GENERAL
Competitive Play
The duration of Sudden Death has been adjusted across all maps from 1m45s to the following values:
Assault:
- Hanamura - 1m35s
- Temple of Anubis - 1m30s
- Volskaya Inudstries - 1m35s
Escort:
- Dorado - 1m30s
- Route 66 - 1m35s
- Watchpoint: Gibraltar - 1m35s
Hybrid:
- King's Row - 1m30s
- Numbani - 1m50s
- Note: Sudden Death duration is unchanged for Hollywood, which remains at 1m45s
BUG FIXES
General
- Fixed a bug that prevented Overtime music from playing on Escort and Assault/Escort maps, if they payload was nearing the final checkpoint
- Fixed a bug where display settings weren't always saved after restarting the client
- Fixed an issue that sometimes caused the in-game UI to display incorrectly at 4k resolutions
- Fixed a bug where sometimes the wrong player level would appear in the Social menu
Maps
- Fixed an issue with collision not blocking line of sight on certain areas of Nepal
Heroes
- Fixed a bug that caused Mercy's Caduceus Staff beam to disconnect from its target if the player a) quickly switched between healing and damage beams by holding down both mouse buttons and/or b) was facing away from the target at the time of the switch
- Fixed even more bugs that allowed Reaper to Shadow Step to unintended locations on certain maps
- Fixed a bug that caused Winston's melee attack during Primal Rage to inconsistently hit targets in range
- Fixed a bug that sometimes cause Zarya's alternate fire to scaled incorrectly with her damage boost modifier
Competitive Play
- Fixed a bug that caused the "Top 500" icon to incorrectly display for certain players in various places throughout the game UI
- Fixed a bug that sometimes caused players' Skill Rating to display as "64" during placement matches
- Fixed an issue where if you left and rejoined an in-progress Competitive Play match, the game would still track the match as a loss in your placement match history and when determining the amount of Skill Rating you receive for completing a match even if your team won
- Note: You must be present for the conclusion of the match to be eligible for the win. If you leave a match and do not rejoin before it's over, it will count as a loss both in your placement match history and when calculating your Skill Rating adjustment.
- Fixed an issue where you would still receive a Competitive Play "leave" penalty even if you rejoined a match and completed it
- Note: If you leave a single Competitive Play match more than 3 times, you will receive a Competitive Play "leave" penalty even if you complete the match
당장 승자결정전 공수 결정[코인]을 지울수가 없고, 맵도 수정하는데 시간이 오래 걸리니 맵별로 시간을 조정하는 쪽으로 패치하였으며,
(오버워치 디렉터 제프 카플란은 공/수를 코인으로 결정하는 시스템을 시즌1에선 현행유지하는 쪽으로 결정했다고 밝혔습니다.)
버그를 몇가지 수정하였습니다.
아누비스사원 - 1분 30초
도라도 - 1분 30초
왕의 길 - 1분 30초
하나무라 - 1분 35초
볼스카야 - 1분 35초
66번국도 - 1분 35초
감시기지 지브롤터 - 1분 35초
눔바니 - 1분 50초
할리우드는 현재와 동일합니다.
경쟁전 버그같은 경우엔 탈주했다가 다시 재접속해도 패배로 처리되는 버그가 있었는데,
이번 패치로 개선될 듯 하네요.
이제야 해주네.. 진짜 2분넘 길엇음
2분 확실히 길게 느껴졌는데 적절한 패치. 변경된 시간은 궁으로 딱 한번 밀고 끝날 시간만 주네요.
이제야 해주네.. 진짜 2분넘 길엇음
2분 확실히 길게 느껴졌는데 적절한 패치. 변경된 시간은 궁으로 딱 한번 밀고 끝날 시간만 주네요.
그 외의 버그로는 경쟁전 추가시간 때의 음악이 잘못 송출되던 것, 자리야 우클릭이 충전된 게이지와 다르게 나가던 버그, 윈스턴의 원시의 분노의 판정이 이상하던 것 등이 있습니다.
로드호그 궁쓰다가 에임 공중으로 꺾이는것도 수정했으려나ㅔ
진짜 이거 너무짜증...
엥 그거 의도한게 아니라 버그였나요
그건 저번 패치때 수정되지 않았나요?
감시기지 지브롤터는 시간 너무 짧던데 더줄었네..
지금 서버 팅기고 난리 났내