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WhaleTits

Changelog v1.236

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Changelog v.1236

 

Hero

-Added VoidBearer.Kuradel

 

Game Sys

- Fct renabled for test mode/single player/admin usage

- Fixed Creeps waltzing past the tower occasionally (in mid usually)

- Fixed Tower Backdoor resistance not working

- Tower Backdoor reworked: Backdoor resistance disabled if >= 2 Enemy Units (excluding Light) are present -> disabled if either: atleast one enemy lane creep is nearby OR >=3 Enemy Heroes nearby.

- T2 and T3 Tower Hp 2500 -> 2750

- Heroes now deal at the minimum 75% of their primary attribute as physical damage to towers, regardless of their weapon damage. (ie: an int hero with 150 wpn dmg and 275 Int will attempt 206.25 physical dmg on AA, instead of 150, whereas an agi hero with 400 wpn dmg and 200 agi will still attempt 400 physical damage.) This is to equalize pushing power a bit. Garamond's minions do not benefit from this (but his AA does)

- Int Primary gives .3 wpn dmg + 0.04% CDR -> .5 wpn dmg

- Dealing On Hit Dmg -> Any damage at all to an enemy hero will now reveal a 2 unit radius around the damaging unit

- Creep Exp Distribution changed from: Exp per player = (Base Exp / [ (.5 * # of Sharing Heroes) + 0.5 ] ) -> Exp per player = (Base Exp * sqrt[# of Sharing Heroes] / # of Sharing Heroes )

- Can now use transport onto wards. Transport radius 8.5u -> 4u. Transport CD 240s -> 300s

- Recover CD 300s -> 360s

- Gravity Edge Spell Pen 36% -> 32%

- Shard of Ruin Armor Pen 18% -> 16%, up to 2x @ 36% -> 32%

- Fixed Aeon Deny issue

 

Drake

- Fixed allies/debuff immune units bouncing off lance

 

Narud

- Transcendence Green Orb Dmg 60 + 15% Int -> 60 + 20% Int (to make up for the fact that he does not benefit from the above min 75% Primary Stat dmg vs towers)

- Tower can now kill Loci (3 attacks) (Psionic Tag on untargetable unit - All weapon filters exclude psionic except tower)

- Q Energy Cost is now Free

- R Cost 20/40/60 + 2.5% Max En -> 20/40/60 + 2.2% Max En per second

- Can no longer level W at level 1

 

Gara

- Weapon Reworked. Now no longer backpacks SCVs. Still shoots out scvs, dealing Garamond's AA dmg on impact. Garamond now has total wpn dmg reduction of -50%, from -65%. Scvs themselves deal 50% of Gara's weapon dmg (so 25% base). Scvs can now heal Gara's Turrets (by attacking them), for 10% of the turret's HP per attack (sacrificing 25% of the SCV's health). Garamond benefits from weapon speed now.

- Fixed Q not proccing parralax

- W Int Scaling 20% -> 16%

- Turret Hp 250 + 20*Lvl -> 200 + 22* Lvl. Damage changed from Physical to Spell Damage. Int Scaling 12% -> 15%

- R Cd 75/60/45 -> 100/80/60s. R no longer has passive component. Damage 80/120/160 + 35% Int -> 60/100/140 + 25% Int

- Base Mvspd 3.2 -> 3.15

 

Anthrax

- Enemies can now only see your ult in the last 2 seconds of it's flight

- Q Cost 90/100/110/120 -> 100/110/120/130. Delay on 2nd Impact 2.5s -> 2.0s

- W Root after 4s/3.5s/3s/2.5s -> 2.5s at all levels

- E should be 100% fixed now...

- R Dmg 150/250/350 + 70% Int -> 175/300/425 + 50% Int. Damage Amp Duration 6s -> 8s. Damage Amp now applies after Ult Dmg.

 

Vorpal

- AA Range 4 -> 5

 

Warfield

- AA Range 5.25 -> 5.5

 

Zeratul

- Planer Void CD 30/25/20/15 -> 50/40/30/20s

 

Stukov

- Q Base Dmg 70/105/140/175 -> 80/120/160/200

 

Vergil

- R CD 100/80/60 -> 100/85/70s

 

Chuck

- R Dmg scaling per unit 3% -> 2.5%

 

Khyrak

- Fixed Feast not working sometimes

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Can you buff Haste? It seems to do to little in comparison to all other active talents now, since it is only really useful for a very small amount of time, and on VERY few heroes, while TP and healing are technically permanent, and fortify is a big deal for heroes easily sniped. Maybe change it to something like Ignite?

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Haste gives time. It benefits all hero. You gain faster regen, faster attack speed, faster movement speed, faster everything.

 

It is commonly used in In House by carries.

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Can you buff Haste? It seems to do to little in comparison to all other active talents now, since it is only really useful for a very small amount of time, and on VERY few heroes, while TP and healing are technically permanent, and fortify is a big deal for heroes easily sniped. Maybe change it to something like Ignite?

LOL

haste is prob most strong active talent..

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Buh-buh-buh-buh-buh it ends a second after you press f! It maybe hastens an extra attack before expiring ffs.

you dont need to use it if you think its bad

but haste is being considered as strong talent

Edited by OPReN

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If we can use transport on wards, can you please consider letting Queen use transport on her creep tumors. It will add a nice dynamic to her.

 

Loving these changes, wish I had more time to play. :/

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I like the new hero and I love the changes on Garamond, I guess we will see now a lot of attack speed builds consisting on constantly spawning SCVs. R will be very fearsome if you can get a fast swarm of them.

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I love the changes Devs. Especially like the fixes and changes to garamond. Now we can create a swarm bomb using scv's healing a turret. Will be fun to play with.

 

EDIT:

@Whale- a question about Gara's move speed reduction as I'm assuming it affects his scv movespeed as well- Is this true?: Doesn't this mean they will only get off a single attack most of the time? Will this make FOE, Atom Smasher, Nitrogen a more viable option on Gara since getting a surround is key to making ultimate viable?

Edited by Hanedog

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