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Changelog v1.225-1.226 [Week 7]

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Changelog v1.226

 

Commands

- Added -winnar # command. "wins" the game for specified player, ending it as well.

 

Game Sys

- Updated Loadscreen

- Updated Recommended Items

- Updated Scavenger Hunt Winners

 

Imperius

- Atom Smasher no longer grants Imperius Max Biomass

 

 

Changelog v1.225

 

 

Game Sys

- Korhal and Spell Buffer aura no longer applies to Non-Heroic. Reduced resolution from .5s -> 1s

- Creep now gain .005% Physical and Spell Resist per upgrade (up to 15% at max upgrades)

- Dominion Standard, Coat of Arms, and Kassia Crystal aura no longer apply to Non-Heroic.

- Hunter's Hatchet - Bonus Damage vs Non Heroic 20% -> 10% For Ranged, 25% For Melee.

- Eye of Narud - Bonus Damage vs Non Heroic 25% -> 15% For Ranged, 30% For Melee.. Now builds from Hunter's Hatchet + Quantum Spade + Graviton Booster. Grants +200 HP +15 Wpn Dmg, + 20% Wpn Spd for stats. Cost increased to 1600

- Predator Tusk/Explosive Retrofit is 50% Effective on Ranged Heroes.

- Arcbound Unique stack 8% Wpn Spd -> 4% Wpn Spd

- Everthirst 15 str + 15 Int -> 20 Str + 20 Int

- Fixed a mistake in Armor System that gave heroes the wrong initial armor value (which fixed itself once you got any additional armor)

- Cloaked Units do not shimmer (are completely invisible) if they are standing still

- Scans reveal Sentry Wards

- Sentry Ward and True Sight Ward duration 8 minutes -> 6 minutes

- Health and Energy Pot now can only be used on Heroic (cannot use on allied creep anymore)

- Super Creep no longer have Auras. Taking rax simply make the creeps spawned have that resistance. Resistance per rax equalized -> Melee Rax = Creeps in that lane spawn with 60% Physical Resist, Ranged Rax = Creep in that lane spawn with 60% Spell Resist (From 40% Physical Aura and 80% Spell Aura)

- Siege Creep now deal -35% Damage to Heroic Units

- Sword Breaker Str 29 -> 30, as its components give 30 str

- Scan Cost 120 -> 150

- Smoke Cost 65 -> 100

- Truesight Ward 125 -> 150

- Exp Range for creeps 16u -> 13u

- Levi Banelings spawn is now capped at 5 at a time. Now deal -25% Dmg vs Heroic, +300% Dmg vs Light.

- Lethal Barb Active +30% Spell Dmg removed

- Fixed Integrity and Discipline talents giving 12 Armor and Spell Armor -> 10 now

- Heroes now gain 1 Spell Armor per Level

 

Greelus

- Q Missile Speed and Acceleration increased, Dmg 70/120/170/220 + 40% Int -> 70/130/190/250 + 50% Int. On Hit Dmg Scaling 2% Max HP -> 3% Max HP. Now also applies slow on initial impact.

- W Drain scaling 7% -> 8%

 

Doctor

- Fixed a mistake in Flare's CD 20/22/18/14 -> 20/18/16/14s

 

Garamond

- No longer needs vision to place turret (doesn't need to face plant into a bush, for example)

 

Findlay

- Q Energy Cost 50/60/70/80 -> 60/67/74/81

- Fixed mistake causing Empowered Q not to remove Rip N' Tear stacks

- Invigorating Pulse Heal Scaling 5% Tychus' Current HP -> 8% Target's Missing HP

 

Rancor

- Q Stun Scaling 1.6/1.8/2.0/2.2 -> 1.5 to 2.5 depending on proximity to target (1.5 at max range, 2.5 at right in their face range)

- Q Damage 70/130/190/250 + 60% Wpn Dmg + 100% INT if Cloaked -> 60/110/160/210 + 50% INT, increased by +50% Dmg if not visible to the target (ie: Cloaked, or in a bush).

- R Scaling 75% -> 60%. R Fall speed 2s -> 2.4s. R now slows movespeed of targets hit by 25% for 2 seconds.

 

Vergil

- Heroic Passive Additional Effect: After using an ability, his AA grant him 16 + Level*3 Energy. 5s Internal CD.

- Q Cost 50/60/70/80 -> 70/85/100/115

- R Damage 150/210/270 + 30% Int per slash -> 100/150/200 + 45% Int per slash.

 

Queen

- Is now 5.5 Ranged, with different attack

- Heroic Passive reworked. All abilities now cost Biomass instead of Energy.

- Q reworked to match Biomass

- W reworked to match Biomass

- Creep Colony reveal duration before cloaking (when she plants it) 2s -> 2.5s

- Fixed a mistake causing Timmy to deal 67% increased damage vs structures instead of +65 flat damage vs structures, as his ult tooltip states...............................

- R CD 120/110/100s -> 120s all levels. You may now re-active R to order Timmah to attack the target unit/attack move towards the target point. R now has a travel time to get to the point. R now knocks up all units in the travel path. R now knocks up units at the target point instead of stunning. R Radius 4u -> 3u at target point.

 

Cyprus

- R must target Heroic now (cannot ult Non-Heroic)

 

Chuck

- E Dmg Scaling 5% Int -> 6% Int

 

Bio

- Heroic passive is no longer active while bio is burrowed in his Claymore (Doesn't summon minions)

- Minions deal 5 + 15% Str -> 12 + 10% Str, Health 15% Bio's Max Health -> Level * 10 + 10% Bio's Max Health, and have 33% AoE Resist

- E now also sucks in enemies

- R No longer deals bonus True Damage. Now steals 16/20/24% of the Target's Armor and Spell Armor.

 

Balrog

- Q Wpn Dmg 80/120/160/200 + 60% Wpn Dmg -> 60/100/140/180 + 40% Wpn Dmg

 

Jackson

- Heroic Passive Shielding 30% -> 25%

- R Dmg 150/300/450 + 50% Int -> 100/250/400 + 40% Int

 

Null

- W Force Field Radius 1.5 -> 1.375u

 

Jim

- Q Mark duration 15s -> 6s. Now extends the duration by 3s whenever Raynor damages the target with his AA or Ability (marauders included).

- Silencing Shot Searcher improved

- Marauders Health 120 + 8* Level (Tooltip was wrong in stating 20*Level) -> 120 + 30*Level. Wpn Dmg .3 + 30% Int (Tooltip was wrong in stating 30 + 30% Int) -> 25 + 5*Level + 20% Int. Now have 25% Physical and Spell Resistance

- Marauder bounty 8 minerals -> 16 minerals

- R CD 30/25/20s -> 45/40/35s. Energy Cost 200/350/500 -> 200/250/300

 

 

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Changelog v1.225

 

Game Sys

- Cloaked Units do not shimmer (are completely invisible) if they are standing still

- Scans reveal Sentry Wards

- Sentry Ward and True Sight Ward duration 8 minutes -> 6 minutes

- Scan Cost 120 -> 150

- Smoke Cost 65 -> 100

- Truesight Ward 125 -> 150

 

so by increasing the cost of consumables & decreasing ward times...

dont you think we should nerf rancors passive? or is he just now going to get even more benefit?

 

also does "- Cloaked Units do not shimmer (are completely invisible) if they are standing still"

apply to wards?

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There is a bug where Timmy will sometimes not spawn at the target point. It usually happens when you target too close to a structure or on top of a structure instead of on empty terrain. The speed of the projectile could use a buff to maintain the Q>R combo. I also think the sound Queen makes when using her ult should trigger when Timmy spawns rather then when Queen targets or just adding a louder sound effect for when Timmy erupts and moves underground cuz it felt very silent for the duration of the ult. But that's just me.

 

I love the biomass mechanic and the way you reworked Q and W to scale with biomass, it's quite brilliant and frees up Queen's inventory to focus more on support items rather than INT. I'm also not sure what the 'chance' that biomass drops is, but it felt very infrequent. Perhaps Queen could gain like 5 to 10 Max Biomass per level additionally, or just increasing the chance but I'm judging from a few games played so excuse me if I missed something. The only thing missing now is updating the Queen model to Niadra or Zagara, for infinite zergasms.

 

Speaking of love, I love everything you've done to AoS since the last time I played, you guys breathed so much life into it, it's actually exciting right now. Highly appreciate what you and Wrath have done, sorry to see RoA go but it's definitely for the greater good.

 

Also hi everyone. <3

Edited by Jessika

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Wards/mines etc do not move (if you find out otherwise Pls let me know asap). Therefore they do not shimmer.

 

 

 

Thought I fixed the issue with Timmy not spawning. Will look at it again tomorrow.

 

Queens model actually changes as she gets biomass (@50 and @100)

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There is a bug where Timmy will sometimes not spawn at the target point. It usually happens when you target too close to a structure or on top of a structure instead of on empty terrain. The speed of the projectile could use a buff to maintain the Q>R combo. I also think the sound Queen makes when using her ult should trigger when Timmy spawns rather then when Queen targets or just adding a louder sound effect for when Timmy erupts and moves underground cuz it felt very silent for the duration of the ult. But that's just me.

 

I love the biomass mechanic and the way you reworked Q and W to scale with biomass, it's quite brilliant and frees up Queen's inventory to focus more on support items rather than INT. I'm also not sure what the 'chance' that biomass drops is, but it felt very infrequent. Perhaps Queen could gain like 5 to 10 Max Biomass per level additionally, or just increasing the chance but I'm judging from a few games played so excuse me if I missed something. The only thing missing now is updating the Queen model to Niadra or Zagara, for infinite zergasms.

 

Speaking of love, I love everything you've done to AoS since the last time I played, you guys breathed so much life into it, it's actually exciting right now. Highly appreciate what you and Wrath have done, sorry to see RoA go but it's definitely for the greater good.

 

Also hi everyone. <3

You are back! Just in time to stop them from changing queen's creep tumor into a spine crawler and make them implement your hero from the contest. :D

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Jackson nerf unjust weep weep.

well I guess I could still use him anyways.

However base 100 on a level 1 ult is pretty much useless.

Edited by Skye

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You are back! Just in time to stop them from changing queen's creep tumor into a spine crawler and make them implement your hero from the contest. :D

 

They are changing what!? Noooooo!!! If they change Creep Tumors into anything, I hope they take note of the Malignant Creep from the HotS campaign. It can be like a stationary aura for allies and is a suitable skill for a support hero.

 

It'd be great if Whale honors the remaining contest winners by making good on Ecko's promise, but I'm done asking for those heroes.

 

@Whale

 

You're right, Queen does change at 50 and 100 but if I'm not mistaken she had to be both at 50 and at 100 AND be at least at level 11 and level 18 respectively to change. I had 50 biomass early but Queen didn't evolve until I hit level 11.

 

The Biomass is also somewhat of a nerf, Queen used to spawn 14 banelings at level 4 but the tooltip now says she spawns 1 baneling for every 5 biomass consumed so at max biomass she'd only spawn 10 (25% of 200 = 50), following this the number of banelings would continue to diminish since it scales with current biomass instead of max. It wouldn't hurt to throw in an extra 50 Max Biomass, either gained through the passive or per level up. Alternatively, banelings could slightly deal more damage to compensate or a minimum base number of banelings could be set and every additional baneling is dependent on quantity of biomass used.

 

Besides this, the application of the Biomass concept on Queen is much better than Swarm Host in RoA (even though I was one of the people who enjoyed that hero, RIP).

 

I'm also totally diggin' the new Mutalisk hero and want to take a moment to express how flobing AWESOME the new Kassia Crystal is.

Edited by Jessika

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I also complained the timmy projectile speed was a bit slow. But to be fair its an extremely powerful skill. More so then before i think.

 

My biggest complaint with Queen is its extremely hard to play aggressive in lane. Because your game play is so linear. You telegraph your actions. And the banes while visual impactful are pretty easy to avoid. So this normally leaves you just playing defensive holding towers farming. Only time your going to land some bane attacks is if the enemy decides to be aggressive "I.E defensive using the banes as a disengage" or if there going to stand still.

 

Obv in pubs vs not so skilled players queen can get kills in lane. Bot not in competitive games. So to fix this problem Whale was thinking of putting a skill on the creep them selves. A skill shot root that fires from the tumor it self.

 

If this were the case. I would like to see creep auto assigned to 2 as a hot key. Or having the e be a toggle. Right click it to activate the skill shot mode being unable to place new tumors. Then right click it to change modes where the skill shot wont fire and u can place more tumors. Much like Toxi W works. From auto cast to manual cast

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Whale could also revert Ecko's nerf to the MS bonus the creep gave Banelings and Timmy. A boost from 25% to 30-40% might help Queen be more aggressive. The MS bonus could start slow and increase incrementally with each level, also having the creep spread faster and slightly further with each level could work.

 

But the idea of a tumor that doubles as a tower doesn't sound bad at all, and would work best like you suggested.

Edited by Jessika

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Whale could also revert Ecko's nerf to the MS bonus the creep gave Banelings and Timmy. A boost from 25% to 30-40% might help Queen be more aggressive. The MS bonus could start slow and increase incrementally with each level, also having the creep spread faster and slightly further with each level could work.

 

But the idea of a tumor that doubles as a tower doesn't sound bad at all, and would work best like you suggested.

 

tumor would not deal damage. Just be able to root enemies like unix fungle. With out the damage. I personally like the idea of adding the skillshot on creep tumors over a move speed bonus for creep. It gives queen more things to do. In ladder games Zerg is the most micro intensive race and queen is a huge part of that. I think making queen a bit more micro intensive to play properly is a wonderful idea.

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After testing queen....one of the must have changes is .....you must be able to see how much biomass you have!!!

I dodn`t notice the upograde on models....does something change besides the looks? you rget more damage or seomething?

 

speaking of damage I do feel the banes damage is kinda low....but I wouldnt want them to scale too much on intel since the idea is to free the slots for support and tanky stuff...so maby up the base damage?

 

Other than that I LOOOOOVVVEEEE the new biomass mechanics....still gotta get used to timmy timing of emergence since I miss lots of timings....not just to land non damaging banelings but for teammates engages as well...like someone said sometimes timmy does not pop up and I noticed once I cast it too close to myself it wouldnt appear

 

Obviously as with any rework balance is needed but really good job...brings us hope!!!

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the ene bar is your bio mass bar... more you get the ene bar goes up. When i played it it was like 101, 102,103 every time i grabbed a green orb

 

didnt notice...cause it looked so energish to me and I only checked at start...nothing said biomass anywhere!!! so yeah i might have missed that

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Null should also be able to cast his swords without vision. Thank you.

 

Somehow I got 205 energy with Queen. Also, her banelings were good most of the game, but late game they fell off severely, could barely kill a creep with full hp and all banelings, maybe increase int scaling slightly?(was with 299 Int and no spell boosts/pene)

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Unless this issue was visited in the latest changelog, he cannot. There are a few abilities that can't do this including Null's bubbles/swords where you must be in the grass, on high ground or low ground with vision to the high in order to cast.

 

EDIT: The issue may be that these skills, like most, require a targetable area to be selected and unlike some (any of Raynors b/c of the excessive range), these have this issue more than others because they are short range casts. %-wise, the shorter the range, the greater the chance of clicking on an unselectable location. Often times cliffs or elevation transitions are comprised of an area that is unselectable and COULD cause the misfire? Seems like this could be dealt with as shown by Greelus' ultimate which is now controlled by mouse direction and bypasses this issue?

 

EDIT2: To further clarify the issue. When I click to shoot a Orb Spear in mid-lane from river towards the enemy tower, the spear will not fire unless I select ground that I have vision of (ie da Riva). If I click on the high ground the spear WILL NOT shoot. So technically speaking, I am able to shoot to high ground as long as there is a point of vision between me and the enemy I am am aiming for. If say, I was on the edge of the fog of war (ie bush) there is no such point and I lose the ability to fire the spear.

Edited by Hanedog

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Whale? may I suggest upping the banes base damage (not the intel scaling) and the healing spell slightly DEPENDING ON QUEEN MODEL??? like....when queen gets 50 biomass and the model changes she recieves some buffs that allow her to kinda keep on par

 

I did a second round of testings and there is a certain moment when you cannot do like anything on your own....not even push back a snowball.....as queen!!! what herecy!....and the only utility u got is based on the items you bought but your spells per se become pretty much sub par or "not noticed"...I wouldnt like the intel to be the buff cause I like the biomass mechanic....its unique, its fun, its probably meant to buff your skills in a way that develops over time and that is supposted to mean your spells remain usefull despite not going intel...which would allow for tanky support builds...since most support gear gives CDR you can be aura mule like a boss.....the thing is it is not happening right now at least.....specially late game....also I kinda like the "evolve" idea of the biomass in multiples of 50 so yeah evolution should make your spells start low....then you evolve and your spells are more useful and then at last if the game lasted that long your spells evolve to become still useful at that stage

 

salute

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