https://us.battle.net/forums/en/overwatch/topic/20752560498

 

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This is great feedback, thanks.

Keep in mind her spread didn't actually change, but her shots 'fill in' her spread more evenly now, meaning her damage per shot is generally more consistent. For example, in the video provided from the live game, if you take that same shot multiple times you'll see a greater diversity in damage results than you would on the PTR, because sometimes some of those bullets would just miss. Overall though, the change to her damage is intended to be a small nerf.

As for her health/armor, the bottom line is shes intended to be weaker vs faster firing weapons (and shotguns), such as Reaper and Tracer. The game is a lot healthier when heroes have strengths and weaknesses versus other heroes. As she was, it was common to hear people ask 'What do I do about D.Va?'. People often would try to use Zarya or Roadhog, since they both have the potential to deal high damage and pierce her Matrix, but even those answers were marginal at best. Heroes like Reaper that are generally supposed to be good at taking down tanks weren't very effective because of all the armor they had to get through. With lowered armor, she now has more legitimate counters and she still counters many heroes and abilities in the game, especially considering her Defense Matrix wasn't touched.

I understand that people feel like she may be too weak overall after these changes, and if that turns out to be the case we'll look at helping her out. That said, that help isn't likely to come back in the form of a bunch of armor, since that would just put us back the problems we had to begin with. We'll be watching her impact closely after these changes.

 

 



 

 

좋은 의견이군요. 감사합니다.

일단 디바의 산탄 범위가 바뀌지는 않았습니다만, 이제 디바의 총알은 범위 내에서 더 균등하게 퍼지고, 1타 당 데미지는 대체로 더 일정해졌습니다. 예를 들어 실제 게임 영상을 보면 같은 타수를 여러 번 반복할 경우 현재 PTR 서버에서 나타나는 것보다 더 큰 데미지 변동폭이 나타날 것입니다. 간혹 산탄의 일부가 맞지 않기 때문이죠. 다만 전체적으로 보자면 디바의 이번 데미지 변화는 약간의 너프를 의도한 것이 맞기는 합니다.

그리고 디바의 체력과 아머에 대해 말씀드리자면, 원래 디바는 리퍼나 트레이서처럼 속사형 무기를 가진 영웅에게 약하도록 의도된 영웅이라는 것이 요점입니다. 각각의 영웅들이 서로 강하기도 하고 약하기도 한 영웅을 두고 있을 때 게임은 더욱 건전해질 수 있습니다. 디바의 경우, "도대체 디바를 만나면 뭘 해야 하나요?" 라고 묻는 사람들이 많았습니다. 그래서 종종 자리야나 로드호그를 꺼내기도 하는데, 나름대로 강력한 딜링을 넣고 매트릭스를 뚫을만한 잠재력이 있긴 합니다만, 결국은 그들도 완벽한 해답이 되지는 못하죠. 정작 리퍼처럼 탱커들을 잡도록 의도된 영웅들은 그들이 뚫어야 하는 아머 때문에 디바에게 딱히 효과적이지 않았습니다. 그 아머를 줄임으로서 디바를 적절히 반격할 수 있는 영웅이 생겼고 동시에 디바 역시 게임 내에서 여전히 많은 영웅들 및 스킬에 대항할 수 있습니다. 특히 디바의 디펜시브 매트릭스는 전혀 건드리지 않았으니까요.

이번 변경 이후 디바가 매우 약해졌다고 느끼는 분들이 많다는 것은 알고 있습니다. 만약 정말 그렇다고 밝혀지면 저희는 디바를 다시 조정할 것입니다. 다만 그 조정이 다시 대량의 아머를 추가하는 방식이 되지는 않을 것입니다. 그것은 저희가 해결해야 하는 문제를 원점으로 돌리는 것밖에는 되지 않을테니까요. 변경 이후에도 디바의 영향을 면밀히 주시할 것입니다.

 


 

 

 

 

 

요약하자면

 

 

 

 

1. 산탄 11발 데미지 조정 패치는 너프라고 생각

 

단 탄창이 11발되면서 고루 퍼지기때문에 손상결과가 다양하게 나타날수가있는점은 상향



2. 리퍼,트레한테 약해지라고 의도적으로 아머 줄임 ( 카운터 상성을 위한 조치 )

 

디바아나중심의 3탱 고착노잼메타를 상성으로 확실히 뿌리뽑겠다는 말 ( 리퍼 윈스턴 부활각 >< )

 

 

3. 매트릭스 잘쓰면 좋고 많은영웅에 효과적으로 대항가능 ( 대표적으로 나노솔져 카운터 많은영웅 궁카운터 )

 

결과론적으론 유저들의견에서 버프전보다 더 고인이라는 말이 있는데

 

전체적으로 보면 요번에 너프된 디바가 버프전 보단 강하다고함 (운영자의견)

 

 

4. 요번 패치로 디바가 얼마나 약해지는지 지켜보고 면밀히 주시하겠다

   

단 저번과같이 되풀이되는 아머 상향은 하지 않을예정

 

 

이는 완전 고인이될시 어느정도 상향을 염두해두고 있고 적용될시 어떻게 활용되는가

 

보안점이 무엇인가를 보고 문제가있다면 다시 손볼예정 ( 중간단계를 찾는중인듯 )

 

 

 

 

 

 

 

저도 동의하는 운영자의 이번 1.7 밸패에대한 생각

 

 

 

 

 

 

 

 

 

 

굳~