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Changelog v1.221-1.222 [Week 4]

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Changelog v1.221-1.222

 

Hero Addition

- Added Savage.Avenger

 

Game Sys

 

- Fixed Summoned Units being able to kill Jungle Creep without any return aggro if the owner hero was far away

- Fixed Unable to Close Scoreboard Bug

- Eye of Narud Active Duration was accidentally 2min -> back to 1min

- Neutrals will now chase at most 10 units from their spawn

- Melee Lane Creep Bounty 21 -> 25. Ranged Lane Creep Bounty 18 -> 22. Siege Lane Creep Bounty 40 -> 50.

- Jungle Siege Tank Base Bounty 65 -> 55, Thor 85 -> 60

- Maximum Lane Creep Count Increase +5 -> +2

- Primary Creep EXP multiplier .58 -> 1 (why does this even exist??)

- Zealot EXP 29 -> 30

- Hydralisk EXP 14.5 -> 25

- Siege Creep and Super Creep EXP 34.8 -> 60

- Lane Creeps deal 20% increased damage against other Lane Creeps

- Towers Health Regen 1/s -> 0/s

- Lane Siege Creep Range 8 -> 7.5, size reduced slightly, AA impact model size reduced slightly

- Lane Creep Upgrade Timer 180 -> 150, Max Upgrade stacks 20 -> 30

- All hero damages are now discriminated as "Weapon Damage, Single Target Physical, Single Target Spell, AoE Physical, AoE Spell, DoT Physical, DoT Spell, Reflected Physical, Reflected Spell, True Damage" type damages, as well as individual Penetration effects for each of these. Few exceptions apply

- Life-steal Effects are now 100% for Weapon Damage and Weapon Damage Penetration, and 25% for all other Physical Damage.

- Spell Vamp Effects are now 100% for Single Target Spell and Single Target Spell Penetration, and 25% for all other Spell Damage.

- Levi Banelings. Lol there were 2 different kinds. One was not being used - which is the one I changed. The other was dealing true damage for some ridiculous reason. Its now dealing spell damage 200 True +20 per upgrade -> 300 spell + 30 per upgrade.

- Minor adjustment to boss invulnerability - for some reason bosses had 0 sight radius, which, combined with my new neutral agro system, meant they blocked the first attack against them.

- Tea Extract 10% Damage Resist -> 12 Armor and Spell Armor

- Added Armor Penetration

- Crit reworked to deal 80% attempted physical damage as Physical Damage, from 50% taken physical damage as True Damage. Crit now only procs on "Weapon Damage" type effects - namely AA's, but including certain abilities, such as Omnislash and Kerrigan's Bouncing Glaives

- Item Shop Categories Miscellaneous -> Movement Speed. Movement Speed in Utility now changed to Support.

- Pyre now deals Physical Damage instead of Spell

- Added Xel-Naga Cuirass (Dual Resistance Item)

- Contamination Shard Reworked fairly extensively... (Now for Bruisers with a physical amp debuff on attack)

- Sledgehammer 25 Wpn Dmg -> 30 Wpn Dmg

- Hyperion Incinerator Cost 2025 -> 1850

- Vibranium Shield 27 Wpn Dmg -> 30 Wpn Dmg

- Added Shard of Ruin (Basic Armor Penetration Component)

- Added Xenomorph Cleaver (Wpn Dmg + Armor Penetration)

- Arcbound Ravager Unique Changed to: On Crit, gain 2% Movement Speed and 8% Wpn Speed for 4 seconds, stacking 4 times. Cost 3900 -> 4600

- Added C48 Gauss Cannon (Wpn Spd + Armor Penetration)

- Bloodletter is now Basic Component for Lifesteal (no longer has 12 Wpn Dmg). Cost 700 -> 650

- Darwin's Might Reworked (Str + Spell Armor + Lifesteal Sustain Tank Item)

- Added Naix Claw (Wpn Dmg + Lifesteal)

- Nullifier Spell Armor 10 -> 12

- Vibranium Shield Spell Armor 12 -> 15

- Nitrogen Retrofit Unique now only procs on AoE vs Single Target Spell Damage, and is stronger for Single Target Spell Damage

- Ancient Rune Unique now only procs on AoE and Single Target Spell Damage, ignoring DoT and Reflect type

- Added Everthirst (Wpn Dmg + Health + Khala Stone - Unconventional AA Sustain Item for AA Casters)

- Base HP and EN regen items adjusted to be cheaper

- Lost Treasure Adjusted to be cheaper (Sustain Support Item Basic Component)

- Added Prophecy Stone (Upgrade to Lost Treasure, Vision Control Support Item)

- Added Omniscience (Upgrade to Prophecy Stone)

- Added Predator Tusk (Mid Tier version of Explosive)

- Reworked Explosive Retrofit (Now AoE Physical Dmg with Wpn Dmg + Lifesteal + Health stats)

- Added Phase Shield Alpha and Phase Shield Beta (Basic Armor and Spell Armor Aura Items)

- Reworked Korhal Vanguard and Spell Buffer to more specific needs (Armor and Spell Armor Aura specifically)

- Added Moebius Coil (Poke Support Item)

- Added Perpetual Engine (Upgrade to Moebius Coil, Offensive Support Item)

- Reworked Sustainer (Active Heal instead of Passive Aura)

- Reworked Eternal Drive and Kassia Crystal (Single Target Save vs AoE Heal/Team Save)

- Added Soul Sustainer (Basic Int + En Regen + CDR)

- TPI now builds out of Soul Sustainer

- Re-added Vampiric Amulet, building out of Soul Sustainer

- Added Asura's Guise, building out of Vampiric Amulet

- Added Kura's Death Mask, Int + Spell Armor + Anti-Heal item

- Lethal Barb Unique You Take 30% Increased Damage -> 15% Increased Damage. (You still deal +30% Dmg and +30% Wpn Spd).

- Added Cauterizer (Weapon Damage + Armor + Anti-Heal item)

- Removed Anti Heal Passive from Executioners and Khali. Khali now grants +40% Crit Damage from +30%.

 

Rancor

- Buying Consumables when Max Items will now Properly Refund

 

Shadow

- Stepping Strikes mechanic slightly adjusted. Instead of every other attack, is now based on a 1 second internal cd.

-Q now deals Physical Damage

 

Cyprus

- Can no longer ult Light units. Can still ult creeps/bosses/etc.

 

Tychus

- Was doing 20 Extra Damage on his Level 4 Q. Fixed.

 

Tassadar

- Energy Rake CD no longer counts while the ability is active.

 

Cain

- Barrage CD no longer counts while the ability is active.

- Temporal Fate CD no longer counts while the ability is active.

 

Crackling

-Vicious Bite Reworked to Physical Damage and Lifesteal.

 

Micro

-Fast Twitch now deals physical damage. Fixed tooltip mistake that stated the stun duration was 0.8s (is 1s)

 

Jakk

-Rifle energy restore changed from 20% damage dealt to 12% wpn dmg

 

Justicar

-Fixed a issue with his E sometimes not counting as an ability use

 

Cow

-Echo Matrix Dmg 7/10/13/16 -> 8/12/16/20

 

Tass

-Soul Drain now counts properly as a heal

 

Unix

-Brain Sap now counts properly as a heal

 

Drake

-Molten Armor overhauled mechanically

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So many new items...OH MAI GAWD U BROKE THE GAME

 

Joking...overall like the new versatility. I haven't seen the items themselves yet, but I feel like this is a good step towards proper balancing for many different play styles (from what I noticed, some nerfs to intelligence items being procced too easily, and buffs for spell DPS, Str bruiser. Tank, and support playstyles).

 

I personally, am EXTREMELY happy to have old arcbound ravaged unique back. SAY HELLO TO FAST MOVING KERRIGAN AND LATEGAME AUTO-ATTACK BOROS.

 

This is going to just wreck the meta-game for at least week while players get used to these new items...personally, I'm going to test mode for around 2-3 hours to figure out stable builds and counters for all these new changes.

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@whale fyi vergils e doesnt dodge tower shots. Not sure if intended

 

vergil's e is not a blink based skill

he merely 'dashes' so it is intended to get hit by towers

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vergil's e is not a blink based skill

he merely 'dashes' so it is intended to get hit by towers

 

Maybe I was unclear. I am talking about the evasion it provides. So unless towers are intended to have true strike...

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Rancor

- Buying Consumables when Max Items will now Properly Refund

 

What's wrong with you? Now you remove features? This was part of the game's charm.

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What's wrong with you? Now you remove features? This was part of the game's charm.

Next thing u see dustin drone gets fixed lol. So funny its been broken from when it came out.

 

Awesome patch btw, did u fix that bug with new hero I told ?

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Fan. Freaking. Tastic =D So excited to try everything out ^^ And all of the changes to the heros are good changes! Think my favorite is the treasure change though; gonna go play right now and try it out!

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Maybe I was unclear. I am talking about the evasion it provides. So unless towers are intended to have true strike...

 

Towers deal true damage so this is intended.

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So did the old contam shard also go through evasion?

 

contaminatiom shard procs through auto attacks so no

hero auto attacks and tower hits are different

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contaminatiom shard procs through auto attacks so no

hero auto attacks and tower hits are different

 

Obviously they are different the real question is why they are different?

 

It makes no sense that evasion doesnt work on tower attacks

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Obviously they are different the real question is why they are different?

 

It makes no sense that evasion doesnt work on tower attacks

It's like towers in LoL, you can't dodge tower shots, no matter how far away you get. So you shouldn't be able to dodge it with a blink

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It's like towers in LoL, you can't dodge tower shots, no matter how far away you get. So you shouldn't be able to dodge it with a blink

But u can dodge tower shots with blink (planair void, surge, etc)... Quoted part was about evasion

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He's talking about how you can't evade tower shots with evation, so I explained, you can't dodge shots like In LoL. The tower will always hit unless you lockbox or become invulnerable from some other source

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Because thats how it works in lol isnt an answer...

 

Edit: I just discovered evasion doesnt exist in lol so I am more confused by your point

Edited by Yaldi

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Ok, tower shots in aos lock onto a target until it's been killed. The only acception is heroes who aggro against other players so it then locks onto that specific hero, shooting weird green balls until it dies. Those green balls cannot be dodged, evaded, ect, ever unless you move out of range, become invulnerable, or untargetable. That being said Virgil's e makes him untargetable for however much time when he dashes blinks or whatever. So whale changed it, I'm sorry if you didn't understand before as the whole thing about this game is LoL in Starcraft

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Ok, tower shots in aos lock onto a target until it's been killed. The only acception is heroes who aggro against other players so it then locks onto that specific hero, shooting weird green balls until it dies. Those green balls cannot be dodged, evaded, ect, ever unless you move out of range, become invulnerable, or untargetable. That being said Virgil's e makes him untargetable for however much time when he dashes blinks or whatever. So whale changed it, I'm sorry if you didn't understand before as the whole thing about this game is LoL in Starcraft

 

There are lots of things that disjoint projectiles. The real question is why evasion has no effect on tower attacks. It seems unusual that a tower attack wouldnt work like a regular auto attack but with true damage type. And no this is not LoL in sc2 so please stop embarassing yourself and keep out of this discussion.

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You can dodge tower shots with blinks as already stated. Vergil does not become untargetable with his E, he gains 100% Evasion which avoids any physical attacks. Tower's are not physical attacks. I don't think you should be able to evade tower shots. This was changed when towers damage went from physical to true because heroes with high AGI took like no damage from towers because of their high armor. We wanted towers to deal more consistent damage so they were changed to the unmitigable true damage.

 

@Yaldi Why do you think you should be able to evade tower shots.

Edited by Atomik

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He's talking about how you can't evade tower shots with evation, so I explained, you can't dodge shots like In LoL. The tower will always hit unless you lockbox or become invulnerable from some other source

Nevermind, in the time I read this thread and replied, four more people had posted!

 

This is a great patch, I'm looking forward to trying out the new items and getting used to a new meta.

Edited by Grantypoo

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It's like towers in LoL, you can't dodge tower shots, no matter how far away you get. So you shouldn't be able to dodge it with a blink

 

Well, it because LoL mechanics suck in that regard. Any targetable ability will follow you if you get it off before blink. For example have you tried flanking someone as caitlin (so you are between them and their pool, and ulting such that they port home before they are hit by it? I kid you not, the projectile will turn around mid flight and go towards the pool. That could theoretically be the best skillshot (by using this method to hit an enemy somewhere far into their base low on hp with cait ult fired in the opposite direction on a different target.

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There are lots of things that disjoint projectiles. The real question is why evasion has no effect on tower attacks. It seems unusual that a tower attack wouldnt work like a regular auto attack but with true damage type. And no this is not LoL in sc2 so please stop embarassing yourself and keep out of this discussion.

K

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Im not saying evasion should work on tower attacks. Just curious as to why it doesn't since the intention of the damage type change wasnt to make it undodgeable but to counter high armour carries

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