ahora, lo siento si alguien no lo entiende)

Armor

  • Beam-type damage is now reduced by 20% when hitting armor
  • Damage over time effects are no longer mitigated by armor

Developer Comments: The damage taken by armor from damage over time effects, such as Widowmaker’s Venom Mine, and beam weapons, like Symmetra’s Photon Projector, varied greatly. Now it will be more consistent and predictable.

Damage Boost

  • Damage boost is now applied when a projectile is fired rather than when it hits a target

Developer Comments: Previously, the effects of damage boosting were only accounted for if the damage-dealing hero was being boosted as they landed a hit. Now, damage is applied to the projectile as it is fired. This means the damage-dealing hero doesn’t need to be boosted when the projectile hits an enemy for the damage boost to be accounted for.

Knockback

  • Knockback distance is now more consistent
  • Heroes that are flying can now be knocked back and slowed

Developer Comments: Knockbacks are now less affected by how the enemy was moving when they were hit. Instead of having small or large knockbacks that depend on chance, knockbacks will feel similar regardless of the enemy’s movement leading up to the knockback. Allowing flying heroes, like Mercy when using her Valkyrie ability or D.Va using her Booster ability, to be properly knocked back makes for more fluid, realistic gameplay.

Sound

  • A new sound plays when you land a hit while damage boosted
  • A new sound plays when you land a hit, but it doesn’t do any damage

Developer Comments: With the addition of Baptiste, we wanted to be sure that you can tell when your hits were being buffed or nullified, regardless of what hero you’re playing.

HERO UPDATES

Ana

  • Nano Boost
    • Heal reduced from 300 to 250

Developer Comments: Giving Nano Boost an instant heal effect enabled players to survive longer and made Ana’s ultimate valuable. However, it needs to be slightly less effective for refilling large health pools.

Doomfist

  • Rising Uppercut
    • Cooldown reduced from 7 to 6 seconds
  • Seismic Slam
    • Cooldown reduced from 7 to 6 seconds

Developer Comments: Reducing the downtime of Doomfist’s abilities should make his gameplay feel more fluid.

Hanzo

  • Sonic Arrow
    • Detection radius increased from 7 to 9 meters

Developer Comments: Because of how dense the environment is on some maps, the Sonic Arrow can feel ineffective in some areas. Increasing Sonic Arrow’s detection radius should make it more effective.

Lúcio

  • Sonic Amplifier
    • Soundwave now counts towards Offensive Assists

Developer Comments: The knockback on Lúcio’s Soundwave is a great tool for pushing enemies into situations that get them killed, so they should be rewarded an offensive assist for doing so.

McCree

  • Fan the Hammer
    • Damage reduced from 55 to 50
  • Deadeye
    • Damage per second increased from 275 to 550 after locking onto targets for 2.5 seconds

Developer Comments: After reducing armor’s effectiveness for all heroes, Fan the Hammer doesn’t need to deal quite as much damage. Increasing Deadeye’s damage after being locked on for a bit makes it more effective when attacking high health, static targets (like barriers) and heroes with over 600 health. It will not impact how dangerous this is for heroes under 600 health.

Mei

  • Endothermic Blaster
    • Primary fire damage increased from 2.25 to 2.75 (45 to 55 damage per second)
  • Ice Wall
    • Health reduced from 500 to 400

Developer Comments: Increasing the damage of Mei’s primary fire should make her Freeze and Icicle move combination more potent. Making the pillars on Mei’s Ice Wall easier to destroy means less waiting for the wall to disappear on its own and more opportunities to counter it.

Moira

  • Biotic Grasp
    • Heal over time duration increased from 3 to 4 seconds
    • Total healing increased from 50 to 65

Developer Comments: These minor changes make Moira’s passive healing effect on Biotic Grasp slightly more effective when topping off an ally’s health.

Orisa

  • Fusion Driver
    • Movement speed penalty while firing reduced from 50% to 30%

Developer Comments: As a defensive tank, Orisa can have trouble pushing forward with the team. Allowing Orisa to move faster while firing should make it easier to apply pressure on the enemy team and use her barrier in proactive ways.

Pharah

  • Rocket Launcher
    • Minimum explosion damage increased from 16.25 to 20

Developer Comments: This change sets the Rocket Launcher’s minimum damage to where it was before we rebalanced its direct impact and explosive damage in a recent patch.

Soldier: 76

  • Pulse Rifle
    • Damage increased from 19 to 20
  • Sprint
    • Delay before you can fire the weapon after using Sprint reduced from .5 to .3 seconds
  • Tactical Visor
    • Can target RIP-Tire and Immortality Field

Developer Comments: This change should potentially allow Soldier: 76 to kill an enemy hero one shot sooner. Reducing the time between when you use Sprint and when you can fire should make the ability more fluid and responsive. Giving Tactical Visor the ability to target Junkrat’s RIP-Tire and Baptiste’s Immortality Field drone is a quality of life improvement, since these are both critical targets.

Sombra

  • Hack
    • Cooldown is reduced by half when hacking a health pack

Developer Comments: The cooldown on Hack often made it feel less effective to target health packs instead of players. This will make both health packs and players viable targets for hacking.

Torbjörn

  • Base health increased by 50 armor (250 maximum health)
  • Overload
    • Armor gain reduced from 150 to 100

Developer Comments: Torbjörn’s survivability was a bit low, so we’ve shifted some power from his Overload ability to his base health.

Widowmaker

  • Infra-Sight
    • Reveals enemy health bars
    • Now canceled on death

Developer Comments: Infra-Sight had no counter to its effect, so it now ends when Widowmaker dies. To balance out its higher risk of use, Infra-Sight now reveals enemy health bars to Widowmaker’s team.

Wrecking Ball

  • Adaptive Shield
    • No longer cancels Roll mode

Developer Comments: This will make Adaptive Shields a more powerful survival tool, since being forced out of Roll mode left Wrecking Ball more susceptible to fire.

Tienes que abrir un post con esto , estaría bien debatir los cambios.

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:thinking::thinking::thinking:

Quieren que Mcree sea el nuevo Reaper xD

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Buena idea, ahora abro un hilo pero ya lo traduciré más tarde xD

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Pues si porque hay muchas cosas

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Wrecking Ball

  • Adaptive Shield
  • No longer cancels Roll mode

Sombra

  • Hack
  • Cooldown is reduced by half when hacking a health pack

¡Nice!

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WTFFFFFFFFFFFF

Esto tiene pinta de que va a romper el juego sinceramente.

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Gente, pensad en esto: Bastion + campo de inmortalidad + pantalla de buffo al daño…

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Jesucristo!!!

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Pero es que no le veo el sentido :joy:

No necesitamos AoE healing ni inmortalidad en area WTFF

Lo de la matriz amplificadora si que me ha gustado. El unico pro que le veo contra la Goats es coger a un DPS que haga AoE Dmg y con la matriz suba el daño (si es que se puede claro)

Osea, hola? Lo de la inmortalidad xDD

Me gusta mucho ^^

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