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Changelog v 2.8-2.10


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Game

 

Map Info

Updated Bnet Gameplay instructions.

 

Loading Screen

Updated.

 

Talents

Fixed bug that caused some talents to have missing tooltips. 

Fixed bug that reset talent builds every game.

 

Runes

Added Hydranium.

The precious and red Hydranium crystals first spawn in jungles along with Neutral camps and then at their own 4 minute intervals. When collected, Hydranium grant the player +100/50 Minerals/XP and an additional +10/5 Minerals/XP every minute they remain uncaptured (the exact value of each crystal appears in real-time over the mineral).

To collect Hydranium, left-click it when nearby to begin channeling. Hydranium is captured only at the end of the channeling period. Hydranium appears on the minimap as a red mineral deposit icon and there are a total of 4 Hydranium spawn points.

 

 

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WTF Mode - DISABLED UNTIL FURTHER NOTICE.

The following conditions 2 v 4, 1 v 3, 3 v 5 will now result in the game automatically switching to WTF Mode.

During WTF Mode, all remaining players gain +15 Health/Energy Regeneration, +50% Timescale, and +150% CDR.  Additionally, no rating will be lost or gained for winning, losing, or leaving the game for remaining players.

 

Auto-End Condition - DISABLED UNTIL FURTHER NOTICE.

The following conditions 2 v 5, 1 v 4 will now result in the game ending automatically after a short grace period. All remaining players will be awarded a victory (Positive rating).

 

Rating

The rating for all players has been reset.

 

Structures

Fixed issue with Protoss Towers having a larger selection radius than what the model appears to show (this caused players to accidentally click on tower instead of units within its vicinity).

Suppressors will now respawn after 9 minutes from 7.

When 3 enemy suppressors are down at the same time, allied creeps gain 20% Movement Speed for that time.

 

Items

 

Ancient Rune

Bonus Target Current Health Spell Damage increased from 12% to 12.5%.

 

Adamantium Alloy

Fixed bug that healed enemy and neutrals instead of just allied units.

 

Electric Mantle (4600; NEW)

Components: Flesh Hammer, Cybernetic Implants, Nullifier

+80 Strength

+20 Spell Armor

[Unique - Electroreactive Plating] Taking Spell Damage grants you +3 Spell Armor for 6 seconds, stacking up to 5 times.

[Active - Electric Current] For the next 5 seconds, 35% of all Spell Damage (before mitigation) is reflected back to enemies, and Single Target Spell Damage will stun the caster for 1.25 seconds and deal 100 + (35% of Incoming Damage Before Mitigation) Spell Damage. You will still receive full damage (after mitigation). Can only proc once on each enemy per cast. 75 second cooldown.

 

Frozen Cuirass

Feedback Active now has 3.5u AoE from 2.5u.

Cooldown increased to 45 seconds from 30.

 

Korhal Vanguard

Active now affects Allied structures.

 

Incisor/Pyre

Pyre Unique now deals 7% Target Current Health Physical Damage from 6%.

 

Mossberg Taser

Cooldown increased to 45 seconds from 30.

 

Shinobi Style

Unique MS bonus while cloaked reduced to 8% from 15%.

 

Spell Buffer

Active now affects Allied structures.

 

Syrus Codex

Price reduced to 300 from 400.

 

Warp Shard

Price reduced to 2000 from 2500

 

Heroes

 

Akasha

Q - Attack range reduced from 8u to 6u.

 

Avenger

HP - Stack duration increased from 15s to 25.

 

Boros

HP - Remake

(Active) Toggles between Burning Omni-Blade and Burning Salsa-Blade.

Burning Omni-Blade (Passive) - Rends targets dealing (50% INT) Spell Damage over 5 seconds. Gives access to Omnislash.

Burning Salsa-Blade (Passive)- Rends targets dealing (50% Weapon Damage) Physical Damage over 5 seconds. Gives access to SalsaSlash.

 

Cyprus

R - Cooldown rescaled to 150/120/90 from 130/110/90s.

 

Darpa

R - Energy cost reduced to 100 from 120.

 

Dehaka

- Fixed attack animation bug.

 

Dustin

HP - Radar is disabled for 2 seconds if Dustin has taken any damage.

 

Geneva

Q - Fixed energy cost bug.

 

Grunty

Q - Energy cost rescaled to 30/40/50/60 from 40/46/52/58.

W - Energy cost reduced to 40 from 50.

E - Energy cost rescaled to 90/120/150/180 from 90.

- Updated sound and visuals.

R - River Racer buff lasts 8/12/16s from 10s. 

 

Jakk

W - Spyder Wards are now mobile and have 0.5 movement speed.

 

King

- Updated alt skin.

 

Kuradel

Q - Cooldown rescaled to 5/4/3/2 from 6/5/4/3s

W- Cooldown rescaled to 20/18/16/14 from 18/17/16/15s.

R- Cooldown rescaled to 120/100/80 from 120/110/100s.

 

Khyrak

- Fixed attack animation bug.

HP - Remake 

(Open Wounds) - Khyrak’s active abilities apply ‘Bleed’ on enemies for 2 seconds. Whenever a Bleeding enemy moves, Bleed is refreshed and they take (10% Weapon Damage) + (1.5% Target Missing Health) Physical Damage per unit of distance travelled. Bleed lasts up to 6 seconds on non-Heroic units.

Bleeding enemy heroes are also revealed to Khyrak and he gains 15% Movement Speed when they are revealed in this way.

 

Nova

Q - Cooldown set to 15 from 14/12/10/8. Energy cost rescaled to 70/80/90/100 from 60.

 

Rancor

- Updated skins.

 

Raynor

HP - Remake

(Confident Aim) - Raynor's basic attacks, E and R abilities reduce his cooldowns by 1, 2, and 4 seconds respectively when hitting enemy heroes. This reduction is doubled to 2, 4, and 8 seconds respectively if the target enemy hero was Marked for Death.

Q - Energy cost set to 75 from 60/65/70/75.

W- Cooldown set to 20 from 15.

E- Cooldown rescaled to 25/22/19/16 from 16/15/14/13.

Energy cost increased to 80/110/140/170 from 70/90/110/140.

R - Cast range rescaled from 18/22/26u to 18/24/30u.

- CDR no longer reduced by 75% when hitting target Marked for Death.

- Energy cost increased to 200/250/300 from 120/160/200.

- Cooldown rescaled to 60/45/30. from 50/40/30.

 

Rory

HP - Remake

(Whiskey Breath) - Spell damage on enemies in a 12u radius is amplified by 3-15% increasing the closer they are to Rory.

 

Shadow

Q - Energy cost rescaled to 70/100/130/160 from 70/80/90/100.

R - Energy cost rescaled to 150/175/200 from 100/150/200

 

Tosh

HP - Remake

(Bounty Hunter) - Whenever an enemy hero kills an allied hero, they are marked by ‘Bounty Hunter’ for 180 seconds. Killing or Assisting in killing marked Enemy Heroes yields +10% minerals for Allied Heroes. Tosh gains +20% Minerals. Bounty Hunter mark dispels on death. 

W - Spectres' movement speed increased from 3.5 to 4.

 

Vorpal

- Updated alt skin.

 

Zyrkhan

HP - Remake

(Charisma) - Nearby allies gain +10 Spell Armor for 5s whenever Zyrkhan is damaged. This amount is doubled during Heart of Aiur. Non-stacking. Does not apply to Zyrkhan. 

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Ok time for some review after playing on this new map version.

1) Assist are not shown in the ladeboard while playing.

2) Wtf mode need to be changed - some decent games (3vs5) turn into group rage quit. Also not giving points after such games is bad idea -when 2 guys rq near end of the game u still do not get points couse wtf mode run in. Also when u go into that mode u can use all command like: -money, -hero name_of_the_hero_to_change, -lvl 18 etc. 

3) Points after enemy surrended games are not added and they are shown as if u quit game (even if u press "victory" button).

4) Khyrak animation still bugs sometimes after normal attack (good that ulti is fixed :)

5) Crystals icon is good idea but we shouldn't see if the 2 fragments of the opposite team are still up or no. It shall be same as with Ygdra or Aeon. They might still be there but u need to check it yourself by walking there (not by looking on minimap).

If i find more will post it there.

Unfortunately found:

6) If 1 player is kicked by beeing afk games go into wtf mode... destorying fair 4v4...

Edited by Deathbringer
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On 12/11/2017 at 4:11 PM, Deathbringer said:

Wtf mode need to be changed - some decent games (3vs5) turn into group rage quit. Also not giving points after such games is bad idea -when 2 guys rq near end of the game u still do not get points couse wtf mode run in. Also when u go into that mode u can use all command like: -money, -hero name_of_the_hero_to_change, -lvl 18 etc. 

You sure about that? (The extra cmds being avaialble is not intended).

I guess you have a good point about late game rage quits. Maybe a time threshold that -wtf occurs only if is before 25 min game? Thoughts? 

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15 hours ago, SCV said:

You sure about that? (The extra cmds being avaialble is not intended).

I guess you have a good point about late game rage quits. Maybe a time threshold that -wtf occurs only if is before 25 min game? Thoughts? 

Yep. I am sure of that. Almost all special comands work. Only admin kicking and changing talent comand is blocked from what i have observed.

Wtf mode need serious changes. 25 min game is not enough imo. Instead would go for the old voting to activate this mode (like more than 1/2 player should accept it etc).

Why? Go into any aos pub game and you have like 81% chance it will become wtf mode becouse:

1) Normally you won't know every person in lobby and since sc2 have becomed f2p more new player comes into the game (fortunately) but also more of them can leave for no reason (unfortunately). And game only require 2 person of the same team. So (assuming that geting newbie/goodplayer to the team is 1/2 chance) you have like (1 - (5 on 5)*(1/2)^5 - (5 on 4) *(1/2) ^ 5 = 13/16 = 81,25%) chance that you will get those 2 damn noobs to your team. And those maths calculation are just for one team not mentiong how those chances will increase if you think about 2 teams :)

2) Also to assume that game need 2 player from same team is bad becouse game can goes into this mode when 1 player from one team is afk and become votekicked and 1 player from second team leave. After such configuration games auto change to wtf mode... Confirmed in a couple of games. So it makes this chance of having wtf mode even grater.

3) When one team is becoming to lose normally there appear some person who leave the game becouse

  • they do not want give second team points for victory or
  • becouse they do not know how to lose or
  • becouse they do not want to waste time on lost game
  • and finaly they feel like it's their fault team is loosing...

and it's hard to blame for such rq they happened, they are happening and they will happen as well but wtf mode every fkin EVERY game is so unplayable idea it makes some people sick (including me). It is like you can;t even end the game you playing couse all player change heroes, auto become lvl 18 with full build and max amount of money. It's killing the main idea of this game. Also I know this game is not about ranking points but still only lossing points without way to gather them is not idea i become very fond of. 

 

Edited by Deathbringer
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3 hours ago, Deathbringer said:

Normally you won't know every person in lobby and since sc2 have becomed f2p more new player comes into the game (fortunately) but also more of them can leave for no reason (unfortunately). And game only require 2 person of the same team. So (assuming that geting newbie/goodplayer to the team is 1/2 chance) you have like (1 - (5 on 5)*(1/2)^5 - (5 on 4) *(1/2) ^ 5 = 13/16 = 81,25%) chance that you will get those 2 damn noobs to your team. And those maths calculation are just for one team not mentiong how those chances will increase if you think about 2 teams :)

Not exactly since if good player = 1/2, it is a binomial distribution of bin(5, 2, 1/2) = (5 choose 2) * (1/2)^2 *(1/2)^3 = 0.3125 for one team of 5.

If you want to consider it as 10 people total, that would just be (10 choose 2) (1/2)^2 (1/2)^8= 0.0439453125( chance of having two players are consider bad among 10). This would get lower when you condition it on when two bad player on the same team of 5. The chance of occurring is not that high at all (I believe it can be model using hyper-geometric distribution, but it is pretty pointless consider that even with p=1/2 as the indicator of whether a player a bad, the chance of 2 being bad among 10 is only about 4%, and adding more conditions to that would just get it even lower). Considering different teams would DECREASE the chance since it became a conditional probability instead.

 

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Not exactly my friend. It is 81,25 % because in Your calculation You taking possibilty as EXACTLY 2/5 person are noob but in reality it can be also 3/5 4/5 5/5 and result will be the same. It is the same math as taking all posibilty - chance of geting  5/5 pro or 4/5 pro to one team (1 - (5 chose 5)*(1/2)^5 - (5 chose 4)(1/2)^5) = 81,25%

In 10 person game You are making same mistake. I was talking about geting at least 2 noob so it can be also 3 4 5 6 7 8 9 10/10 noob in game. So chance much INCREASE.

Edited by Deathbringer
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Thats the cumulative probability of getting at least 2 noobs on team. However, the condition of auto wtf mode is when the difference between each team is 2. What's point of thinking more than 2? It would make more sense to consider at max 2 noobs since anything more becomes pointless due auto end game occurs when the player differences between teams is 3.

Assuming you mean noobs = rq at some point in the game, more than 2 noobs would result going into to auto end feature instead of wtf mode. So the 81% does not apply directly into wtf mode. 

It's not I didn't consider if there is more noobs, but it is pointless since more than 2 rq on the same team result end game, so those probabilities are just meaningless. 

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  • 2 weeks later...
10 hours ago, Destroyer said:

Toshes new heroic passive shows where invis units are. I don't think that was intended right? Otherwise thats just stupid.

Not intended definitely. Will look into it.

 

4 hours ago, Deathbringer said:

There is now no point in buying potion, waste of mineral if every hit stops it's ability to heal. Oh and btw WhaleTits this whale breast was your idea, isn't it? xd

Don't get hit. If you wanna heal in combat eat a whale.

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no they started making a bunch of silly names for some of the older players. I thought it was cute.

 

mother:

When designing game mechanics, consider the experience on a whole, and why exactly you think the mechanic is valuable. In this case, the mechanic asks the player to avoid interacting with the enemy (as pots are really only useful in lane, where enemies are clustered together (minions are near players) and can easily threaten it), and the mechanic itself lacks intrigue (don't stand within auto-attack range). Thus the two results of this mechanic are: the player does something boring and simple. Are these the qualities you want? 

This is not to say the mechanic does not have a time and place, or cannot be improved upon. It works great in PvE, where enemies have long cooldowns and delayed attacks (monster hunter, dark souls) - but in AoS, where enemies often do not have these constraints (auto-attacks), you probably want to actually do any thinking at all about it before porting it over.

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just a thought separate from this debate, if we're going to continue w/ this mechanic can we get an item similar to whale breast that gives instant energy? Today I was running for my life w/ energy pots and kept taking 1 hit every few seconds and was unable to counter attack enemy as he pew pew'd me to death. 

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Is there any hope for nerfing Tasadar?

This is fkin broken he can ult from such long distance, also geting double creep feed + low energy cost of his abilities makes him undestructable specially late game. I know this topic was repeated over all aos life time and thats one of the Adam hero but please can't it be done anything about him?

Otherwise i want clear information of which item work properly on him? Taser, chilling, lockbox all that stuff is useless since he can change hero he battles so all of them do not affect other one. Toss, stun etc same...

Edited by Deathbringer
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