Hi Tom, thanks for responding.

I’m not capable of maintaining this list anymore. I’ve decayed out of Trust Level 3 because I apparently haven’t kept reading posts in my time on the forum (despite being a near daily forum user… I don’t really understand why decay even exists to begin with), and I’m unable to edit the OP post, nor double post to bump with updates.

My ability to update this post is basically at the mercy of other people, of which,

the people have spoken – they hate Widowmaker. All of my followup posts here and on Reddit have gotten downvoted because of competition for attention for bugfixing, and just a general community disdain towards Widowmaker – there are people that genuinely say that Widow doesn’t deserve bug fixes because she’s used in OWL.

It took 9 months to get an official response in any meaningful capacity for Widow, and in that time only 2 bugfixes actually had an impact on gameplay (and one of them was in an Arcade game mode that has no bearing on normal/Competitive Play).

Any of the upcoming fixes will likely not be enough to rekindle my interest in her. Her fixes are better late than never I suppose, but my passion for Widow is dead, I’m a tank main now, though I don’t enjoy it.

Please turn this thread into a wiki post so that others can update this at their own leisure. I won’t be able to do so.

For posterity’s sake, I’ll give one last post of feedback.

TomPowers: TomPowers: 4. Hanzo’s hand shouldn’t be blocking headshots any more and the rest of the hitbox issues should also be resolved.

Is this scheduled for the next PTR update? As of the time of writing this post, the current Live and PTR patches do not have this fixed;

https://gfycat.com/CoolAnguishedIndianrockpython

https://gfycat.com/FamousAnchoredClumber

TomPowers: TomPowers: 10. We’ve reworked this mobility on the current PTR, where pulling up should be more consistent when possible. Additionally, momentum should be better preserved when not.

This change was in the PTR patch before the current one, and it’s not fully explained, but it forces all wall surfaces (not ledges or floors) to automatically slingshot;

Even though completely halting momentum is a significant source of frustration when it happens, automatically slinging players for all grapples on non-ledges is not the solution. There are times when you do need to stop all momentum, as continuing momentum may cause you get caught in a boop, Graviton, or some other form of CC. If this does pass through PTR testing please change it to a user-customizable toggle so that players have the choice the same way backwards wallride exists for Lucio as a user toggle.

Autosling doesn’t work on certain map geometry – Horizon Green Room glass breaks this entirely; https://gfycat.com/UnimportantFreeAsiaticlesserfreshwaterclam

Autosling doesn’t work on floors. This seems to be intentional (just like Hammond can’t grapple to floors), but it should work on floors – having been done countless times in OWL and Contenders, and cited as a reason by passionate Widow players to be why her recent grapple hook nerf went through, most Widow players have migrated to this technique, with a low grapple auto-aim sensitivity setting.

TomPowers: TomPowers: 11. This should also be resolved on the latest PTR build.

Is this slated for an upcoming PTR update? Or do you mean that it has been resolved on the current PTR patch?

Playing around with the new autosling, I’ve noticed that a lot of short-range grapple hooks have caused way more frequent unintended-direction slingshots.

I unfortunately don’t have footage to show for it.

TomPowers: TomPowers: 14. As noted in point 8, we intend to remedy the auto-aim, which is impacting the animation in instances like these.

How exactly do you plan on remedying auto-aim without slowing down the ability?

Can you elaborate more on this? If there’s nothing to report right now, can you explain it in more detail when you implement those ideas?

TomPowers: TomPowers: 19. Bullet tracers and movement should be synchronized and if the videos are synchronized by that, the view should generally match pretty closely!

I manually edited these clips with each other and could not get bullet tracers and movement to synchronize at any point. The only point of reference I could use to sync were elimination icons, which are in sync with each other, down to an exact timing.

I understand there is some interpolation and networking compensation at play, so the replay system must be using the server’s capture of interpolated inputs instead of a client’s raw input recordings.

However, I’ve also captured a separate video that I posted on the old forums, comparing 2 separate manual recordings of a highlight, with a highlight export.

The above video was made when the Highlights export feature was brand new, but I’m still pretty certain that no two viewings of the same highlight will be synchronized, even to this day.

This is the exact same highlight being replayed multiple times, and each time the inputs don’t match up – they simply aren’t frame perfect with each other.

And because of that, I’m concerned about the false reports that happen because of how unpredictable/unreliable replays are.

Are there any improvements to the highlights that are inbound that might help assuage these concerns? Is there an ETA on the theater mode (full match replays)?