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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

 

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

v2.28

General

- Added custom sequential music soundtrack (Note: The AoS soundtrack will play irrespective of your choice of "race" in the lobby. Enjoy!)

- Added global 'Victory' and 'Defeat' music alerts for Team 1 and Team 2.

- Added " Buy" tip to inform players on the different shops.

- Maximum time permitted for Hero Selection increased to 130 seconds from 90 seconds (Note: Creep, Neutral, and Hydranium spawn at approximately 3:00 game time).

- Updated "Game Info" help tips.

- Added 4 new "-" commands that alert allies of missing enemies in game They are:

Missing Mid: '-mm' 

Missing Top: '-mt'

Missing Bot: '-mb'

Missing All: '-ma' (Note: This one pings the boss locations instead of any one lane)

(Note: There is a 10 second anti-spam timer for all 3 per team. So please do not misuse this new feature. Also thank you Jomoney for making the suggestion!)

 

Terrain

- Various cosmetic adjustments.

 

Structures

- Moved Mid T1 Towers back 1-2u.

- Tower Health rescaled to 3600/3800/4000 from 3500/3750/4000

- Added global sound alerts for destroying Towers and Sanctums.

- Protoss Nexus Prime and Zerg Hivemind now always retain their debuff immunity like all structures  (Fix). 

- Protoss and Zerg Sanctums now have debuff immunity like all structures (Fix).

- Added highlight tooltips to base and side shops to help with purchasing.

- Base shops now have a minimap icon that matches the side shops to help with navigation.

 

Primary Creeps

- Super creeps (Ultrahost, Ultralisk, Colossus, and Archon) now deal +150% Bonus Damage against creeps (from 100%) and +100% Bonus Damage against structures (from 150%). 

 

Talents

Haste

- Now increases Timescale by 25% for 4s from 20% for 6 seconds.

- Cooldown reduced to 180 from 240.

 

Fortify

- Duration reduced to 2s from 2.25s.

- Damage reduction increased to 80% from 70%.

- Cooldown reduced to 180 from 200.

 

Transport

- Channel now cancellable

 

Items

General

- All items with the exception of those that share similar functions now have distinct activation sound cues.

 

Atom Smasher

- Powerstrike 3 unique damage type changed to Physical Damage from Spell Damage.

 

Bandit's Artifice

- Unique Evasion and Weapon Speed bonus increased to 25% from 20%.

- Unique AoE reduced to within 8u of any Enemy Structure from 12u.

 

Explosive Retrofit

- Unique AoE increased to 3u radius from 2.5u.

- Unique Scaling AoE Weapon Damage increased to 40% on Ranged heroes (Melee Still 60%). 

- Unique renamed to Meteora 2, overrides Predator Tusk' Meteora 1.

 

Eye of Amon

- Unique Weapon Speed and Movement Speed bonus changed to 25% and 15% respectively from 20%.

 

Galactic Defender

- Active now grants 600 shields from 500.

 

Health/Energy Capsule

- Now dispel only from taking damage from enemy heroes instead of damage from any enemy.

 

Hunter's Knife

- Active True Damage increased to 200 (+25% Target Current Health) from 100 (+20% Target Current Health).

- Cooldown reduced to 24 from 25.

 

Kura's Deathmask

- Enfeeble Unique now reduces targets Damage and Damage Resistance by 20% for 4 seconds from only reducing their Damage by 20% for 4 seconds. (Note: This affects all target Physical and Spell damage output and damage resistance)

- Enfeeble Unique no longer steals 10% Spell Damage for 4 seconds.

- INT reduced to 65 from 70.

- Price increased to 4000 from 3850.

 

Lifetech Nanosuit

- Heal reduced to 250 + (12% Max Health) over 6 seconds from 300 + (15% Max Health) over 6 seconds.

 

Naix Claw

- Active Lifesteal bonus decreased to 80% from 100%.

 

Photodeviator

- True Cloak changed to Cloak.

- Cooldown increased to 28s from 24s.

- Armor and Spell Armor stats reduced to 18 from 20.

 

Predator Tusk

- Unique Scaling AoE Weapon Damage increased to 40% on Ranged heroes (Melee Still 60%). 

 

Retribution's Edge

- Weapon Damage increased to 65 from 60.

 

Schrodinger's Lockbox

- INT increased to 70 from 65.

 

Spirit Containment Vessel

- Unique True Damage bonus increased to 40% from 35%.

 

Vibranium Shield

- Active now grants 300 shields from 400.

 

 

Heroes 

Anthrax

R - Damage scales with distance travelled. (Deals no damage in beta map currently)

- 'Sorrow' Debuff now doubles any True Damage targets receive, instead of amplifying Physical and Spell Damage types by 20%. (Note: Anthrax's heroic causes him to deal additional True Damage, the debuff will amplify this bonus true damage for example, but it won't amplify any other type of damage dealt to targets.)

 

Biotron

HP - Infected Civilians no longer have 50% AoE Damage Resistance.

R - While active, Infected Civilians now also gain 50% Damage Resistance.

 

Cain

W - Max stacks reduced to 4 from 5.

 

Cyprus

- Updated '-alt' skin.

 

Dehaka

HP - All Essence Evolutions now halve the cooldowns of their respective abilities.

Q - Damage increased to 40/70/100/130 (+75% INT) from 40/65/90/115 (+60% INT)

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

- Current Health cost increased to 15% from 10%.

E - Scaling Spell Damage increased to 75% STR from 60%.

- Cooldown set to 20 from 20/18/16/14.

- Current Health cost increased to 15% from 10%.

R - Cooldown set to 120 from 120/90/60.

- Tooltip now displays the correct base spell damage values (Note: Previously, it stated 125/175/225, but it was dealing 150/225/300).

 

Drake

Q - Cooldown set to 24 from 26/25/24/23.

- Cooldown reduction for successfully hitting enemy heroes increased to 12s from 10s.

W - Spell Damage AoE reduced to 2.5u radius from 3u.

- Movement Speed bonus rescaled to 6/8/10/12% from 10%.

E - Spell Damage changed to 10/20/30/40 + (10% STR) for 3 seconds from 10/20/30/40 for 4 seconds.

- Spell Damage AoE reduced to 3.5u from 4u.

R - Max Health and Energy Regeneration per second reduced to 4/5/6% from 7%.

 

Erekul

- Updated '-alt2' skin.

 

Garamond

Q - Updated sound and visuals.

 

Greelus

Q, E - Updated sound and/or visuals.

W - Energy leech increased to 10/20/30/40 + (10% Target Current Energy) from 12/20/28/36 (+7.5% Target Current Energy).

 

Immortal

- Updated '-alt' skin.

 

Kerrigan

Q - Updated sound.

E - Base Damage per stack reduced to 14/22/30/38 from 15/25/35/45. 

- Damage now increases by 12.5% per Stack from 15%.

R - Updated sound.

 

Maar

Q (Aura Liberation) - Cooldown reduced to 3 from 25.

W/E - Energy cost decreased to 40/50/60/70 (+3% Max Energy) from 50/60/70/80 (+3% Max Energy).

WE (Sap) - Spell Damage increased to 20% Current Health + 80% INT from 10% Current Health + 50% INT.

- Cooldown increased to 9 from 3.

- Cast range reduced to 5 from 7.

EE (Frost Wave) - Slow decays over 5 seconds from 4

EEE (Ki Burst) - Movement Speed bonus increased to 25% for 4s from 15%.

EEW/WWE (Savior Aura/Vanguard Aura) - Auras duration increased to 10s from 9s.
 

Micro

W - Tossed enemy now takes an additional 25% Spell Damage from 20%.

R - Strength bonus decreased to 25/50/75 from 30/60/90.

 

Narud

HP (Passive) - Duration increased to 10s from 8s.

 

Nova

W - Critical Chance Stack cooldown increased to 8s per stack from 6s.

 

Null

Q - Scaling Spell Damage decreased to 20% INT from 25% INT.

E - Scaling Spell Damage increased to 30% INT from 25% INT.

- Fixed the stuttering sound effect.

 

Pyro

W - Spell Damage decreased to 12/24/36/48 (+15% INT) from 16/32/48/64 +(20% INT)

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

 

Queen

- Updated '-alt2' skin (Timmah!).

E - Initial reveal time increased to 3.5s from 2.5s.

- Charge cooldown increased to 60s from 50s.

- Base bounty increased to 48 from 40.

 

Rancor

W - AoE increased to 12u from 10u.

R - Updated sound.

 

Ravager

HP - Gains a stack of Abyss every 0.5s from 1s (Note: 2.5s to Max stacks from 5s).

R - Fear duration rescaled to 1.75/2.5/3.25s from 1.75/2.25/2.75s.

 

Roulette

Q - Scaling Spell Damage per second reduced to 30% INT from 40% INT.

- Bonus Scaling Spell Damage increased to 60% INT from 50% INT.

W - Aura AoE rescaled from 3.5u radius to 3/3.5/4/4.5u.

E - Scaling Spell Damage decreased to 30% INT from 40% INT.

- Updated sound.

R - Scaling Spell Damage increased to 60% INT from 40% INT.

- Energy cost increased to 200/325/450 from 200/300/400.

- Updated sound.

 

Summers

E (Proximity Mine) - Slow/Reveal duration increased to 3s from 2s.

- Cooldown rescaled to 16/14/12/10 from 24/20/16/12.

R (Fix) - Now animates correctly and decloaks before explosion when using the "Pinpoint Detonate" sub-ability.

 

Tosh

Q - Base Spell Damage per second increased to 25/40/55/70 from 12/24/36/48.

 

Vergil

Q - Energy cost reduced to 60/80/100/120 from 70/90/110/130.

W - Debuff now also reduces target Spell Damage by 6/10/14/18%.

R - Scaling Spell Damage per Dimension Slash changed to 3% Target Max Energy from 3% Target Current Energy.

 

Vorpal

- Updated model.

Q - Damage scaling/Damage type changed to 100% STR/Physical Damage from 80% INT/Spell Damage. 

W - Passive Sphere cooldown reduction increased to 15/12/9/6 from 16/14/12/10.

E - Damage scaling/Damage type changed to 75% INT/Spell Damage from 100% Weapon Damage/Physical Damage.

- Base damage rescaled to 60/90/120/150 from 30/70/110/150.

- Cast range rescaled to 8.5/9/9.5/10u from 9u.

R - Spell Damage scaling increased to 75% INT from 70%.

 

Zeratul

E, R - Updated sound and/or visuals.

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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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