Blizzard surprised fans by taking Overwatch's newest hero, Baptiste, live to the PTR on Tuesday, February 26 and also introducing a major new patch with updates for most heroes.
Besides a new hero, the vast majority of Overwatch's existing heroes have also gotten significant updates.
Baptiste is indeed a support, and he definitely looks like another primary healer, based on his powerful healing abilities.
His primary weapon is his BIOTIC LAUNCHER which fires a three-round-burst that rewards accuracy and recoil control with significant damage output. It also doubles as a healing device, lobbing projectiles that heal allies near the point of impact.
Baptiste activates an intense regenerative burst that heals himself and nearby allies over time.
Baptiste uses a device to create a field that prevents allies from dying. The generator can be destroyed.
AMPLIFICATION MATRIX (ULTIMATE)
Baptiste creates a matrix that doubles the damage and healing effects of friendly projectiles that pass through it.
By first crouching, Baptiste can jump higher.
New Hero: Baptiste (Support)
Baptiste is a battle-hardened combat medic who wields an assortment of experimental devices and weaponry to keep allies alive and eliminate his enemies. Baptiste’s Biotic Launcher fires a three-round-burst that rewards accuracy and recoil control with significant damage output. His alternate fire lobs grenades that heal allies near the point of impact. With Regenerative Burst , Baptiste activates an intense surge that heals himself and nearby allies over time. When danger is near, Baptiste can toss out his Immortality Field to prevent allies from dying. Baptiste moves around the battlefield with Exo Boots , jumping over obstacles and clearing distances that would stop other heroes. Baptiste deploys his Amplification Matrix as his ultimate, which doubles the damage and healing effects of friendly projectiles.
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.
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.
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.
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.
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.
Developer Comments: Reducing the downtime of Doomfist’s abilities should make his gameplay feel more fluid.
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.
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.
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.
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.
Developer Comments: These minor changes make Moira’s passive healing effect on Biotic Grasp slightly more effective when topping off an ally’s health.
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.
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.
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.
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.
Developer Comments: Torbjörn’s survivability was a bit low, so we’ve shifted some power from his Overload ability to his base health.
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.
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.
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