Explain what exactly is the respawn change, please.

General Discussion
I'm all in favor for things to prevent stalling, but what exactly are those changes? The patch notes are very vague.

"Adjusted the respawn timing to limit defensive stalling when the offensive team has clear advantage and playing aggressively"
Just posted about this a few minutes ago. Would love to hear some clarification on this. What triggers the respawn timing change? What exactly is the change?
07/27/2017 11:45 AMPosted by TehLethalStu
What exactly is the change?


This ^
basically, if more of enemy team is on the point, the longer respawn timer will be for your team (think anubis point b, hanamura point b)

Nice eh?
07/27/2017 11:50 AMPosted by Hangender
basically, if more of enemy team is on the point, the longer respawn timer will be for your team (think anubis point b, hanamura point b)

Nice eh?


Actually that kinda sucks imo, but I know that's something the community will probably like and majority rules - so oh wells.

Thanks for explaining.
If the offence has more on point each time you die on defence it adds 1 sec. Starts a 8 sec respawn and goes up to 11 or 14 sec respawn until defence gets more heroes on point than the offence has.
There was an existing system that slowly increased the defender respawn time in the case where there are more attackers than defenders on an objective for 30 seconds. The defender respawn time then increased in a linear fashion up to a maximum when the attackers held an advantage for 90 seconds.

We simply retuned the timing so that the increased defender respawn time starts after 15 seconds of attacker advantage, and also reaches the maximum possible increase of defender spawn time at 75 seconds.

Note that this timer doesn't immediately reset to 0 if the attackers temporarily leave the objective area due to something like avoiding a D.Va Self-Destruct or Mei Blizzard or otherwise no longer have a numerical advantage on the objective. The "attacker advantage timer" instead reverses and counts back down to 0.

Example: If attackers have an advantage for 10 seconds, then defenders regain it for 5 seconds, the "attacker advantage timer" is now at 5 seconds. If the attackers then get a few kills to regain advantage then after 10 more seconds the "attacker advantage timer" reaches 15 seconds and defender respawn time begins to slowly increase.

The end result is that stalling tactics involving defenders trickling in one at a time into the waiting weaponry of an entire enemy team on the objective should be less effective than before.
07/27/2017 12:21 PMPosted by Scott Mercer
There was an existing system that slowly increased the defender respawn time in the case where there are more attackers than defenders on an objective for 30 seconds. The defender respawn time then increased in a linear fashion up to a maximum when the attackers held an advantage for 90 seconds.

We simply retuned the timing so that the increased defender respawn time starts after 15 seconds of attacker advantage, and also reaches the maximum possible increase of defender spawn time at 75 seconds.

Note that this timer doesn't immediately reset to 0 if the attackers temporarily leave the objective area due to something like avoiding a D.Va Self-Destruct or Mei Blizzard or otherwise no longer have a numerical advantage on the objective. The "advantage timer" instead reverses and counts back down to 0.

Example: If attackers have an advantage for 10 seconds, then defenders regain it for 5 seconds, the "advantage timer" is now at 5 seconds. If the attackers then get a few kills to regain advantage then after 10 more seconds the "advantage timer" is reaches 15 seconds and defender respawn time begins to slowly increase.

The end result is that stalling tactics involving defenders trickling in one at a time into the waiting weaponry of an entire enemy team on the objective should be less effective than before.

+100 love it :)
07/27/2017 12:21 PMPosted by Scott Mercer
There was an existing system that slowly increased the defender respawn time in the case where there are more attackers than defenders on an objective for 30 seconds. The defender respawn time then increased in a linear fashion up to a maximum when the attackers held an advantage for 90 seconds.

We simply retuned the timing so that the increased defender respawn time starts after 15 seconds of attacker advantage, and also reaches the maximum possible increase of defender spawn time at 75 seconds.

Note that this timer doesn't immediately reset to 0 if the attackers temporarily leave the objective area due to something like avoiding a D.Va Self-Destruct or Mei Blizzard or otherwise no longer have a numerical advantage on the objective. The "advantage timer" instead reverses and counts back down to 0.

Example: If attackers have an advantage for 10 seconds, then defenders regain it for 5 seconds, the "advantage timer" is now at 5 seconds. If the attackers then get a few kills to regain advantage then after 10 more seconds the "advantage timer" is reaches 15 seconds and defender respawn time begins to slowly increase.

The end result is that stalling tactics involving defenders trickling in one at a time into the waiting weaponry of an entire enemy team on the objective should be less effective than before.


So is this more in favor of defense respawn time? Or does this necessarily seal the fate of the defenders by making respawning longer?
Good. There's been a number of times where I've yelled "wtf is with the continuous respawns? we have the objective. we're killing them. wtF?"
Thank you, Mr. Mercer! :D
07/27/2017 12:21 PMPosted by Scott Mercer
The end result is that stalling tactics involving defenders trickling in one at a time into the waiting weaponry of an entire enemy team on the objective should be less effective than before.
Good. Should link to this post in the patch notes or just put the part in quotes in the patch notes.
07/27/2017 12:21 PMPosted by Scott Mercer
There was an existing system that slowly increased the defender respawn time in the case where there are more attackers than defenders on an objective for 30 seconds. The defender respawn time then increased in a linear fashion up to a maximum when the attackers held an advantage for 90 seconds.

We simply retuned the timing so that the increased defender respawn time starts after 15 seconds of attacker advantage, and also reaches the maximum possible increase of defender spawn time at 75 seconds.

Note that this timer doesn't immediately reset to 0 if the attackers temporarily leave the objective area due to something like avoiding a D.Va Self-Destruct or Mei Blizzard or otherwise no longer have a numerical advantage on the objective. The "attacker advantage timer" instead reverses and counts back down to 0.

Example: If attackers have an advantage for 10 seconds, then defenders regain it for 5 seconds, the "attacker advantage timer" is now at 5 seconds. If the attackers then get a few kills to regain advantage then after 10 more seconds the "attacker advantage timer" reaches 15 seconds and defender respawn time begins to slowly increase.

The end result is that stalling tactics involving defenders trickling in one at a time into the waiting weaponry of an entire enemy team on the objective should be less effective than before.
So basically what you're saying is you're making it harder for Defenders to stall long enough to cause an Overtime status to happen?
07/27/2017 12:25 PMPosted by TheNaddster
Or does this necessarily seal the fate of the defenders by making respawning longer?


Rather, it makes it so that you cannot simply stall out the attackers by trickling in one by one by increasing the defender respawn times so long as the attackers control the objective.
07/27/2017 12:25 PMPosted by TheNaddster
So is this more in favor of defense respawn time? Or does this necessarily seal the fate of the defenders by making respawning longer?


Precisely that. It makes attacking an objective against a trickling defense easier, which should always be the case. 6v1 engagements have an inevitable outcome, regardless of hero, so if the defense continually uses that tactic, they will be slower and slower coming out of spawn as they die.
This is a good change.

It's far too easy to take Point A and far too difficult to take Point B. There needs to be some middle ground, and this should help with that.
does the timer go back to normal the instant the enemy fully captures point A?
Awesome.
Amazing change, with the META being dva winston 2cp has been a living hell, this should alleviate a lot of the burden of 60+ second fights that have become the NORM on 2cp.
07/27/2017 12:21 PMPosted by Scott Mercer

stalling tactics involving defenders trickling in one at a time into the waiting weaponry of an entire enemy team on the objective should be less effective than before.


RIP Rogue.

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