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Update Log for Big Bad Boss Series: Soulbreaker Reinhardt Full PvE Boss Fight! (9)

BOSS CHANGES
--Boss Health reduced on all difficulties:
Normal - 20.000 / Heroic - 22.500 / Mythic - 25.000

BUG FIXES
--Shatter now targets closest targets correctly, also fixed some issues with glitching the ability, not using it at 100% ult charge.
--Fire Strikes now target tanks prior when they have to. If there are no tanks alive they are thrown at random players, so keep your tanks alive.

EXTRA
New video added here so you can see the 1.5.2 version of the fight, how it plays, how it looks like. Enjoy :)

PATCH 1.5.2
BUG FIXES
--Shatter now targets the closest players, so tanks have to position accordingly!

Boss Changes and Hero Changes
--Boss is now immovable thanks to the new command. That's why all knockback restrictions are removed from heroes.
--Sigma is now playable!! The knockback command works for Sigma's primary fire as well, so now he can be used too.
-Quick Melee Added back for all heroes

--Boss now has a progress bar as health, showing the progress of the health of the boss at all times.
--Boss is now immovable, the knockback it receives is 0%

---BOSS CHANGES
--Auto attacks in Phase 1 now as follows: 1 fire strike random target then 2 fire strikes are prioritizing Tank players, this cycles. If there is no Tank char, they target the closest player to the Boss. In Phase 2, Fire Strikes are still going for random targets.
-Dev Note: Supports have a bunch of stuff they have to pay attention to while doing this fight, and most support characters cannot even look away from targets (unlike Mercy or Zen) when they want to heal. While playtesting, in like 80% of the fights, the support players died first, cause it is really hard to avoid that many fire strikes while healing, especially when it is coming through the players you try to heal. We made this change, so they can focus on healing more and has to avoid less fire strikes when the tanks are positioning properly.
--Added additional HUD texts so players can see what mechanics do
--Added a slow motion to the first teleport as well, helping players not falling of right at the start of the fight.
--MYTHIC: Getting cursed by receiving damage will put a 3 second curse on you (down from 7)
-Dev Note: The Mythic requirements are already hard enough, we feel like, the 7 seconds Bonanza was a bit of an overshot, this way everyone would just be cursed for the whole fight, especially in Phase 2.

BUG FIXES:
--Fixed a bug related to the ON/OFF switch of the encounter time

PATCH 1.4.2
--Fixed the wording in the sentences at spawn
--New Workshop Setting option: You can turn OFF the timer, so you can practice with ease. If the timer is OFF, you have unlimited time and the Time Remaining counter stays hidden.
--Updated Shatter script, so it know always targets Tank characters prior to everything else, if no tank characters are alive, it will target the closest player.

Modified all Heroes according to Big Bad Boss Basic Hero Changes. This will result in better rotations and feels for each hero, balanced interactions and also builds familiarity with each hero since every Big Bad Boss encounter will have almost the same restrictions.
See: #hero-changes on my discord >>> https://discord.gg/tbURz9P

---Time Slider is added as a Workshop Setting option. You can modify the encounter time with this, if your team needs more time, to ease the challenge. The intended boss fight time is always written next to the slider.
---Changed the coloring of some HUD texts
---Disabled Game Mode HUD and Kill Feed, also workshop inspector recording

Hero Changes:
---Genji deals 2 times of its normal damage while using ultimate (Dragon Blade) on all difficulties.

Bug Fixes:
---Curse Message spam on Heroic mode has been fixed.
---Starting messages on Heroic and Mythic mode has been fixed back to Small messages.
---Fixed the wording on the Purification fade counter on the top left of the screen on Normal difficulty.

-Clarified the role of the top left counter. Players in game can now read what it is for.
-At the spawn room, players can read the basic things to understand the mechanics of the boss.

# All PATCH notes 1.3.0 - 1.3.6

HERO changes

--ALL
Combat ultimate charging: 200% (all modes)
Passive ultimate charging: 100% (Normal) / 200% (Heroic) / 400% (Mythic)
--SPECIFIC
---Ana: Damage reduced back to normal (all modes)
---Brigitte: Healing received 150% (Mythic)
---Mercy: Damage done: 120% - up from 30% (Mythic)
---Moira: Damage reduced back to normal (all modes)
---Orisa: Ultimate charging 50% - down from 100% (all modes)
---Pharah: Damage reduced back to normal (all modes)
---Reinhardt: Healing received 150% (Mythic)
---Roadhog: Healing received 200% - down from 250% (all modes)
---Soldier 76: Healing received 150% (all modes)
---Sombra: Healing received 150% (all modes)
---Symmetra: Primary Fire Enabled! Ammunition back to 100% (all modes)
---Torbjörn: Ultimate Duration 50% - up from 25% (Mythic)
---Tracer: Healing received 150% (all modes)
---Widowmaker: Healing received 150% (all modes)
---Zarya: Personal and Friendly Bubble CD is only 70% (all modes)
---Zenyatta: Ultimate charging 50% - down from 100% / Healing received 150% (all modes)

--Lowered some hero's dmg potential on Heroic and Mythic modes for balancing.
--Orisa ultimate charging is: 75% (Normal) / 80% (Heroic) and 85% (Mythic) up from 50% on all modes.
--Zenyatta ultimate charging is: 75% (Normal) / 80% (Heroic) and 85% (Mythic) up from 50% on all modes.

---Mercy can now use Guardian Angel, but it is on a 500% cooldown.
-----Resurrection cooldown is now 200% (1 min)
---Mercy (Mercy's healing is on 200% at the moment and I think she needs this amount to be viable in this fight. Especially on harder difficulties even 1 Fire Strike can hurt really badly. So I had to come up a way to nerf this character - because it was too easy to play her, mostly because of her ult and regeneration - and to make the character a little bit more challenging.)
Damage Done: +10% to normal
Healing Received: 50% (because Regeneration was a bit OP with 200% healing)
Ultimate charging: Normal-40% / Heroic-50% / Mythic: 50%
Healing done: 250% (only on Mythic difficulty)

BOSS Changes:

--Touching purification will write a Small Message, so you can notice it more easily
--Vampire Strike Healing will come up as a Small Message for all players, so you can see how much healing the boss does. Maybe you have to avoid shots better!
--Disorientation Curse, cursed people will come up as a Small Message instead of being a Big Message all over the screen.
--Hammer Down! does 100 dmg (Normal) / 50+50 dmg (Heroic) / 75+75 dmg (Mythic)
--Getting hit by Fire strike, Hammer Down or the last Globe of Purification on Mythic difficulty will curse the player for 3 seconds (down from 5), additionally if players are currently having a curse on them, they cannot get another from taking damage.
--Bridesmaid Add on Mythic difficulty (Mercy) will now correctly heal, appear, disappear when it should. Also its HP is reduced to 400% (down from 500%) and its Damage Received is at 120%.

---There are no longer a damage reduce effect on the boss, instead it got extra Health.
The boss' new health: Normal-25.000 / Heroic: 30.000 / Mythic: 35.000
---Purification (Normal and Heroic): Changed the time frame between the disappearance of Purification Globes and the Return of Red Killer Orbs at the end of the runs. The red orbs now come back after 4 seconds (up from 3) to let players have an easier way around, especially if they had to clear the purification effect too.

--Vampire Strike will now heal less on higher difficulties. Heroic: 35 / BC (down from 50) and Mythic: 40 / BC (down from 80)
(This change come in, as it is already hard to avoid everything in this boss fight, and we did not really feel the need to punish the players this way. Healing was too much on the harder difficulties, which made a lot of frustration due to the emphasis put on avoiding mechanics.)
--Purification Globe damage changed on all difficulties. Now instead the Globe DoT would deal flat X amount of damage, it scales with the max health of each player, so it is X% damage now.
Normal: 4% health / sec
Heroic: 7% health / sec
Mythic: 10% health / sec
(This change will not really affect support or damage heroes, the damage stays the same for them. We wanted to let tank heroes to feel the same pressure when not doing the MAIN mechanic right. A 1000 HP dps hero still takes 40 damage per second on Normal, but a 2400 HP tank hero now takes 96 damage per second, which is 4% of their health. This change should balance things out, making the mechanic dangerous for tanks as well.)

BUG fixes and Upgrades:

--Made the purple orbs at the doors unavoidable when they come back after reappearing.
--Placed icons on messages for easier visibility and more flavor.
--Purification counters are destroyed upon entering Phase 2.
--Purification loop stops upon entering Phase 2.
--Starting Messages will teach players about very base mechanics, and they become Small Messages instead of being Big.

--Changed the Orb radius of the Orb surrounding the Boss in Phase 1. It is now 6 metres (down from 7). This change made it possible for a Reinhardt hammer to reach.
--Because of the previous change with the orb, Reinhardt's rocket hammer knockback is now at 0% percent.
--The killing effect at the end of the 5 minute which is to avoid draw, will now properly kill D.va in her Mech and Echo while using her ultimate.

--Changed a Red Killing Orb radius in Phase 2, at the end of the bridge, so players standing on the edge won't die.
--Purification Globes will not affect dead players anymore.

--Boss now only targets players in line of sight. This means, it will not hurl Fire Strikes on players currently running from Purification while outside of his reach, which will result in a slight increase of difficulty during the fight.
(It can still throw Hammer Down on a target out of line of sight)
-Hammer Down fixes.

-Players will have all damage over time effects on them cleared upon dying.

-Boss now has the intended amount of Health.

almost 4 years ago
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