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AoS 7 Beta Changelog

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This thread is to keep track of all the changes that the AoS 7 Beta map is undergoing and give you everything you need to know. Please continue helping with the testing and submit your feedback/suggestions. You can find the beta map on NA and EU under the working title "Aeon of Storms 7 Beta".

 

Everything in this changelog is not final and is subject to change.

 

Items in red are works in progress and/or attempts to address them are currently underway

 

-------------------------------------------------------------

 

v2.101 (Beta)
 

General

- "-tp" command removed from game. (Note: See Talents section).

- Reworked Lifesteal to "Lifesteal only affects Physical Damage from Basic Attacks, which includes Critical Damage and Physical On-Hit Damage modifiers from Items."

- Reworked Spellvamp to "Spellvamp affects all Physical and Spell Damage dealt by abilities. This also includes Spell Damage from Items. However, it leeches at 20% efficiency when targeting Non-Heroes." 

- Non-heroes now have unticked Health Bars.

- Addressed various bugs.

 

Terrain


- Extended the cliffs adjacent to the T1 Mid Towers as to block the view towards the nearest River Critter.

 

Talents


- Added new "Cancel" sub-abilities for the Teleport and Transport talents to stop the channeling. However, both talents will still go on cooldown regardless. As a side effect of this change, players can now use instant cast/non-targetable abilities and items while channeling their Teleport/Transport.

 

Neutral Creeps 

General

- Fixed neutral creep scaling not applying correctly on certain neutrals.

- All Jungle Neutrals (except Aeon and Daggoth) now provide 10% less minerals on kill.

 

Primary Creeps

General

- Super Creeps (Protoss Colossus/Archon and Zerg Brooder/Incubus) no longer give any XP reward to the enemy upon death.


Items

General

- Shop categories have been reworked almost completely into the following:

 

Basics: Any item that does not have a component and builds into every other item in the game is here; The categories for this section are: Consumables, Attributes (All of them are here), Offense (AD, AS, LS/SV, Crit, Dmg Amp and Healing Reduction), Defense (Resistance, Health, and Health Regen) and Utility (Energy, Energy Regen, CDR,  and Movement).

Upgrades: All  item upgrades in the game not counting Side shop items. Accessories (Basic upgrades for all items), Weapons (ADC Physical), Arcane (Spell Damage), Armor (Hard Tank items), and Support (Aura + Utility).

Advanced: Relevant categories; Actives (All active ability items), Jungle (Items for Jungling),  Crit/Damage Amp (All crit items and items that amplify physical or spell damage), Lifesteal/Spellvamp, and Mobility (Movement).

Starting Items: All items that are recommended to be purchased at start of the game with the default amount of money (650).

Side Shop: Items that can only be bought from the Side Shop

 

- Added 9 new Fundamental Items (all found under the Basics tab); As a result many items had their components changed which may have impacted their prices and stats.

- Warp Shard, Stabilizer, Soul Engine, and Ghosting Garb no longer have any components (Can be found under the Basics tab).

- Removed Hand of Mengsk from the game (See: Divinator)

- Added Necrotizer and Juggernaut Imperium to main shop (Also removed from Side Shop).

- The fundamental attribute items Temporal Plating, Fusion Blade, and Metabolic Booster, no longer build into Storm Pauldrons, Psionic Ravager, and Cybernetic Implants respectively; The latter also no longer build into Higgs Boson Capacitor, Nerazim Dagger, and Flesh Hammer respectively.

- The following items no longer provide Cooldown Reduction: Soul Engine, Miner's Goggles, Spirit Containment Vessel, Scavenger's Veil, Omniscience, and Coat of Arms. (See: Focus Prism)

 

Assimilator (750; NEW!)

[Unique - Devourer 1] 15% Spellvamp

Component of Vampiric Amulet, Energy Saber, and Divinator. (Note: Replaces Bloodletter component) 

 

Balancer (600; NEW!)

+6 Strength

+6 Agility

+6 Intelligence

Component of Sunflare Gun and Bandit's Artifice. (Note: Replaces Metabolic Booster and Fusion Blade components) 

 

Blue Gene

- Price increased to 4400 from 4200.

 

Blue Gene Isolate (7000; NEW!)

Components: Blue Gene

[Consume] Permanently grants your hero their Blue Gene 'Perfect Mutation' Upgrade. (Note: Provides no other stats).

 

Contamination Shard

- Momentum 2 Unique replaced with Travel 3. (See: Planeswalker and Impact Dial)

 

Darksteel Titan

- Price increased to 4150 from 4000.

 

Diffuser (1300; NEW!)

+12 Spell Armor

Component of Vibranium Shield, Electric Mantle, and Lifetech Nanosuit. (Note: Replaces Nullifier component) 

 

Divinator

- Agility increased to 60 from 50.

- Weapon Damage decreased to 30 from 40.

- Sadism 2 unique replaced with Devourer 3; Now provides 25% Spellvamp.

- Added Divination Unique; +4% Time Scale and +20% Respawn Time Reduction.

- Price increased to 5000 from 3900.

 

Dominion Standard

- Price reduced to 1250 from 1550.

 

Electric Mantle

- Stun Duration increased to 1.75s from 1.65.

 

Energy Saber

- Bloodletter component replaced with Assimilator.

- Sadism 1 unique replaced with Devourer 2; Now provides 20% Spellvamp.

 

Executioner's Axe

- Quantum Spade replaced with Sledgehammer; Now provides 25 Weapon Damage from 10.

 

Explosive Retrofit

- Quantum Spade component replaced with Bloodletter; Now provides 10% Lifesteal.

- Weapon Damage reduced to 45 from 50.

 

Focus Prism (325; NEW!)

+5% Cooldown Reduction

Component of Moebius Coil, Sustainer, Space Battery, Soul Sustainer, Runic Gavel, and War Regalia.

 

Force of Entropy

- Weapon Damage increased to 40 from 35.

- Price increased to 4850 from 4600.

 

Flare Gun

- Base Spell Damage reduced to 100 from 150.

 

Guile Gambit 

- Price reduced to 100 from 120.

 

Hecatomb Reaper (2500; NEW!)

+70 Weapon Damage

Component of Naix Claw, Time Splitter,  Onslaught Scimitar and Masamune. (Note: Replaces Hyperion Incinerator component) 

 

Hive Symbiosis

- Added Bloodletter component.

- Price increased to 3900 from 3600.

 

Impact Dial

- Added Momentum 2 Unique; You gain +3% Movement Speed for 4 seconds whenever you are damaged by an Enemy, stacking up to 3 times.

 

Khali Blade

- Weapon Damage increased to 80 from 75.

 

Kassia Crystal

- Price reduced to 2900 from 3100.

- Armor reduced to 14 from 18.

 

Korhal Vanguard

- Price reduced to 3100 from 3300.

 

Kura's Deathmask 

- Enfeeble Unique target' Spell Resistance reduction decreased to 18% from 20%.

 

Lightning Rod

- Weapon Speed increased to 18% from 15%.

 

Lion's Bane

- Price reduced to 2950 from 3150.

- Strength reduced to 25 from 30.

 

Miner's Goggles

- Price reduced to 600 from 675.

 

Night Stalker

- Weapon Damage increased to 40 from 35.

- Price increased to 4300 from 4000.

 

Ornate Flask (500; NEW!)

+75 Health

+75 Energy

[Unique - Refill] Gains a charge every time you tame a River Critter or collect a Hydranium Crystal, up to 3 charges. Returning to your team's Item Vendor instantly gives full charges.

[Active - Drink] Consume 1 charge to Regenerate 125 Health and 75 Energy over 3 seconds. Multiple charges consumed do not stack, only refresh the duration. This effect is removed if damage is taken from Enemy heroes.

 

Parallax Generator

- Price reduced to 3200 from 3400.

 

Planewalkers (400; NEW!)

+0.15 Movement Speed

[Unique - Momentum 1] You gain +3% Movement Speed for 4 seconds whenever you are damaged by an Enemy, stacking up to 2 times.

Component of Serrated Cleaver, Impact Dial, and Schrodinger's Lockbox. (Note: Replaces Accelerators component) 

 

Primeval Horn (1300; NEW!)

+40 Weapon Damage

Component of Tetragrammaton, Night Stalker,  and Force of Entropy. (Note: Replaces Sledgehammer component) 

 

Scavenger's Veil

- Movement Speed reduced to 0.07 from 0.15.

 

Space Gem

- Issuing a "move" command to your hero while channeling Space Gem will now cancel the channel.

 

Spell Buffer

- Price reduced to 3200 from 3400.

 

Star's Fury

- Base Spell Damage reduced to 200 from 250.

 

Sunflare Gun

- Base Spell Damage reduced to 150 from 200.

 

Syrus Codex 

- Experience Bonus changed to 600 (+100 per Syrus Codex Consumed by you after the first) from 400 (+2800/LVL).

- Cooldown between each use increased to 10 minutes from 8.

 

Tachyon Condenser (850; NEW!)

+18% Attack Speed

Component of Lightning Rod, Smoldering Incisor, C-48 Gauss Cannon, and Arcbound Ravager. (Note: Replaces Graviton Booster component) 

 

Tetragrammaton

- Weapon Damage increased to 40 from 25.

 

Truesight Ward

- Price reduced to 80 from 100

 

Vanadium Plating (1200; NEW!)

+12 Armor

Component of Tenderizer, Superheated Mantle, Sword Breaker, Aegis Reflector, and Darksteel Titan. (Note: Replaces Neosteel Vestments component) 

 


Heroes

General

- New skins: Garamond (Alt1), Dehaka (Alt1).

 

Alarak

HP - Scaling Physical Damage increased to 4-12% Target Current Health from 4-10%.

E - Cooldown rescaled to 32/24/16/8 from 30/25/20/15.

- Energy cost reduced to 25 from 30.

 

Akasha

W (Blue Gene) - Now also increases cast range by 2u.

 

Balrog

Q - Cooldown increased to 18 from 15/14/13/12.

R - Base Physical Damage decreased to 200/275/350 from 200/325/450.

- Now deals 3x Damage against Non-heroic, non-massive from 2x to non-heroic.

 

Chuck

W - Cooldown increased to 14 from 12.

E (Blue Gene) - Scaling Spell Damage reduced to 15% INT from 25%.

 

Cryo 

HP - Base Physical Damage increased to 50 from 25.

Q - Number of Glacial Spikes rescaled to 3/3/4/4 from 2/3/3/4. 

R - Cooldown increased to 150/140/130 from 140/130/120.

 

Egon 

Q - Cooldown decreased to 8/7/6/5 from 11/9/7/5.

 

Defiler 

Q - Spell Damage reduced to 35/50/65/80 (+30% INT) from 45/60/75/90 (+35% INT).

- Slow duration increased to 4 from 3.

E - Now also grants +7/9/11/13% Critical Damage per stack against Enemy Heroes. Up to 3x.

R -  True Damage per second reduced to 2/3/4% Max Health from 3/4/5%.

- Cast range reduced to 5 from 6.

- Cooldown rescaled to 140/110/80 from 130/110/90.

 

Dehaka 

HP - No longer procs on creeps (Fix).

R - Cooldown increased to 140 from 120.

R (Evolved) - Cooldown increased to 70 from 60.

 

Drake 

R - Cooldown increased to 160/150/140 from 140/130/120.

 

Erekul

E (Blue Gene) - R CDR per attack increased to 8/10/12/14 from 4/6/8/10.

 

Fenix 

W - Damage changed to 50/60/70/80% Weapon Damage from 20/40/60/80 (+80% Weapon Damage).

- Now counts as Attack Damage instead of AoE Physical. (Note: Will proc Crits and Lifesteal).

(Blue Gene) - Movement Speed bonus increases to 35% from 25%.

 

Garamond

E (Blue Gene) - Now increases hit points to 9 from 6. 

 

Greelus 

E - Scaling Spell Damage reduced to 5% INT from 20%.

- Can no longer be directly cast on Map Bosses.

R - Cooldown increased to 120/100/80 from 90/80/70.

 

Huntress

W (Blue Gene) - Increases area of effect by 50% (9u-radius).

R - Removed Blue Gene.

 

Jackson 

- Added rangefinders for W, E, and R.

E - Base Spell Damage decreased to 30/60/90/120 from 60/90/120/150.

R - Energy cost increased to 250/375/500 from 200/325/450.

- Cooldown increased to 180/170/160 from 160/140/120.

 

Jakk 

HP (Grenades) - Scaling Spell Damage decreased to 15% INT from 20%. 

E (Proximity Mine) - Level 2-4 will now deal the correct damage as per their tooltip.

 

Karax 

Q - Movement Speed Limit now disabled for Buff duration when cast on allies.

- Cooldown set at 18 from 24/22/20/18.

W - Cooldown set at 20 from 24/22/20/18.

E - Cooldown set at 20 from 30/28/26/24.

- Cooldown is disabled while active on Karax.

 

Kerrigan

- Base and Alt2 models/animations updated.

- Default Basic Attack standardized across all 3 skins. 

HP - Now grants Health and Energy equal to 3.5% of Killed Unit's max health for Enemy Creeps and 7% for Enemy Heroes from 4% for both.
- Removed Blue Gene.

W (Blue Gene) - Damage Reduction per Bounce is set at -22%, and increases Bounce Radius by 4u at all levels. 

- Renamed to Chain Reaction.

E - Renamed to Reckoning.

 

Kuradel 

HP - Duration changed to 30-300s (Based on Kuradel's Level) from 300s.

- Removed Blue Gene.

R (Blue Gene) - Doubles the length of the Linear AoE to 16u, and  increases Deathly Harvest's (E) Damage Multiplier for this ability by 0.1 at all levels.

 

Leo 

Q - Base Spell Damage decreased to 50/100/150/200 from 60/120/180/240.

- AoE reduced to 3u-radius from 3.5u-radius.

R - Cooldown is now disabled while active.

 

Narud 

- Base Attack Damage reduced by 10 per Void Pulse.

 

Maar

W (Power of Destruction) - Now passively grants +2% Physical Damage, and +3% Attack Speed from 3% Physical Damage, 0.25 Attack Range, and 8% Attack Speed.

E (Power of Creation) - Now passively grants +1 Health Regen,  and +2% Movement from 3 Health Regen, 4% Movement Speed, and 5% Damage Resistance respectively.

QE (Consume) - Spell Damage reduced to 15% Target Current Health and 75% INT from 20% and 80% respectively.

EEE (Ki Burst) - Energy burned reduced to 30/40/50/60% of Target Current Energy from 40/50/60/70%.

- Energy burn now only affects enemy heroes.

 

Micro

Q - Base Spell Damage decreased to 60/100/140/180 from 60/120/180/240.

 

Nemesis 

E - Oblivion Aura range reduced to 12u-radius from 14u-radius.

 

Overlord 

Heroic (Rework) - Overlord passively has a chance to restore his Energy each time he casts his Abilities or his Basic Attacks against Enemy Units.

Attack Proc Chance: 5%
Ability Proc Chance: 20%

Energy Restored: 20-50% Max Energy (Based on Overlord's Level)

Q - Energy cost set at 50 + 5% Max Energy from 12/16/22/28 + 2% Max Energy per target.

- Area of Effect reduced to 3u-radius from 3.5u.

E - Overkill True Damage Bonus decreased to 6/8/10/12% Current Energy from 8/10/12/14%.

 

Queen 

E - Creep Tumors now have a Timed Life of 10 minutes from Infinite.

- Creep Tumors are now automatically added to Control Group 3 for the player.

R - Cooldown increased to 180/170/160 from 160/150/140.

 

Rancor 

R - Cooldown rescaled to 35/30/25 from 25.

 

Ravager

Q - Abyss stacks now increases range by 2 from 2.5 (Max range reduced to 15.5 from 18).

R - Cooldown increased to 120/100/80 from 100/90/80.

 

Raynor 

W - Scaling Health decreased to 25 per level from 35

- Raiders now only have 50% Physical Resistance from 50% Physical and Spell Resistance.

 

Rob 

R - Cooldown decreased to 240/180/120 from 360/270/180.

R (Blue Gene) - Cooldown now decreased by 60s at all levels from 90.

 

Rory

R - Added 0.75/0.5/0.25s cast time.

- Energy cost increased to 200/275/350 from 150/250/350.

 

Shadow

Q - Distance now increases to 4.5u forward during nighttime (from 3u).

 

Starscream 

E - Cooldown now disabled while active.

R - Scaling Spell Damage per attack reduced to 15% INT from 35%.

- Area of Effect reduced to 6u-radius from 10u-radius.

- Area of Effect now increases to 8u-radius while in Flight Mode.

- Energy cost increased to 100/175/250 from 100/150/200.

 

Summers

W - Timed Life rescaled to 150/300/450/600s from 300s.

 

Tassadar 

W - Cooldown decreased to 24/22/20/18 from 30/26/22/18.

- Cast range reduced to 6 from 6/6.5/7/7.5.

- Leash range increased from 1 to 4 (Total 10).

 

Terminus

Q - Base Spell Damage decreased to 60/120/180/220 from 70/130/190/250.

R - Base Spell Damage decreased to 50/75/100 from 60/80/100.

 

Tosh 

Q - Duration increased to 4 seconds from 3.

- Spell Damage per second rescaled to 20/30/40/50 (+20% INT) from 20/40/60/80 (+30% INT).

- Movement Slow per second rescaled to 14/18/22/26% from 20/25/30/35%.

W (Concussion Round) - Stun duration reduced to 0.5s from 0.8s.

 

Toximancer

Q - Attack and Movement Speed Slow rescaled to 10/14/18/22% from 25%.

 

Turraneth

- Attack Speed reduced to 2 from 2.2. 

- Basic Attack Projectile Speed increased by 20%.

Q - Scaling Spell Damage decreased to 25% INT from 50%.

- Q casts in quick succession no longer deal 50% reduced damage.
 

Vorazun 

R - Scaling Physical Damage increased to 75% Weapon Damage from 50%.

 

Vorpal

W (Blue Gene) - Ally heal radius increased to 8u from 5u.

 

Warfield 

R (Blue Gene) - AoE increased to 4u-radius from 3.5u.

 

Yig

W - Scaling Spell Damage decreased to (40% INT) (+10% Missing Health) from (50% INT) (+15% Missing Health).

E - Buff duration decreased to 8 from 10.

R - Cooldown increased to 160/150/140 from 130/120/110.

 

Zeratul

HP - Search radius for Enemy heroes increased to 12u from 10u. 

E - Cooldown rescaled to 38/30/22/14 from 35/30/25/20.
 

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Geneva

R - Cooldown set to 60 at all levels from 80/70/60. Energy Cost changed to 100/50/0 from 75.

Everything looks fine but Geneva

 

LOl you just get battery at 5 lvl and thee is no use of even getting ult more than lvl 1 now

Whats the use of ultlvl 2 and lvl 3 ?

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Well R had shap scaling to begin with (see the former cooldown reduction). This change is a slight improvement for Geneva later in the game. She can also use R more frequently earlier. Probably needs the cooldown rescaled better to make leveling it up reasonable, like 80/60/40 or 90/60/30. An xp point shouldn't be pointless.

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Well R had shap scaling to begin with (see the former cooldown reduction). This change is a slight improvement for Geneva later in the game. She can also use R more frequently earlier. Probably needs the cooldown rescaled better to make leveling it up reasonable, like 80/60/40 or 90/60/30. An xp point shouldn't be pointless.

Idk but when mained hero s got lvl 2 ult at lvl 14, guess she really needs at least bit bonus to cd to ult (not like 10 sec, 20-30 is fine)

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Was everyone's speed increased due to map size increase?

can you also fix flares not being stackable when occupying final item slot?

 

Were not talent skills given nonequivalent cooldowns as a matter of balance? They are not all equal.

 

what reward does new jungle boss give that aeon/levi do not provide to the game?

 

I have a very strong computer (1080ti/7700k) but I am worried about performance on other people's computers as many players struggle to run this game. Is performance equal? I am talking about not only load times and fps but CPU bottlenecking come late game (40+ min). Those waterfalls and sanctums providing large aura regen...

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1- Yes. Trying to maintain and/or improve the pace of the game and the frequency of action. The speed of heroic units was adjusted to (hopefully) be in proportion to the new size.

 

2- No I can't (as in unable to), but our fearless leader might be able to.

 

3- They're not, but haste certainly doesn't deserve to have less of a cooldown than the other two. In fact, I'd say Haste is the strongest of the 3 and its the other two that need their cooldowns buffed. But this change in particular is meant as a starting point by scaling all of them back to a baseline and then see where we go.

 

4- Xanthos provides 100 minerals and 200 XP (the equivalent of the Fireworm boss) but only to the last hitter and does it at the frequency of a regular jungle camp. It's a glorified Thor rather than a 'boss' - a sub-boss if you will. It's there for junglers rather than the team, a role we hope to flesh out more. The concept of sub-bosses are new to AoS but we do want to introduce more minor objectives I guess.

 

5- If your computer ran AoS it should run this just as well. The size of the map is only a notch bigger, and the total number of objects on the map is less than current AoS. There are overall less things on your screen at any given time and that matters most I'd think. Based on all the games we played so far, I'd say performance has been equal.

 

6- Only Sanctums are intended to provide small AoE regen to allied heroes immediately next to them (waterfalls?). The idea is that they provide something like an AoE Recover Talent for Allies, regen over several seconds with a 6-7 minute cooldown. It's meant to help facilitate the jungle role and keep the action going instead of having people go back to base. It also provides an element of map control with teleports. The idea hasn't been fully developed yet in the beta, but if it doesn't work out as good as we hope, fine. But if it does, then great.

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poor pyro and ere........that damage nerf and heal nerf to pryo, and what is the purpose of the ere nerf? IMO he was one of the more balanced hero in the game...

Edited by BlackXioN

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Ere's isn't meant to be a nerf, but to give him a more defined niche, and also to improve his role as a support hero rather than building full INT to do damage. There are a lot of burst abilities that scale with INT, some like Raynor's R which scales with missing health and INT. So the change to Ere's R gives him his own unique flavor among the roster. It isn't nerf as I said, it is still absolutely destroying heroes during our playtests, it's just more situational now. It's a repurposing. The numbers can be adjusted if it proves too weak or too strong.

 

Pyro is actually still very strong and the utility he can provide with deathmask and his heroic for his team is amazing. He's like a healer's best friend and worst enemy now.

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cau+ mask+ box +taiser + aoestun = -enemies= -parallaxes I like a lot an impact that items do but

 

what about stats?

only int have scales (there are 4-5 str scale skills (dehacka,micro,viron))

 

would be awesome to see some reworked abilities so handofmengsk,lionsbane,contshard,eternity will become much better

just add some scales to most skills like

toxi E slow scale str

rog max ult stack amount scale agi and etc.

 

 

more scales

more different build

more 'wtf happens with this game'

 

 

 

and pls ss ult focus hroes

 

and pls pls dehacka more int lvl bonus

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I've activated the Protoss/Zerg Sanctums with a variation of their intended function (Serenity Aura). I also activated the Siege Master Aura for towers and the Nexus/Hivemind.

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I have found a bug with khyrak, his passive (healing after kill) works wrong : he should heal 50% enemies max hp but he does much less

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I have found a bug with khyrak, his passive (healing after kill) works wrong : he should heal 50% enemies max hp but he does much less

 

I went over the triggers, everything looks in place. He only heals 50% Max HP if he killed a heroic unit. Otherwise it's 25% at level 4. Are you sure it was an enemy hero?

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Updated beta with a major revision (see: patch notes got fat). Lots of fixes including one for the dreadful Vergil E bug! I've also reduced the number of objects in the map by 70-something and will continue doing to help lower end machines as much as possible.

 

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Updating beta test map and will gradually add the new main shop items to it to see how they fare. The main post was updated with the 2.2 changelog to give you an idea of what's happening and a preview of what's to come this patch.

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Updated AoS 7 Beta Map and changelog. Items in red will gradually be activated in the game over the testing period before we go live. This goes without saying, but I'll say it anyway, changes listed are not final. Once again, will appreciate your support during the coming playtests. 

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Auto surrender: nice for pubs

Good terrain change for jungle

Blue gene is pretty bad item for its cost

Still not sure of syrus codex place in game. Seems useless and only brings incentive to be targeted while being too costly for its benefit for early game. Given the addition of space gem it is now easier than ever to increase time near exp sources, so everyone is leveling more quickly.

Tetragrammaton is a tank item that is best used by late game carries and will make them unstoppable.

Whale breast is most efficient item in the game now, you might as well have given every hero +10 weapon damage for first 20 minutes of game

Interesting tychus rework thanks

Why doesn't avenger's hp also include himself as a stack source?

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Don't hate on Blue Gene til you try it. It's a high risk/high reward snowball item. All the side shop 'Relic' items we plan on introducing will carry with them this "theme" if you will. Not every item we are introducing is intended for all heroes and all situations.

As I said, Syrus Codex is one of those situational items that's not meant for every hero at every time. But you take the veteran talent, Hunter's Knife, and Syrus Codex for example and go kill Brax, Aeon, or Worm or do one full sweep of the jungle you will begin to understand the value and potential of the consumable.

Tetra isn't what I would call a tank item, since stat-wise it can benefit all heroes. The active itself however is meant to benefit autoattackers who are not reliant on active abilities to deal their damage. It hasn't been balanced yet but note that your opponent can bait you into activating it at the wrong time, leaving you helpless for the rest of the fight.

Yes, Whale Breast (much like the item's namesake) is extremely efficient. The change is meant to help junglers deal with the stronger jungle creeps. You can only carry 1 per inventory slot which means you are sacrificing the potential to carry other items at the same time. The numbers are not final.

Avenger is a selfless creature that cares for his friends' wellbeing more than himself. 

 

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Make item to burst spell dmg and make it scale int  -  

also  there are lot of names in itmes now

 

type Fe11 in passive if possible    kek

 

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52 minutes ago, AceSpade said:

Make item to burst spell dmg and make it scale int  -  

 


Done.

The "names" are a small gesture to honor all the devs who over the years helped make AoS what it is today. :)

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1 hour ago, MOTHER said:


Done.

The "names" are a small gesture to honor all the devs who over the years helped make AoS what it is today. :)

If I give a lot of suggestions about items to ppl in pub , I am social active part of aos that gives ton of mathematical and logical feedback to devs and make realy big impact to buildmaking - can I count as important?   

kek)

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2 hours ago, AceSpade said:

If I give a lot of suggestions about items to ppl in pub , I am social active part of aos that gives ton of mathematical and logical feedback to devs and make realy big impact to buildmaking - can I count as important?   

kek)

EU players don't count.

 

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9 hours ago, Aphonia said:

EU players don't count.

 

What if I am Russian spy and play at NA regular ?
(and for cosnperation I change my info in profile ))))

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