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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 subject to change.

 

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

 

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

v2.30

 General

- Killing a "Godlike" Hero (e.g. At least 9 kills streak) now grants an additional +50% Minerals and XP.

- Destroying 3 Suppressors will now announce the Creep buff in the subtitle (chat area).

 

Terrain

- Added seasonal Christmas Tree (Happy holidays!).

 

Structures

- Destroying any Enemy Suppressor grants 100 Mineral and 100 XP reward to your team (Fix).

- You can now sell your items at Neutral Item Vendors (Side Shops).

 

Primary Creeps

- The Creep buff gained from destroying 3 Suppressors simultaneously now also grants +20% Attack Speed from only +20% Movement Speed.

 

Neutral Creeps

- Vigilante Vultures Weapon Damage reduced from 40 to 30.

- Imperial Cyclones Weapon Damage reduced from 20 to 15.

 

Items

General

- Destroying enemy wards (Sentry, Truesight, and Controller) now grants 50 XP from 0.

- Purchasing any of the following items will now announce your purchase to your team: Mossberg Taser, Frozen Cuirass, Sword Breaker, Space Battery, Sustainer, Adamantium Alloy, Cerebro, Schrodinger's Lockbox, Impact Dial, Prophecy Stone, Photodeviator, Dominion Standard, Phaseshield Alpha, and Phaseshield Beta.

 

Boundary Scanner

- Now is removed by Debuff Immunity.

 

Duran's Buckler

- No longer gives +6 Armor.

- Unique changed to "Property of Duran 1"; Grants +6 Spell Armor and +0.5 Health Regeneration.

 

Duran's Machete

- No longer gives +5% Weapon Speed.

- Unique changed to "Property of Duran 2"; Grants +6% Weapon Speed and 0.05 Movement Speed.
 

Duran's Pendant

- No longer gives +1 Energy Regeneration.

- Unique changed to "Property of Duran 3"; Grants +3% Spell Damage and +0.5 Energy Regeneration.

 

Electric Mantle

- Strength reduced to 70 from 80.

- Active no longer procs on player's minions (Fix).

 

Khali Blade

- Price increased to 4500 from 4100.

 

Eternity

- Energy regeneration increased to 3 from 2.

 

Hunter's Knife

- 'Hunt 2' Unique now heals for +20 Health per attack.

 

Hunter's Hatchet

- 'Hunt 1' Unique now heals for +10 Health per attack.

- 'Hunt 1' Unique Weapon Damage bonus increased to 20 for Ranged and 40 for Melee from 10 and 20 respectively.

- 'Hunt 1' now only procs on Neutral Units from proc'ing on any Enemy Non-Heroic Units.

- Price increased to 300 from 265.

 

Melange

- Now regenerates 450 Health over 8 seconds from 400.

 

Naix Claw

- Price increased to 4600 from 4000.

 

Isomorphic Pyre

- Energy regeneration increased to 2.5 from 2.

 

Schrodinger's Lockbox

- Active now removes tower targeting (Fix).

 

Sentry Wards

- Sight radius increased to 16u from 14u.

 

Sliptide Scythe

- 'Genocide Cutter' Unique stack count increased to 4 from 3.

- Time scale per stack reduced to 2% from 3%.

- At max stacks, the bonus Spell Damage per attack is increased by 50%.

 

Space Gem

- Price reduced to 60 from 75.

 

Spirit Containment Vessel

- 'Hunt 3' Unique now deals 20% Increased True Damage bonus against Map Bosses from 40%.

 

Truesight Wards

- Now will reveal (through the fog) enemy wards that are within 3u radius of it (Note: Will reveal wards that are in range regardless of terrain elevation).

 

Heroes 

General

- Chances of triggering hero voice sounds when issuing non-attack orders reduced from 50% to 30% (Note: Attack orders trigger voice sounds 100% of the time).

- Re-proportioned how visuals effects scale with all hero models (Note: Previously some visual effects appeared smaller or much larger than the model they are attached to; Khyrak's model was a good example of this. Now visual effects will scale more accurately relative to their host unit model).

 

Artanis

HP - Updated visuals.

E - Cooldown rescaled to 7/6/5/4 from 8/7/6/5.

- Updated sound.

 

Biotron

E - Base Spell Damage reduced to 70/120/170/220 from 70/130/190/250.

 

Boros

HP (Burning Salsa-Blade) - Now correctly scales with Weapon Damage (Fix).

R (Salsaslash) - Now applies heroic passive with each strike (Fix).

 

Brine

R - Spell Damage changed to 200/325/450 (+100/125/150% Target Primary Attribute) from 200/350/500 (+100% INT).

 

Cain

- Base Movement speed reduced to 2.95 from 3.1.

W - Stacks now removed by Debuff Immunity.

 

Chuck

Q - Spell Damage rescaled to 50/100/150/200 (+50% INT) from 60/120/180/240 (+40% INT).

W - Scaling Spell Damage changed to +75% STR from +50% INT.

- Bonus Spell Damage now scales with +25% STR from No Scaling.

 

Crackling

R - Movement speed bonus reduced to 1/1.5/2 from 2/3/4.

- Now grants 20/30/40% Lifesteal for duration.

 

Feral

W - Backlash after effect can now be removed by Debuff Immunity (Fix).

- Energy cost decreased to 30/40/50/60 from 65.

E - If a target is killed by Devour, Feral gains Debuff Immunity for 0.5s.

- Cast range rescaled from 2.5u to 3/4/5/6u.

- Cooldown rescaled to 20/18/16/14 from 19/16/13/10s.

 

Grunty

W - River Racer Movement Speed bonus duration increased to 3s from 1s.

R - Movement Speed bonus rescaled to 20/35/50% from 30/40/50%.

- Duration increased to 15s from 8/12/16s.

- Movement Speed bonus now decays over duration once Grunty leaves the River (Note: The decay effect only applies to the MS bonus gained from the River. The Swamp Trap MS bonus does not decay over its duration).

 

Kerrigan

- STR/AGI/INT Attributes gained per level rescaled to 5/5/5 from 6/5/4.

- Base STR/AGI/INT Attributes changed to 33/25/32 from 33/27/30.

 

King

Q - Base damage reduced to 60/100/140/180 from 75/125/175/225.

- Cooldown set to 14 from 16/14/12/10.

W - Mercenary Marine health now scales with 100% STR instead of 15*LVL.

- Mercenary Marine weapon damage scaling changed to 5% Weapon Damage from 5% INT.

R - Now grants 20/35/50% Damage Resistance instead of 100/200/300 Health.

- Bribed units are now considered Heroic by the game.

- Energy cost rescaled to 150/225/300 from 150/200/250.

 

Mandrake

Q - Scaling Spell Damage decreased to 50% INT from 75% INT.

E - Scaling Spell Damage increased to 15% STR from 10% STR.

 

Micro

- Base Movement speed reduced to 2.9 from 3.

Q - Base Spell Damage reduced to 60/120/180/240 from 70/140/210/280.

W - Spell Damage rescaled to 60/100/140/180 (+75% STR) from 70/130/170/220 (+50% STR).

 

Nova

HP - Scoped is now applied only to enemies that are more than 5.5u away from Nova when she attacks them.

E - Movement Speed bonus reduced to 75% from 80%.

R - Movement Speed reduction decreased to -35/25/15% from -50/35/20%.

 

Penthos

Q - Scaling Spell Damage increased to 25% Weapon Damage from 10% Weapon Damage.

R - Cooldown rescaled to 150/100/50 from 150/110/70.

 

Shadow

Q - Deals +50% bonus damage against targets currently under the effect of The Shadow Walk.

W - Slow rescaled to 30/40/50//60% from 50%.

- Slow Duration rescaled to 1/1.5/2/2.5s.

- Cooldown set to 16 from 22/20/18/16.

- Updated default and alt1 visuals.

E - Movement Speed bonus per attack increased to 6/8/10/12% from 2/4/6/8%

R - Now grants +20/35/50% Armor Penetration from only +25% Armor Penetration at Level 3.

- Now grants 40/50/60% Evasion from only +25% Evasion at Level 2 and 3.

- No longer grants +25% Movement Speed or +25% Lifesteal at any level.

- Updated default and alt1 visuals.

 

Starscream

W (Assault Mode) - Now grants 60/80/100/120 Strength that decays over 4 seconds instead of 44/56/68/80% Physical and Spell Resistance.

- Cooldown increased to 16s from 8s.

- Updated sound.

E - Transformation time reduced from 2.4s to 1.2s.

- Starscream can no longer move during transformation to and from Flight Mode.

 

Stukov

Q - Movement Speed slow and duration changed to 85% Slow for 0.75s from 40% Slow for 2.5 seconds. 

 

Vergil

E - Energy Leech decreased to 25% of Damage Dealt from 50%.

R - Energy Leech increased to 25% of Damage Dealt from 15%.

 

Vorpal

Q - Base Spell Damage reduced to 70/120/170/220 from 80/140/200/260.

 

Zyrkhan

- Base Movement speed reduced to 2.9 from 3.05.

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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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