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WhaleTits

Changelog v1.238-v1.239

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Changelog v1.238-v1.239

 

 

Game Sys

- Fixed New Bosses attacking wards (robotic tag). Health Scaling increased on all 3 new bosses slightly.

- Fixed units mid jump being thrown not canceling the jump

- Removed Time Travelers Cloak

- Added Frozen Cuirass/Reworked Mossberg Taser

- Added Flares

- Adjusted Lane Creep Hp/Resistance scaling a bit (lightened up a bit on the resistance scaling, so more hp is as actual hp instead of effective hp)

- Jungle Creep Exp increased: Rauders 24 -> 30, Firebat 80 -> 85, Siege Tank 96 -> 100, Thor 112 -> 115

- Jungle Health Pickups Heal (33 + 10% Missing Hp, Capped at 100 -> 50 + 15% Missing Hp, Capped at 150), Energy (20 + 10% Missing En, Capped at 100 -> 25 + 15% Missing En, Capped at 100)

- TS Wards require 5 hits to kill, and regenerate Hp after 30 seconds.

- Shop reoganized to list items from Low Stat -> High Stat per category. (commander Op)

- Agi Armor .3 -> .2

- Hero base Armor Melee: STR (11 -> 15), AGI (15 -> 19), INT (7 -> 11). Ranged: STR (8 -> 10), AGI (14 -> 16), INT (4 -> 6)

- Sledge Hammer and Hyperion Incinerator Wpn Dmg lowered by 5. All items building from them reflect this change as well. (reflecting generally lower Armor Values)

- Darwin's Might Unique Internal Cd 4.5s -> 3s

 

Jakk

- E Minefield deals half dmg vs non-heroic. Cost 60/90/120/150 -> 80/110/140/170

 

Tassadar

- Clone Hp 50 + 45*Lvl + 100% Int -> 75 + 45*Lvl + 150% Int

- AA Dmg base 28 -> 34. Range 2.5 -> 3. Base Wpn Spd 1.8 -> 1.7

 

Kura

- Q Cd 5.33/4.67/4.00/3.33s -> 7.00/5.75/4.50/3.25s. Delay before impact .85s -> 1s

- R Cd 120/100/80s -> 120/110/100s

 

Anthrax

- W Miasma Radius 2.5u -> 3u

- R Enemy Indicator 2s -> 1s before impact. Damage 175/300/425 -> 200/325/450

 

Narud

- Q Loci Count 2/2/3/3 -> 2/3/3/3. Fixed Loci displaying wrong number when towers killed them.

 

Boros

- Base Wpn Dmg 40 -> 43

- E Crit Chance 14/20/26/32% -> 14/21/28/35%

- R Strikes 3/6/9 -> 6/12/18, Dmg 150 + 50% Wpn Dmg -> 75 + 35% Wpn Dmg. Deals 2x Dmg vs Non-Heroic/Non-Massive. Animation changed slightly. Duration between strikes .5s -> .33s

 

Gara

- SCVs lifespan 10s -> 12s. Now have 50% Physical and Spell Resistance.

 

Queen

- Tranfuse Biomass Ratio 2x -> 2.5x

- Timmah Damage Biomass Ratio .5x -> .6x

 

Darpa

-R Jump Charges 3 / 3 / 3 -> 1 / 2 / 3

 

Brine

- E no longer requires vision of the target point (can be cast into fog)

 

Maar

- Reworked his mechanics and abilities

 

Greelus

- R Dmg Per Second 130/180/230 -> 140/200/260

 

Medic

- Q Heal On Ult bonus +7.5% Missing Hp -> +12.5% Missing Hp

 

Khyrak

- Cleaned up Q effect a lot (should much less derpy to use)

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Why are you continously buffing greelus ult? It's one of the strongest in the game as is, if you are going to buff him, pls give him less worthless w and e abilities.......... cause right now greelus is Warwick..... ult up? Yes -> go kill heroes! No -> go farm creeps somewhere where you're not being bothered.

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not necessarily, there are things ih don't catch for a long time because they are scared to try things.

 

Though I disagree with the ww ult analogy, Doom is right: I probably should tweak his w and e instead of putting more power on his r. mostly his w could be an interesting kit perk unique to him.

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What's the purpose of boros ulti change? Making it viable to use in creep waves as well?

I just started playing a little again and I'm not up to date with the game.

Edited by John

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there are things ih don't catch for a long time because they are scared to try things.

That is so true! There are so many things I wish to try in inh but usually there is no opportunity. People prefer to go standard draft, sth they know, because they are more winning oriented than fun oriented.

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I like the change to Boros ulti.

 

If you look at the numbers, it makes him stronger ONLY if he hits a single target all 18 times. To be more exact,

Assuming he has 400 wpn damage at endgame and not factoring in crits:

 

For old Boros

(150 (base dmg) + 200 (50% wpn dmg))*9 strikes = 3150 total dmg

 

For new Boros

(75 (base dmg) + 140 (35% wpn dmg))*18 strikes = 3870 total dmg

 

While the new Boros ulti provides approx. 20% increase in dmg output endgame, it is spread out over an extra 1.5 seconds which means enemies have more of a chance to respond but also means passives like Lightning Rod can proc more as well.

Edited by Hanedog

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omni does not proc on hit effects

 

To be clear this seems to apply to all uniques since I just tested it and Khali blades +30% crit damage does not proc during his ult. He actually does less damage with his ult than simply AA with full wpn speed and Khali blade unique...at least for AD boros.

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Khali unique affects his ult (And anything else that crits). Be aware crit dmg is based on the damage that is proccing it, which in the case of omnislash is only 75 plus 35 percent wpn dmg.

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Whale can u clarify how Boros passive stacks with itself? Does it simply prolong the effect or each proc is completely independent from others and do always full damage?

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