I've discovered this is a result of a global 40% healing reduction in the game mode. This still seems potentially unintended though, as I'm not sure if the healing reduction is supposed to be applying to Victor's ult given that no normal antiheal does.
In Street Brawl, Victor's ult only heals him for roughly 60% of what it's supposed to, so about 36% of max health unupgraded, and 60% when upgraded. I'm not sure if this is an intentional Street Brawl specific balance change or something, but the tooltip still says 60%/100%, so there's a...
This is still occurring. Attempting to climb a rope while rescue beamed (even if the pull effect isn't used) fails to climb the rope and prevents you from climbing or doing anything you are normally prevented from doing on a rope until you dash. This includes strafing, mantling, and using...
Can confirm, as far as I can tell every source of gaining permanent effects from kills works with Victor's ult except Trophy Collector.
I tested M&K ult, Vindicta ult, Grey Talon ult, Bebop bomb, Drifter passive, glass cannon, and siphon bullets.
From what I can tell any ult/ability with some sort of windup period isn't working with Arcane Surge, as Arcane Surge will only apply to the windup, not the rest of the ability.
I'm actually not receiving any range increase on Haze's ult with arcane surge at all, even for a short duration. It was definitely working at least temporarily yesterday, but now arcane surge is doing nothing for my range at any point.
Edit: In fact I don't think I'm receiving any bonuses from...
I checked my replay of that match, and it appears the replay doesn't show the bugged FOV, but you can still see the offset bugged aiming after my ult gets interrupted at 32:08. My bullets are fired significantly to the left of my crosshair until the next ult or death.
This bug is occurring the majority of the times I use Haze ult, not just when cancelling it immediately. It's not minor or harmless, because it causes your crosshair to be offset/desynced from where you're actually aiming, so aiming accurately becomes very difficult. I haven't found a way to...
If you hit a soul orb the moment it spawns, it will appear as if it was destroyed and secured, but will instead be invisible and unsecured. Other players can still see the orb and deny it. The timing is relatively wide, enough to be consistently reproducible with melee secures. This issue is...