Jump to content
Sign in to follow this  
WhaleTits

Changelog v1.241-1.243

Recommended Posts

Changelog v1.244

 

Zera

- [E] Fixed Planar into unpathable terrain

 

 

Changelog v1.241-1.243

 

 

Game Sys

- Instead of automagically kicking players for AFK, the game now opens a text-based vote for the team with the AFK (unless the afk player is the only player left on the team, in which case it kicks automatically)

- Most Talents now work on an Upgrade based system instead of behavior. This means there is more headroom for other behaviors, and also that certain mechanics are now possible (see Tass).

- Base Exp from Hero Kill 18 + 37*[Hero Level] -> 36 + 36*[Hero Level]

- Decreased occurance of Lifesteal/Spellvamp Particle Animation

- Fixed Armor and Spell Armor not working on non-heroes

- Heal tags only pop up for heals >= 10 -> >= 20

- Atom Smasher Slow 80% -> 66%. Powerstrike 3 Damage 200 -> 80 + 10*Lvl

- Galactic Defender Spell Armor 20 -> 25

- Frozen Cuirass Spell Armor 24 -> 25

- Kura'd Death Mask Spell Armor 24 -> 25. Unique reworked slightly (Caster v Caster item)

- Added Tenderizer (2250) (AA v AA item)

- Cauterizer now builds from Tenderizer. Stats and unique reworked slightly. (AA v AA item)

- Added Smoldering Incisor (2000) (Pyre Precursor)

- Isomorphic Pyre stats and pricing reworked slightly (More slot efficient, less cost efficient)

- Ocelot's Revolver Unique +75% Wpn Dmg as Spell -> 50 + 60% Wpn Dmg as Physical, capped at 200. Wpn Dmg +16 -> +20

- BHM Unique +110% Wpn Dmg as Spell -> 100 + 90% Wpn Dmg as Physical, capped at 400. Wpn Dmg 48 -> 55, Energy 225 -> 300.

- StarsFury now builds from [Ocelot's Revolver + Psionic Ravager + Storm Pauldron]. Psionic Lasher has been removed.

- Flare Gun 10 Int -> 15 Int. Cost 1100 -> 1300. Active deals 150 + 5% Energy -> 200 Damage.

- Sunflare Gun Reworked, building from [Flare Gun + Runic Gavel + Bloodletter]. Active reworked. Is now Hybrid Leech item (grants both Lifesteal and Spellvamp).

- Added Khalis Relic [Kinetic Cell + Storm Pauldrons + Neosteel Vestments]. Active consumes energy to shield self. Armor Defensive Caster Item.

- Energy Saber Reworked. Now has toggled active to consume energy to deal bonus damage on attack.

- Psionic Ravager now builds from 2x Fusion Blades

- Cybernetic Implants now builds from 2x Metabolic Booster

- T2 and T3 Bosses AA now deals less base damage, but has a % Current Hp scaling damage (Boss should be less potent at killing heroes, but good at weakening them so that they are easy to contest).

- Fixed Feedback Active not working

- Artifact Temple Dmg 300 -> 250

 

Darpa

- [R] Desperado Jump no longer grants mvspd after landing.

 

Pyro

- [W] Mana Cost 100/90/80/70 -> 100 all levels

 

Zeratul

- [E] Planar Void now has .5s delay. Updated Tooltip. CD 50/40/30/20 -> 41/34/27/20s

 

Erekul

- [Heroic Passive] Dying Soil 1% -> .85%

 

Boros

- [R] Salsaslash Range 7 -> 8. Req Radius 3.5 -> 4

 

Maar

- [WWW] Meteor Range 24 -> 16

 

Greelus

- W Energy Scaling 8% Target Max -> 10% Target Max

- R Drop Time .75s -> .65s. R Damage Base 140/200/260 per sec -> 130/190/250 per sec

 

Tassadar

- Fixed Clone not having resistances

- Fixed Clone not having talents

- [Heroic Passive] Dmg Cut -30% -> -35%. Hp 75 + 45*Lvl + 150% Int -> 70 + 30*Lvl + 100% Int

 

Crackling

- [W] Viscious Bite Energy Cost 70/80/90/100 -> 50/55/60/65. Cd 12/11/10/9 -> 10/9.5/9/8.5

 

Anthrax

- [R] Amp 15% -> 20%

 

LZ

- [Q] Overdrive CD does not start counting until after the buff runs out.

- [R] Sacrifice 18/21/24% Max Hp (cannot exceed Current Hp), 125% For Allies, 175% For Self -> Sacrifice 25% Current Hp. Shields allies for 100/200/300 + 90% Sacrificed Amount. Shields self for 1.5x.

 

Jim

- [W] Marauders Damage 12 + 6*Lvl + 15% Int -> 10 + 5*Lvl + 15% Int

Share this post


Link to post
Share on other sites

That LZ nerf though.

 

Is the BHM total spell damage capped at 400 or is the total from weapon damage capped at 400? If it's total spell damage then that discourages people from getting much over 300 weapon damage then... might as well as get atom smasher and get an extra AA in with the slow.

Share this post


Link to post
Share on other sites

The zeratul tooltip for E, planar needs to be edited. It currently says: "After a 0.33s delay, summons a circular wall for 1s..." The 0.33s delay cast-time is about 1s and and the duration of the actual circular wall isn't 1s, it's about 0.33s. I was comparing it with shadow's vortex delay of 1s and it was much closer to that time. Check this yourself for verification, and notice the duration of the cast for planar is longer than the duration of the actual circular wall.

Share this post


Link to post
Share on other sites

It was longer in one of the versions tested. I know I lowered the delay but may be running into resolution issues. Will check.

 

EDIT: Seems to be a resolution issue on the animation, causing it to take ~1s. Also Planar has lasted .5s for a very long time, that tooltip just wasn't updated whenever ekco/red made that change... I'm going to lower it .5s delay for the time being.

 

Also I'll take this time to clarify what I hope for Occelots/Bhm/StarsFury, as we got into a bit of a debate yesterday on mumble about them.

 

These are not items meant for a purely AA or a purely caster hero. These are meant to be hybrid items. As such, the cap on damage works by allowing the same hero with lower wpn dmg - say 300 wpn dmg, to benefit from the item just as much if he were to have 500 wpn dmg. There is already Crit for heroes who just want to stack weapon damage, and as a mechanic, it scales linearly with increased weapon damage. There is no need for another class of items built around stacking weapon damage. Similarly, StarsFury is not meant to be a massive burst addition to the random caster nuker who has 600 Int - that's what Yamato is for. Both BHM and StarsFury are meant to be viable damage items for heroes who have not spent all day stacking other damage items - or heroes who have high consistent ability -> aa synergy. They are not meant to be cost efficient proccing once or twice a fight, but constantly and repeatedly. If the items are a bit weak or are too strong, numbers can be adjusted.

 

However if you guys continue refusing to test them, then nothing will change until I personally get around to trying them - which I don't particularly mind, and have done so on multiple occasions (just recently, I've proven that SalsaSlash Boros is totally fine, going 12-2 and 15-5? with him in the two IH's I've played with him)

Share this post


Link to post
Share on other sites

It was longer in one of the versions tested. I know I lowered the delay but may be running into resolution issues. Will check.

 

EDIT: Seems to be a resolution issue on the cast animation. Also Planar has lasted .5s for a very long time, that tooltip just wasn't updated whenever ekco/red made that change...

 

Also I'll take this time to clarify what I hope for Occelots/Bhm/StarsFury, as we got into a bit of a debate yesterday on mumble about them.

 

These are not items meant for a purely AA or a purely caster hero. These are meant to be hybrid items. As such, the cap on damage works by allowing the same hero with lower wpn dmg - say 300 wpn dmg, to benefit from the item just as much if he were to have 500 wpn dmg. There is already Crit for heroes who just want to stack weapon damage, and as a mechanic, it scales linearly with increased weapon damage. There is no need for another class of items built around stacking weapon damage. Similarly, StarsFury is not meant to be a massive burst addition to the random caster nuker who has 600 Int - that's what Yamato is for. Both BHM and StarsFury are meant to be viable damage items for heroes who have not spent all day stacking other damage items - or heroes who have high consistent ability -> aa synergy. They are not meant to be cost efficient proccing once or twice a fight, but constantly and repeatedly. If the items are a bit weak or are too strong, numbers can be adjusted.

 

However if you guys continue refusing to build them, then nothing will change until I personally get around to trying them - which I don't particularly mind, and have done so on multiple occasions (just recently, I've proven that SalsaSlash Boros is totally fine, going 12-2 and 15-5? with him in the two IH's I've played with him)

You didnt go 12-2 and 15-5 WITH BOROS cuz bhm...

Edit: When are we getting mana scaling hero?

Edited by ZERATUL

Share this post


Link to post
Share on other sites

It was longer in one of the versions tested. I know I lowered the delay but may be running into resolution issues. Will check.

 

EDIT: Seems to be a resolution issue on the cast animation. Also Planar has lasted .5s for a very long time, that tooltip just wasn't updated whenever ekco/red made that change...

 

Also I'll take this time to clarify what I hope for Occelots/Bhm/StarsFury, as we got into a bit of a debate yesterday on mumble about them.

 

These are not items meant for a purely AA or a purely caster hero. These are meant to be hybrid items. As such, the cap on damage works by allowing the same hero with lower wpn dmg - say 300 wpn dmg, to benefit from the item just as much if he were to have 500 wpn dmg. There is already Crit for heroes who just want to stack weapon damage, and as a mechanic, it scales linearly with increased weapon damage. There is no need for another class of items built around stacking weapon damage. Similarly, StarsFury is not meant to be a massive burst addition to the random caster nuker who has 600 Int - that's what Yamato is for. Both BHM and StarsFury are meant to be viable damage items for heroes who have not spent all day stacking other damage items - or heroes who have high consistent ability -> aa synergy. They are not meant to be cost efficient proccing once or twice a fight, but constantly and repeatedly. If the items are a bit weak or are too strong, numbers can be adjusted.

 

However if you guys continue refusing to build them, then nothing will change until I personally get around to trying them - which I don't particularly mind, and have done so on multiple occasions (just recently, I've proven that SalsaSlash Boros is totally fine, going 12-2 and 15-5? with him in the two IH's I've played with him)

salsaslash is really good early game but really bad late game..

omni is ok early game and even better late game..

which is better.?

Share this post


Link to post
Share on other sites

You didnt go 12-2 and 15-5 WITH BOROS cuz bhm...

Edit: When are we getting mana scaling hero?

 

actually I had bhm.

 

Khali Retributions Bhm 2x ARpen Naix

 

But yeah I have noticed it falls off late game. This is fine though...

Share this post


Link to post
Share on other sites

When did I say you didn't have bhm?

Saying it doesen't matter what you have on boros, you win anyway lol, so saying that you had 15-5 with boros with bhm doesen't rly prove anything.

Edited by ZERATUL

Share this post


Link to post
Share on other sites

The last time I saw ling in game was a couple of days ago and he was doing support ling and rq'd about 15 minutes in, the previous time I had seen ling was when I played him maybe 4 months back, he's almost as rare as stetmann simply because shadow and pyro do everything he does except better.

Edited by Johannes

Share this post


Link to post
Share on other sites

Lol what the heck is a support ling? The only thing he could use as support is his slow.

 

I saw ling yesterday in an IH and although the team with ling lost, ling still seemed pretty useful.

Share this post


Link to post
Share on other sites

He literally bought to wards sentry wards and scanners and died 15 times to zera even with all that to so yeah support ling does suck, the only problem with regular ling is he doesn't 1 v 1 even somewhat tough heroes half as well as lz does

Share this post


Link to post
Share on other sites

He literally bought to wards sentry wards and scanners and died 15 times to zera even with all that to so yeah support ling does suck, the only problem with regular ling is he doesn't 1 v 1 even somewhat tough heroes half as well as lz does

That's because LZ can work like a Strength Bruiser, while Ling is a burst DPS. You know how that works?

 

Strength Bruiser: Take alot of damage, dish alot back

 

Burst DPS: Get in, dish out damage, get the hell out, rinse and repeat

 

Therefore, your argument is invalid since they have completely different roles.

Having said that, I personally feel like Leo pretty much can do what Ling does, only better.

 

Also, that's not support Ling from what I can tell, it's just someone who is new or trolling and decided to only buy consumables.

Edited by taznkid

Share this post


Link to post
Share on other sites

It is not an invalid comparison since both ling and lz are supposed too 1v1 and win, but ling's dps is decreased by multiple targets even more then lz's is since he is only reliant on the ring for trapping not dps.

Share this post


Link to post
Share on other sites

- Most Talents now work on an Upgrade based system instead of behavior. This means there is more headroom for other behaviors, and also that certain mechanics are now possible (see Tass).

 

Can anyone provide an example of this? I don't quite understand what this change means.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×