Getting held right outside of spawn is one of the most frustrating things that can happen during a round of Overwatch, and this team trying to get past the defense of Anthony ‘harbleu’ Ballo and company must have been going crazy.
Harbleu and his squad set up shop in the small room with two doors just outside of the first point, and the streamer told his teammates he’d never heard of this strategy before.
“Get inside Harblew, we’re not fighting, we’re stalling,” his teammates tell him just as the enemy team emerges from spawn.
After the team’s Reinhardt dies, the Mei starts walling off both doors to the room to cover the team’s flanks, the opposing team gets so frustrated one of their players switches to Pharah in an attempt to drive Harbleu’s team out.
After holding in the room for about 10 seconds, Harbleu expresses his disbelief that the bold strategy seems to be paying off.
“Oh my God this is broken,” the streamer tells his teammates, “how did I not know about this?”
We don’t know whether or not Harbleu’s team ended up winning the match, or if they managed to hold in that room the whole time, but what’s shown in the clip is impressive, as long as you’re not the attacking team.
A new Overwatch patch has hit the Experimental Card on PC, PS4, Xbox One and Switch, and with it come some huge changes to hero health across the board.
The radical update sees multiple heroes get their health pools revamped in the form of base health and shields.
As Overwatch Community Manager Josh Nash notes, “Historically, we’ve always adjusted health and shield values in increments of 50 for ease of understanding how many hits a hero could take. After years of balance updates and fine tuning, we want to try getting a bit more granular with this approach.”
McCree is the big winner this patch, with an extra 25 HP for some added survivability. Plus, his reload speed is getting a slight increase.
McCree is the biggest winner this patch.
Brigitte and Symmetra are winners too, as their base health and shields are going up by 25 HP.
However, Widowmaker sees her health drop from 200 to 175 HP. This makes her the second weakest standard-form hero in the game HP-wise, behind Tracer, who has 150.
Additionally, Baptiste and Mei are getting some nice buffs. Now, when going into Cryo-Freeze, Mei’s ammo will be refilled by 15 per second. Her Ice Wall cooldown is also lowered by a second.
Mei has been buffed nicely.
Meanwhile, Baptiste is getting buffed with his primary fire recovery time reduced from 0.45 to 0.38 seconds. His healing is also upped from 50 to 60. However, the damage he does has been decreased from 25 to 24.
The next experiment begins! This time we’re hoping to get your feedback on some balance changes. We’re using the 2-2-2 Role Queue ruleset so that you can get a feel for how these balance changes might affect the live game.
HERO UPDATES (ONLY IN EXPERIMENTAL)
(Primary Fire) Recovery time reduced from 0.45 to 0.38 seconds
(Primary Fire) Damage reduced from 25 to 24
(Secondary Fire) Recovery increased from 0.8 to 0.9 seconds
(Secondary Fire) Healing increased from 50 to 60
Width increased from 5 to 9 meters
Developer Comments: We’re trying out some adjustments to Baptiste’s Biotic Launcher firing cadence that will make dealing damage quicker and landing a healing grenade more impactful. His Amplification Matrix was sometimes difficult to utilize for his allies without gathering very closely together so we’ve made it much wider.
Base health increased from 150 to 175
Base health increased from 200 to 225
(General) Reload time reduced from 1.5 to 1.2 seconds
Now restores 15 ammo per second
Cooldown lowered from 13 to 12 seconds
Developer Comments:Since we previously made Mei’s primary fire relatively more expensive, she spends more time out of ammo and this was particularly noticeable when unable to reload while in Cryo-Freeze. To help smooth out this gameplay she now regains some ammo during Cryo-Freeze.
Base shields increased from 100 to 125
Base health reduced from 200 to 175
Developer Comments: We’re experimenting with some max health adjustments in 25 HP increments to allow for more fine tuning of heroes’ power. Until now this was done in 50 HP increments to help simplify the understanding how many hits an enemy hero could withstand.