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Changelog v1.205-1.218 [Patch Revivals]

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Changelog v1.216-1.218 - 9/30/2014

 

Game Sys

  • Fixed Lethal Barb applying on Crit
  • Fixed Projectile Disjointment... maybe
  • The Large Neutral creep in each camp now drops a Health Pickup on death. Pickup heals a hero for up to 75 HP (25 + 10% Missing) and 75 En (10 + 10% Missing)
  • Fixed Yamato CDR was giving 20% instead of 15%
  • Fixed Timesplitter giving .15 Mvspd instead of .08
  • Fixed Tooltips on Multiple Other Items
  • Team Gold Income per Second 10 -> 8

Vorpal

  • Passively generates 1 orb every 10s -> 20s. May have up to 5 -> 7 orbs. Now gains an orb on last hit.
  • Q Cost 2 Orbs
  • Fixed E Dmg again... E CD 10s -> 5s. E Range 8 -> 9
  • R Cost 3 Orbs

Zeratul

  • Fixed Q Glitching out

  • Fixed W stacking to 10x. Fixed W Dmg dealing Old Values as well...
  • Fixed R Tooltip

Kerri

  • Q Scaling 70/80/90/100% -> 100/110/120/130%
  • W bounces require vision of unit
  • R Cost 60/70/80 -> 30 + 5 %Max En
  • R CD 2/1.5/1s -> 2s
  • R Dmg 70/130/190 -> 70/140/210
  • R Amp per hit 20% -> 25%

Drake

  • E converted to Spell Armor

Tychus

  • R converted to Armor and Spell Armor

Brine

  • Q converted to Armor and Spell Armor

Micro

  • No longer requires vision of area he tries to throw to

Rancor

  • No longer requires vision of area he tries to nuke

Boros

  • Bola CD increased 20/18/16/14 -> 26/24/22/20. Bola CD is halved if it hits a unit.
  • Omnislash Cooldown Reduced by 0.5 seconds every time Boros auto-attacks.

Starscream

  • Q Dmg 20 + 9% -> 20 + 18% Wpn Dmg

Changelog v1.214-1.215 - 9/29/2014

 

 

 

Game Sys

  • Standardized Hero Starting Armor/Spell Armor based on following stats: Melee Base = 11 Armor; 25 Spell Armor; Ranged Base = 8 Armor; 20 Spell Armor. If a hero is AGI, it's modified by +4 Armor; -4 Spell Armor. If a hero is INT, it's modified by -4 Armor; +4 Spell Armor.
  • Jungle Creep now have 30% Physical and Spell Resist, from only 35% Spell Resist
  • Bloodletter 10 Wpn Dmg 10% Lifesteal -> 12 Wpn Dmg 12% Lifesteal
  • Fixed Lockbox/Impact/Sunflare/Flare Gun/Sword Breaker working on Massive/Structure
  • Lethal Barb Unique Removed. Now has an active. For next 8 seconds you gain 30% increased weapon speed and deal + take 30% increased Physical and Spell Damage. 30 second CD.
  • Pyre Unique Reworked. Your attacks deal 8% -> 5% of target's Current HP as Spell Damage. Units that have higher current hp than you do take double damage.
  • Non-AA based Lifesteal is 1/3rd effective

Cain

  • Fixed mistake causing his attacks to apply Frostbite even without a level in it

Darpa

  • Fixed a mistake causing his attacks to apply Cyanide Clip slow without it ready

Balrog

  • Heroic Passive Dmg Increased from 4% -> 5%
  • Q CD 20/18/16/14 -> 15/14/13/12s, Cost 70 -> 58/62/66/70, Range 6u -> 7u
  • R Dmg 300/500/700 -> 300/450/600

Lord Z

  • Base Wpn Dmg 35 -> 40

Khyrak

  • Burrowstrike Range 5.5/6.5/7.5/8.5 -> 6/7/8/9, CD 15s -> 15/14/13/12, Cost 120/130/140/150 -> 100/110/120/130
  • Rend is now an AA reset
  • Weapon Range Increased 1.25 -> 1.5

Justicar

  • Passive rescaled (due to Armor Changes) to 10 + 40% Armor as True Damage. Passive now deals 2x Damage vs Non-Heroic

  • Q is now an AA reset. Knock Up Duration .3s -> .5s. Q Range on AA 6u -> 8u. Ranged Attack no longer stuns. Now slows for -65% for 2.5 seconds. Cost 80/100/120/140 -> 80/90/100/110. CD 22/20/18/16 -> 16s

Starscream

  • Tac Missiles now deal 20 + 9% Wpn Dmg as Physical, from 30 + 5% Int as Spell.
  • Repair Bots disable duration 10s -> 6s

Vorpal

  • E Javelins dmg 60/100/140/180 + 50% Wpn Dmg as Spell Dmg -> 45/90/135/180 + 125% Wpn Dmg as Physical Dmg. Now proc all On-hit Effects as well.

Erekul

  • Dying Soil now grants Erekul Energy equal to the burned damage.

Zeratul

  • Q Dmg 20/60/100/140 + 100% -> 50/90/130/170 + 120% (This is actually a nerf because I found a mistake in how Melee Dmg Effects were calculated... Not my fault. It was effectively scaling at 200% Wpn Dmg before.)
  • W Dmg 10/15/20/25 + 2.5% Missing @ 10 stacks -> 10/20/30/40 + 3% Missing @ 6 stacks
  • R CD 150/120/90 -> 150/110/70

Kerrigan

  • No longer spawns Broodlings anywhere anyhow anywho
  • Q Dmg 60/90/120/150 + 35% Wpn Dmg as Spell Dmg -> 70/80/90/100% Wpn Dmg as Physical Dmg per pass
  • E Dmg 30/45/75??/90 + 30% Int as Spell Dmg over 6s -> 15/30/45/60 + 30% Int as Spell Dmg over 3s. No longer spawns Broodlings
  • R Dmg 80/140/200 + 50% Int -> 70/130/190 + 45% Int. Damage now increases by 20% for each time the unit has been hit by Kerri's ult in the last 6 seconds (up to 3x). No longer spawns Broodlings. Now counts as an ability use

 

 

 

Changelog v1.208-v1.213 - 9/28/2014

 

 

 

Game Sys

  • Reworked Armor and Spell Armor System. Resolution of armor increased from 3% per point to 1% per point. Spell Resist being converted over to Spell Armor based resistance
  • Fitness Talent 180 hp -> 150 hp
  • Integrity Talent 6 Armor (3% per) -> 12 Armor (1% per)
  • Discipline Talent 7% Spell Resist -> 12 Spell Armor (1% per) - These three changes are to encourage different defensive talents picks depending on who you are fighting
  • Base Spell Armor 18% -> 20 Spell Armor
  • Base Armor 0% -> 5 Armor
  • Agi Wpn Spd per point .3% -> .26% - In general I feel people get weapon speed far too easily and freely in AoS, which is further complicated by the multiplicative system that Blizzard uses
  • Int Main Wpn Dmg .5 -> .3 AND grants .04% CDR - Its weird to me that some Int Burster can build pure Int and have as much weapon damage as an AA carry
  • Added Range Indicators on some Items. These items are now Transient Prefered instead of Transceint (You can target enemies out of range and your hero will attempt to get in range)
  • Lockbox Range 4u -> 4.5u, CD 35 -> 45
  • Shinobi Style CD 20s -> 30s
  • Phase Cloak CD 35s -> 45s
  • Flare Gun/Sunflare Gun CD 60 -> 75s - General increase in many item's CDs. This is because the new CDR system actually also effects Abilities with Charges (like Grunty Shotgun), as well as Items
  • Abilities that have persistent behaviors (ie: Cloak) do not count in CD until the persistent behavior ends. Units effected: Dehaka R, Brine R, Khyrak W, Tychus Q, Rancor W, Crackling W, Unix R, Jackson Q - This is because I don't like things such as Rancor perma-cloak. Obviously this change hits him the hardest, hence the Cooldown reduction on his cloak later on
  • Leaderboard now displays as KDA instead of KAD
  • Basic Attribute Items (Metabolic Booster, Fusion Blade, Temporal Plating) Price and Attributes increased by 50%. Duran items now build out of 2 instead of 3. Stabilizer now builds out of one of each.

Drake

  • Re-fixed Lance Derpage

Rancor

  • Cloak CD 30/25/20/15s -> 10/12/14/16s

Zeratul

  • Reworked with approximations of RoA Zeratul Abilities. I took the chance on the fact that he has been auto-banned for a while now. Teheee.
  • Reworked Q: Target Point, Zeratul dashes to the point, damaging enemies he passes through. Cooldown is reduced for each unit hit. Applys current level of Unfolding Fate.
  • Reworked W: 4 seconds after you last AA a unit, it takes damage based on missing health. This effect increases each time you have attacked the unit, up to 10x the base value.
  • Reworked R: Instant Cast. Teleports Zeratul back in time 5 seconds ago, returning Health, Energy, and Position to their prior values.

 

 

 

Changelog v1.206-1.207

 

 

 

Boros

  • Fixed bola actor not being created

Drake

  • Fixed units bouncing off of him after lance

Dustin

  • Fixed drone not existing

Maar

  • Fixed Frost wave damage
  • Fixed W and WW issues as well

 

 

 

Changelog v1.205

 

 

 

Game Systems

  • Implementing Validator-Based Debuff Immunity. This will fix debuff immune heroes still getting stunned/debuffed by persistent effects, such as Unix Tentacle. Expect certain errors/not everything to perform correctly in this first patch, as we probably missed a few debuffs. Just let us know if you see something weird.
  • Fixed issues with how stuns overlapped specific to Feral and Khyrak. Previously, stunning a hero with Feral, followed by a stun from Khyrak before the Feral stun ran out, would let the unit out of stun once Feral's stun times out rather than Khyraks.
  • Many behaviors/debuffs were not refreshing on restack. This has some limited implication on game play. Regardless I've adjusted many of them to properly refresh.
  • Standardized attack time on all heroes. All heroes can now cancel their attack animations 0.15 seconds into them and still deal damage. This should promote kiting/animation cancelling.
  • Increased most heroes Turn Rates. Again, this is a "feel" kind of change that should make heroes seem a bit more responsive.
  • Transport Talent warp animation now last for the full warp duration. This way you can tell if someone has canceled TP or not.
  • Reworked CDR system. Fixed a few heroes that were not affected by CDR. CDR is now done exclusively as data instead of an attribute + trigger.
  • Added CV system (this is for Developer use, and will allow us to conveniently tag and reference any unit with any number of custom variables)
  • Added Pseudo Random Crit System. This system ensure that you will crit exactly the number of times your crit chance predicts. The way it works: X = Your Crit Chance, from items + skills + etc. Y = Your Actual Crit Chance, starts at Zero. Z = RNG between 0-100. Whenever you deal Physical Dmg (crit-able dmg), Y = Y+X. Then if Y >= Z, Y = Y - 100, and you deal a crit. Else nothing. Thus if you have 25% crit chance, attack once but don't crit, your next attack will have a 50% chance to crit (25 + 25 = 50). If you still don't crit on that attack, you will have 75% on your 3rd attack (50 + 25 = 75). If you crit on your 3rd attack, you will have 0% chance to crit on your 4th attack (75 + 25 - 100 = 0; you cannot crit). And you will once again be at 25% chance to crit on your 5th attack.
  • Team Gold is now split among team members. Prior systems gave each Player on a Team 2 gold + 2 per missing team mate. This was absurd, giving teams with 2-4 players more income than teams with 5 members. It was disabled at some point in time for unknown reasons. Now each team gets 10 gold per second, and it is divided evenly among available teammates.
  • Fixed a mistake where players could destroy certain terrain/decorative buildings in enemy base

Boros

  • Fixed omnislash dealing 2 guarenteed hits on the target initially (now only hits guaranteed once).
  • Fixed omnislash stopping if the first target dies (like a lane creep).

Greelus

  • E will now order Greelus to move in range to cast on the target if you are out of range. This will obviously interrupt other commands (ie, where you are currently walking towards). However, if the target is already in range of the E, it will NOT interrupt other commands. For those of you a bit more knowledged, this is a change from the "Transient" flag to "Transient Preferred".

Micro

  • There were a few locations that Micro could throw units that were otherwise un-pathable. If you find any more, let me know and I can fix them. Screenshot preferably.

Kerrigan

  • Changed Exhume sound effect from that derpy gargling...

Summers

  • Aeon can now kill his mines (instead of just attacking them derpily)

 

 

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I like all changes just have a concern for summers mines. Dont forget when u attack any neutrals it will aggro all neutrals on map, and will cause aeon to destroy mines for no reason. So if its possible try to make that if u attack 1 camp it doesent aggro all neutrals, if not its kinda stupid change and nerf to summers.

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I like all changes just have a concern for summers mines. Dont forget when u attack any neutrals it will aggro all neutrals on map, and will cause aeon to destroy mines for no reason. So if its possible try to make that if u attack 1 camp it doesent aggro all neutrals, if not its kinda stupid change and nerf to summers.

 

We will be making so attacking one camp does not aggro other neutrals. Though that might take a bit of time. If you want an example, see RoA Jungle creeps. They are never neutral, but will not become aggressive unless they have been attacked in the last 4 seconds. Thus you can just right click to attack them, which will only cause the creeps in the specific jungle camp you've attacked to become aggressive. Additionally, A-move will not target them unless they are aggressive.

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Oh man

 

These "features" were part of the game for so long that these changes truly flip the game on its head. Well tbh these changes make the game much more logical and understandable.

 

These changes mean

- true debuff immunity

- refreshing debuffs

- balanced attack animations (much more responsive)

- balanced move animations (much more responsive)

- CDR is (better)

- Return of passive gold from leavers but in a sensible way

- Slight crit nerf of lethal barb but ensures the worth of all crit items (lethal barb depends on critting again during its attack speed buff, but that chance is reduced with this system)

 

Fantastic changes

Next thing you know Zeratul will stop freezing after he Q's. Ho ho

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Marr is currently broken on this patch. He does crazy damage with his slow.

 

EDIT: Bola doesnt show up anymore, and Jakk's mine take like 5 seconds to go off.

Edited by DrunkeN

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Mm u should have beta next tine to avoid lot of bugs

 

Well, as long as he can hot fix quickly then he doesn't need to beta updates like this. Just don't upload a patch like this right before you go on vacation for a week or something you know lol. I guess I haven't played it yet so maybe the maar bug is truly horrifying.

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Guys looks like there are more bugs then we thought ill writte here some probobly not all:

1)Boros has invisible bola

2)Dustin doesent HAVE drone

3)Maars ee frost wave deals way more dmg then its said

4)Maars w ball never fires so its not invisible just doesent fire

5)Maars ww same this as w

That should be all i think regarding heroes

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Anyway i tested a little and crit change will mb help a little but not enought.Why?Lethal gives u 80% speed and with so much speed and system u made it will still be same, so u need to directly nerf lethal barb.So dont get me wrong crit change is preaty nice but just cant solve question of lethal barb.

1 more thing: At erain that u could destroy in base, u can now acctualy walk throught it

Also could u explain how does new CDR system work?

 

Hope last 2 posts helped

Edited by ZERATUL

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The change to crit was a small step to remove RNG from the game.

 

But LOL at the bugs. Im sure Whale / Wrath will get them taken care of once they wake up. They both live on the west coast of NA

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The issue is. The way the ECO/ Brax coded the map is a bit different and a bit more messy then the way Wrath / Whale code. So in trying to clean the map up a bit they might of removed some lines of code that were actually important.

 

While these bugs are obviously not intended and I think whale learned a good lesson from this or will when he wakes up. But the game is moving forward. This is just a small hiccup that will be taken care off. And from this point forward Def need to run a beta test before publishing to look out for any unintended changes.

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Different =/= Messy

 

Whale and Wrath will need time to adjust to the existing systems. They'll also be incorporating elements from their own workflow to make things faster for themselves as well.

 

I've never heard of a developer reading someone else's code and going "wow this is very well organized; i understand everything completely".

 

 

* Why do people still spell my name incorrectly? It's only 4 letters. Is it like a subliminal thing?

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I apologize if i gave offense but that is what i was trying to convey to the community. Coding the game is like an art. There are 5-10 different ways to achieve the same effect. What makes sense for them might not be for another. I should of chose the words better.

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my bad. will be vetting things through a bit of beta testing before any future publishing.

 

I like, but I don`t understand the CDR part....could you elaborate/explain more for those not knowledgeable on the programming of the mechanics?

 

Old CDR was done with an attribute that the hero would just get. Ie: 10% CDR would give you 10 cdr points. Then a trigger which ran every half second would go down the hero list and low each hero's cooldowns using this value. Cdr however, can simply be done in Data without needing to also dip into triggers.

 

- Slight crit nerf of lethal barb but ensures the worth of all crit items (lethal barb depends on critting again during its attack speed buff, but that chance is reduced with this system)

 

Crit chance is the same chance as before, its just less random. This isn't dota's psuedo random system.

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