Personally, the best quality of life change is how damage boosted weapons now glow quite a bit. And, it's noticeable from both 3rd and 1st person perspectives.
Lifeweaver change is what so many people have been begging for, better utility for Petal and more incentive to using your thorns instead of just healbotting. Nerf to Dash also means he's a little more vulnerable to getting dove so he can actually die when you commit on him, I really like the changes they made and hope this helps bolster his playstyle instead of being Diet Mercy that just sits in backline and holds heal all game
Reading Patch Notes: π KarQ Explaining Patch Notes: π
A dev mentioned it in Flats' chat earlier but the Flashpoint speed boost also scales with distance to the point, so farther spawns will have a higher speed boost.
For the Lifeweaver changes, Pro-Tip: You can now charge a Healing Blossom to full, THEN swap to damage, and retain the full charge blossom for whenever you want. The passive charge is nice, but this interaction, whether intentional or not, is going to be a BIG habit to form for good Lifeweavers if it doesn't get removed.
That extra 5 damage on moira is the difference between DPS Moira and support moira.
KarQ: *says some number changes :/ KarQ: "That's a nerf" Oh! >:0
Genji is a mobile hero that didn't get a health nerf. Which means he got buffed. LETS GOOOO!
Kiriko losing hp: roadhog mains: I'm about to end this man's whole career
If you think about it Hanzo got severely buffed since a lot of characters are back into his 1shot territory
I love how overall the change of mechanics was aimed towards forcing, or maybe making obvious the strategies that teams must use to win. This is something that unlikely has any effect on high ELOS but it's going to help a lot the low ELOs to understand their priorities. Healers having less HP and more damage and healing: This encourages people to first target the supports in the team fight, as now they're easier to kill and their heal was improved, so if you don't focus the healers, you're likely to lose the team fight. New wave spawn: This mechanic helps team to regroup after wiping. In higher elos, people know to wait for teammates to do another push, but in low ELOs, you'll see people pushing towards the enemy alone and dying again over and over making you be always at a disadvantage. wave spawns forces the team to regroup even if they don't want to, giving less room to committing this mistake. So, in my opinion, Season 12 aims to lower the skill floor of the game as a whole, and want to see how much this change works by hard-resetting the ranks.
I noticed the wave respawn thing months ago but never realized that it only applies to quick play
So they are nerfing mobile hero health but genji is still 250? Iβm not complaining Iβm just convinced blizzard has forgotten he exists
Lightning environments being random is so nice.
Sombra does not need buffed
Missed the Juno QOL changes, otherwise, thanks for the update! You're side-by-side visuals are so much better than the patch notes for me understanding.
7:42 You really didnt have to do emongg dirty like thatπππ
i wish they would make petal platform and tree clear like shields. like, see-through like a sig or rein shield. the opaque pink stands out from the game so much.
The Emongg JQ clip had me dying ππ
@FatMCSteve