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Changelog v1.275-1.279

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Changelog v1.279

Game Sys

- BHM Powerstrike 2 deals 100 + 100% Wpn Dmg -> 40 + 100% Wpn Dmg

- Ocelot's Powerstrike 1 deals 50 + 60% Wpn Dmg -> 20 + 60% Wpn Dmg

- Everthirst Regen 8% Missing Hp/4% Missing En -> 9% Missing Hp/4.5% Missing En

- Atom Smasher Slow Duration 2s -> 1s. Internal Cd 3s -> 2s

- Eternity fixed spell leech not working properly

 

Rancor

- [HP] Fixed not applying to flare consumable correctly

 

Cow

- [R] Now actually goes to where you target.

 

Justicar

- [Q] Base Dmg 80 / 140 / 200 / 260 -> 60 / 120 / 180 / 240

 

Khyrak

- [Q] Base Dmg 20 / 70 / 120 / 170 -> 20 / 60 / 100 / 120

 

Immortal

- AA Range 4.5 -> 5.5

- [Q] Fixed Q Range issue. Q Travel Speed 4u/s -> 5u/s. Q detonate base damage now increases the longer it's been active, from 50 / 100 / 150 / 200 -> 50-150 / 100-300 / 150-450 / 200-600 over 30s. Stun duration .75s -> 1s

 

Axiom

- [R] Post pull stun duration .75s -> .25s

 

Penthos

- [Q] Fixed Q not doing dmg Lel

 

Warfield

- [Q] Energy Cost 70 / 80 / 90 / 100 -> 50 / 55 / 60 / 65

- [W] Range 6 -> 7. Slow durations 2.5s -> 3s

 

Nova

- [Q] Now also refunds 4 / 6 / 8 / 10 Energy on successful takedown.

 

Darpa

- [W] Cyanide Clip Damage 30% / 40% / 50% / 60% Wpn Dmg -> 50% / 60% / 70% / 80%

 

Savage

- [HP] Fixed damage formula from 6+Stacks*Lvl/2 -> Stacks*(6+Lvl/2)

- [R] Energy Cost 40 / 50 / 60 -> 35 / 40 / 45

 

Ironhide

- [W] Now scales with 4% Wpn Dmg per stack -> 1% Target Current Hp per stack

- [E] Attacks Rescaled 4 / 5 / 6 / 7 -> 2 / 4 / 6 / 8

- [R] Damage scaling 35% Int -> 25% Wpn Dmg

 

Psionic

- [HP] Orbs stay 16 / 14 / 12 /10s before returning -> 18 / 16 / 14 / 12s

- [W] Base Dmg 80 / 135 / 190 / 245 -> 70 / 120 / 170 / 220

 

Corona

- [R] Duration 14s -> 10s

 

Kuradel

- [E] Passive % Missing Hp Dmg 4% / 4.8% / 5.6% / 6.4% -> 4% / 5% / 6% / 7%

 

Zeratul

- [W] Passive % Missing Hp Dmg 3.33% -> 3.75%

 

Changelog v1.277-1.278

 

 

Game Sys

- Zeal Reworked again. Now grants +.25 Movespeed and +1.5 Hp and En Regen for 3s whenever you damage an enemy hero

- Khalis Relic now permanently grants its int stacks upon finishing the Overcharge 600 Max Energy stacks

 

Savage

- [HP] Revengence Effect Radius 10u -> 20u

 

LZ

- [R] Heart Of Auir shield scaling 90% Sacrificed Hp -> 50% Sacrificed Hp. While Shields last, now grants 50% Spell Resist.

 

Immortal

- [Q] Charged Plasma Range 12u -> 24u. Travel Speed 7.5u -> 4u. Detonate Damage 45 / 90 / 135 / 180 -> 50 / 100 / 150 / 200. Vision Radius 4.5u -> 6u.

 

Raynor

- [W] Marauder's Hp 50 + 30*Lvl -> 20 + 35*Lvl

 

Narud

- [Q] Loci Charge CD 8 / 7 / 6 / 5s -> 7 / 6 / 5 / 4s. Cast Time .15s -> .1s

 

Warfield

- [W] Movespeed Slow -50% -> -65%. Cast Time .25s -> .1s. Energy Cost 90 / 100 / 110 / 120 -> 80 / 85 / 90 / 95

 

Boros

- [Q] No grants immunity to spell penetration.

- [R] Omnislash Energy Cost 200 / 250 / 300 -> 150 / 175 / 200

 

Toxi

- [R] Toxic Tornado Energy Cost 200 / 325 / 450 ??? WTFFF -> 150 / 175 / 200

 

Axiom

- [Q] Starlight Additional Rays deal 50% Dmg -> 75% Dmg. Beams are 1.3x8 -> 1.5x8 Linear AoE

- [E] Thermokinetics Toggle On +9% / +14% / +19% / +24% Wpn Dmg and Movespd -> +10% / +16% / +22% / +28%

 

 

 

Changelog v1.275-1.276

 

 

Game Sys

- Fixed Demigod Not Working

- Added Thermo.Axiom

 

 

Thermo.Axiom

(Warhound)

5 AA Range // Agi

AA Dps // Heat // Utility Carry // Short Range // Anti-AA

 

Heroic Passive: The Three Laws: Axiom uses Heat instead of Energy. Axiom may have up to (120 + Lvl*10) Heat.

Axiom gains (+2% Max Heat/S)

Axiom's abilities consume Heat. If Axiom runs out of heat, he is silenced and loses 25% Movespeed for 3s.

 

Q: Starlight: 3x 1.3x8 Linear AoE, 70 Degree spread. Fires 3 Lasers out in a 70 Degree Spread. Deals physical damage to units hit and slows their movement and weapon speed for 3s. Units hit by more than one ray take 50% damage from each additional hit.

 

Physical Damage: 30 / 70 / 110 / 150 + 60% Wpn Dmg

Slow: .5% Per Heat Consumed

Cd: 12 / 11 / 10 / 9s

Heat Cost: 20 + 33% Current Heat

 

W: Isochorium: Instant Cast. Creates a pressure and heat barrier around Axiom, shielding him and reducing incoming weapon damage by -50% for 3s.

Shields: 10 / 50 / 90 / 130 + 70% Wpn Dmg + 250% Heat Consumed

Cd: 12 / 11 / 10 / 9s

Heat Cost: 20 + 33% Current Heat

 

E: Thermokinetic Exchange: Toggle On/Off.

 

Off: Axiom gains bonus Heat whenever he damages an enemy with abilities or basic attacks. Tripled if the enemy is a hero.

Bonus Heat: 2 / 3 / 4 / 5 (+4% Missing Heat)

 

On: Axiom consumes heat per second, gaining bonus weapon damage and movespeed

Bonus %: +10% / +14% / +18% / +22%

Cost per sec: 10 / 15 / 20 / 25 Heat

 

R: Molten Chain: Throws out a Molten Chain, attaching to the first Hero (ally or enemy) it collides with. If it is an enemy, it takes Initial Spell Damage. The unit is then Tethered to Axiom for up to 5s.

Tethered enemies take Spell Damage per second. Axiom may re-activate this ability to pull the Tethered unit up to 10u towards Axiom, ending the effect.

Initial Spell Damage: 100 / 150 / 200 + 50% Wpn Dmg + 100% Consumed Heat.

Dot Spell Damage/S: 20 / 30 / 40 + 20% Wpn Dmg + 50% Consumed Heat.

CD: 90 / 80 / 70s

Heat Cost: 40 + 33% Current Heat

 

 

 

 

Crackling

- [Heroic Active] Zergling Squad no longer gains +1.5 Mvspd while deploying. Decaying slow rescaled (should fall off faster)

- [Q] Cast time .4s -> .75s

- [W] Unsated stacks build up over 9s -> 12s

 

Unix

- [R] Duration 5s -> 4s. Damage/S 50 / 80 / 110 + 40% Int -> 50 / 90 / 130 + 30% Int

 

Rancor

- Stat gain per level 5/5/5 -> 4/5/6

- Base Movespeed 3.2 -> 3.1

- [R] Int Scaling 50% -> 40%

 

Psionic

- [Q] Rescaled [20% ^ 1.3] Int -> [25% ^ 1.2] Int

 

Grunty

- Click box increased .5u radius -> .56u radius

 

 

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this zeal should be fun to see how ppl react to it LOOOL

 

Again, why is that a defensive talent? Gain MS from attacking enemies?

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So it's more likely supports/tanks will take it over dps/dmg threats. It's kinda irrelevant what the tree is called. I could rename itto "bruiser tree". I'll be looking at adjusting talents further on the tree so that there's a bit more in choices for talent set ups

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Does anyone think immort is in any danger of being op? Q is sooo painfully slow now... idk if this was more of a nurf or buff. Kinda tickles and was dodged sometimes even before this patch. Now just feels like uber wimpy. Can't figure out how to make him useful late game. Sure chilling or something but anyone can get chilling.

 

Yes i remember when he was first reworked LOL any non-tank dead if caught in one Q R. tanks too early game haha. Shields did damage back AND stunned hahahaha was so fun while it lasted one of my favs finally had a turn at being psychotically op.

 

HEY AN IDEA.... give his shields a stun again, but make it scale super wimpy early... that would be useful late game with ridiculous high hp and damage flying around.

 

As it is immort can kill huge creep waves but wow can't do much otherwise-so I gave someone 500 shield with a broody on them... has to be realllllly close fight to make a difference when thousands of hp are evaporating. (my build was cerebro, atom smasher, sunflare, gravity, rune, eternal drive)

 

His support is OKAY early-mid, but just doesnt cut the mustard after mid game, team would be WAY better off with a tank or someone who can really put it down.

Edited by Gambit

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Thumbs up on Narud buffs... I doubt you've overdone it quite yet.

 

 

 

 

 

 

immort......

snapback.pngWhale, on 25 July 2015 - 08:08 PM, said:

 

I wanted to try turning his q into basically an ability that excels at scouting into fog

 

 

 

 

oooooo I didnt really get it.

 

Still think most will find him weak and would rather use wards(or something) and have a little more power in at least one ability.

Edited by Gambit

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I wanted to try turning his q into basically an ability that excels at scouting into fog

 

For what reason? That seems like such a lousy ability lol. Like Rancor's scan serves the purpose better. His nukes reveal while they drop. Like Gambit said, there are wards. In his current state, why would you ever pick Immortal over other heroes?

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Penthos

- [Q] Fixed Q not doing dmg Lel

that is explaining a lot. For quite long time I had feeling that his Q doesn't do too much damage. Especially on higher levels.

 

Nova

- [Q] Now also refunds 6 / 10 / 14 / 18 Energy on successful takedown.

Tooltip is saying sth different, like: 4/6/8/10 energy. Anyway this change barely does matter. Energy refund is too low to actually feel it. Maybe u can afford for one more Q before getting out of energy and that's basically it. On higher levels u wont Q so much once your damage is higher. I think u would require about at least 10 energy refund since lvl 1 (ability cost is 40), to make a difference and clearly point out that this hero requires a lot of farm as fast as possible.

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Seems like alot of balancing and interesting changes! trying a pub atm...

 

ridiculous Q range on immort- should be nicely balance by slow travel.

 

Since it moves still soo slow, maybe make it reach its full damage on detonation quicker and last same thirty seconds? May make it a little more important to take it serious when it lands near you.

Edited by Gambit

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