EKCO Posted September 16, 2012 Report Share Posted September 16, 2012 Changelog v1.47 ======================================== - Fixed mineral exploit. - Fixed stacking of Miner's Goggles, Lost Treasure, and Leeching Saber. Changelog v1.46 ======================================== General - Added Galactic League loading screen. - Fixed bug causing Siege Tanks to repeatedly unsiege. Shadowmourne - Hitting a target with Shadowmourne while another shadow is active will now refresh the duration of that shadow, instead of creating a new one. - Shadows can now only be generated by player heroes. Geminus.Boros - Pisonic Bola can now pull for a maximum of 16 units before breaking. Changelog v1.45 ======================================== Small Hadron Collider - Fixed bug causing stun effect to occur at cursor location instead of at effect location. Cerebro - Cooldown Reduction now occurs once every 1 second from 2. Marine.King - Reinforcements Physical Damage reduced to 5/10/15/20 (+15% INT) from 5/10/15/20 (+20% INT). - Mob Mentality Weapon Speed decreased to 9/16/23/30% from 12/20/28/36%. Null.Disruptor - Arcane Sword Spell Damage decreased to 50/90/140/190 (+50% INT) from 50/90/140/190 (+60% INT). System.Cyprus - Fist of Gaia Cooldown increased to 130/105/80 from 100/80/60. Changelog v1.44 ======================================== Gameplay - Your hero no longer continues the last issued command after respawn. - Base Damage on all Heroes increased by 15. - Siege Tanks now unsiege properly when out of range of their target. Phantom Menace - Movement Speed bonus increased to 18%, up from 15%. - Enemy search radius decreased to 6 units, down from 7. Eternal Drive - Miner's Goggles is now a component. Recipe cost remains the same. - Energy Regen aura decreased to 1.5, down from 3. - Weapon Damage bonus decreased to 15, down from 20. Kinetic Battery - Energy Regen aura increased to 2.5, up from 2. - Active now restores 300 Energy to yourself and nearby allies, up from 250. - Agility increased to 25, up from 20. - Weapon Damage increased to 25, up from 20. - Recipe cost decreased to 450, down from 650. Shadowmourne - Damage reduced to 50% from 75%. Inferno.Mandrake - Fan The Flames now grants +2 Strength for every hero kill and assist from 3. Ironhide.Cain - Cold Shot now slows for 50%, up from 35%. Vergil.Nerazim - Judgement Cut Spell Damage increased to 65/110/155/200 (+30% INT) from 60/100/140/180 (+30% INT). - Dimension Slash Spell Damage decreased to 150/210/270 (+40% INT) from 150/210/270 (+50% INT). Fine.Brine - Nether Assassin Spell Damage increased to 300/400/500 (+100% INT) from 300/400/500 (+70% INT). Null.Disruptor - Arcane Sword cooldown increased to 16/15/14/13 from 19/16/13/10. Erekul.Sartonis - Erekul's Vengeance True Damage increased to 15/25/35% (+100% INT) from 10/20/30% (+100% INT). - Swarm Burst Spell Damage increased to 70/130/190/250 (+60% INT) from 50/100/150/200 (+60% INT). - Swarm Burst Healing increased to 35/65/95/125 (+40% INT) from 25/50/75/100 (+40% INT). System.Cyprus - Kingdom of Terra reworked: You and nearby allies in a 12-unit radius gain +20% Cooldown Reduction. - Fist of Gaia Spell Damage decreased to 400/600/800 (+100% INT) from 400/600/800 (+125% INT). - Fist of Gaia coodown decreased to 100/80/60 seconds from 110/90/70. - Terrablink Cooldown increased to 25/20/15/10 from 30/20/10/7. - Seismic Wave Cooldown increased to 18/16/14/12 from 14/12/10/8. - Terraform Cooldown increased to 18/16/14/12 from 16/14/12/10 Gabriel.Tosh - Mad Craving Movement Speed increased to 4.0 from 3.75. Sarah.Kerrigan - Bone Blade Boomerage Spell Damage decreased to 60/90/120/150 (+50% Weapon Damage) from 60/90/120/150 (+60% Weapon Damage). - Bone Armor modified: Summons 2/3/4/5 Skeletal Parasites for 15 seconds. Each Parasite grants Kerrigan +10 Weapon Damage and 15% Physical Resist. Each Parasite can absorb 2 enemy attacks before dying. Jakk.Summers - Fixed bug with Field Engineer not working at level 1. - Remote Mines and Mine Fields can no longer be moved by force effects. Link to comment Share on other sites More sharing options...
CapricorN Posted September 16, 2012 Report Share Posted September 16, 2012 Looks nice. Only 1 question - why +15dmg for everyone? Link to comment Share on other sites More sharing options...
JustZerO Posted September 16, 2012 Report Share Posted September 16, 2012 Looks nice. Only 1 question - why +15dmg for everyone? i think this was a reaction on all the rancor topics, having too low weapon damage in early game. now i don't think every hero needed this buff, some heroes will just take massive profit from this, especially the AA heroes like shadow, nova... nevertheless, very good patch, i already loved kinetic battery, now i will even buy it for real life to not support nuclear power plants anymore :D Link to comment Share on other sites More sharing options...
Arson Posted September 16, 2012 Report Share Posted September 16, 2012 nice patch, love the buff to erekul. buff ( I think ) to cyprus is a bit strange, seems a bit weird to make cyprus stronger despite all the talk about it being op. Link to comment Share on other sites More sharing options...
CapricorN Posted September 16, 2012 Report Share Posted September 16, 2012 But +15 is so many for early game... And some heroes benefit more from this then another. Raynor now can get 100WD at lvl1 it is too strong for early game. Nova now will be stronger early game too, and moglo and shadow... And some heroes don't really benefit from that buff, for e.g. Drake, bio, unix, egon, tass Link to comment Share on other sites More sharing options...
Revolution Posted September 16, 2012 Report Share Posted September 16, 2012 How doesn't tass benefit from weapon damage?? Cyprus wasn't OP. Gravity Edge was. Link to comment Share on other sites More sharing options...
ACiDPhoenix Posted September 16, 2012 Report Share Posted September 16, 2012 All excellent changes IMO! Good work guys. I'm glad for the Erekul buff, would like to see him becoming more popular/viable Link to comment Share on other sites More sharing options...
Ironsights Posted September 16, 2012 Report Share Posted September 16, 2012 wholly buffs batman! Link to comment Share on other sites More sharing options...
WhaleTits Posted September 16, 2012 Report Share Posted September 16, 2012 redhydra, who made these balances, actually thought he was nerfing cyprus. so to compensate for the nerf, he also buffed him, lowering the cd and then giving him aura cdr cause you know,. thats how you nerf someone.... by over buffing them to compensate for the nerf. Link to comment Share on other sites More sharing options...
Francuz Posted September 16, 2012 Report Share Posted September 16, 2012 If you nerfed kerrigan bone armor so badly make it cost less mana at last. Damn, good old times when boros ulting you when you have 150 hp on lvl 6 will not kill you :D Link to comment Share on other sites More sharing options...
Revolution Posted September 16, 2012 Report Share Posted September 16, 2012 Yeah Cyprus got a crazy buff lol. 5 players with 20% cdr at lvl 1. Link to comment Share on other sites More sharing options...
JustZerO Posted September 16, 2012 Report Share Posted September 16, 2012 the problem about cyprus is that his ulti cd was decreased while giving him 20% cd reduction, means his ulti is available after 88 seconds instead of 110 on level 1 without any other cd items. and that really is a huge deal! Link to comment Share on other sites More sharing options...
CapricorN Posted September 16, 2012 Report Share Posted September 16, 2012 How doesn't tass benefit from weapon damage?? Cyprus wasn't OP. Gravity Edge was. Ofc tass benefit from this buff, but his advantage compared to other heroes is his Q and now this advantage smaller. Sry for my english Link to comment Share on other sites More sharing options...
residente Posted September 16, 2012 Report Share Posted September 16, 2012 Cyprus with CoA; +40% cd reduction for everyone! - Dimension Slash Spell Damage increased to 150/210/270 (+40% INT), down from 150/210/270 (+50% INT). ^ Eh... increased? Link to comment Share on other sites More sharing options...
CapricorN Posted September 16, 2012 Report Share Posted September 16, 2012 Cyprus with CoA; +40% cd reduction for everyone! + get null with +5(-5for enemis) and you have advantage of 50%CDR Link to comment Share on other sites More sharing options...
Baggins Posted September 16, 2012 Report Share Posted September 16, 2012 redhydra, who made these balances, actually thought he was nerfing cyprus. so to compensate for the nerf, he also buffed him, lowering the cd and then giving him aura cdr cause you know,. thats how you nerf someone.... by over buffing them to compensate for the nerf. The nerf to cyprus as i see it is that his passive doesn't generate the rocks, meaning that he won't be able to block melee heroes from getting to him as much and he generates fewer pillars early game to shoot at people, and even takes away damage with the rocks. Otherwise i feel as if its a good patch, all except the damage buff, why not just make a small increase on the heroes that need it? Because, there should be a health buff to compensate for this, otherwise early game heroes who use weapon damage for their spells will drain people's HP (notably rancor, although i realize that he was the point of the buff) with easily spammable abilities. Link to comment Share on other sites More sharing options...
EterNity Posted September 16, 2012 Report Share Posted September 16, 2012 Everything is justified except Cyprus. Though I agree with Whale but there's nothing much the community can do despite a good number of people bought out the Cyprus being OP. Cyprus is currently the new Boros. Actually, it's worse than Boros in many ways as his new passive give him a free CoA (CDR) and his 8 second blink (can do it even quicker with a TIP or YR late game). Not to mention a high burst Ult like what Boros used to have that concentrate on single target with a 1/3 of the CD Boros used to have. I guess it is a tradition to have at least one OP hero or it won't be AoS (SotIS) anymore! I think the only thing we can do is pick Cyprus everytime when Red is playing on other team and Ult him every single team fight then he will get nerf'd! Link to comment Share on other sites More sharing options...
Revolution Posted September 16, 2012 Report Share Posted September 16, 2012 Gotta go mid against him with cyprus as well.. lets get dropdon to do it!! Link to comment Share on other sites More sharing options...
WhaleTits Posted September 16, 2012 Report Share Posted September 16, 2012 nah. its jsut red doesn't have the experience balancing, and is doing the same things his brother was back in 4.0-5.0 transition: not listening to people who actually play the game. happened with erekul, and is happening with cyprus now, though to a lesser degree. Link to comment Share on other sites More sharing options...
PanHybrid Posted September 16, 2012 Report Share Posted September 16, 2012 Yea, I have no idea what's going on with cyprus either. 20% cooldown reduction is reserved only for high tier recipes, but now cyprus gets it as an aura passive? It negates the increase in cooldown of his other skills. Sigh. Goodbye squishy carries. It was nice knowing you. And how does Kerri's new bone armor work? And why was it changed? Does it completely "Absorb" 2 attacks, aka taking no damage, or does it simply lower the damage taken from the 2 attacks? Link to comment Share on other sites More sharing options...
Revolution Posted September 16, 2012 Report Share Posted September 16, 2012 Yea, I have no idea what's going on with cyprus either. 20% cooldown reduction is reserved only for high tier recipes, but now cyprus gets it as an aura passive? It negates the increase in cooldown of his other skills. Sigh. Goodbye squishy carries. It was nice knowing you. And how does Kerri's new bone armor work? And why was it changed? Does it completely "Absorb" 2 attacks, aka taking no damage, or does it simply lower the damage taken from the 2 attacks? Sadly, it only resists 15% of incoming physical damage down from 100% :(, but it takes 10 hits instead of 5. Link to comment Share on other sites More sharing options...
Francuz Posted September 16, 2012 Report Share Posted September 16, 2012 Sadly, it only resists 15% of incoming physical damage down from 100% :(, but it takes 10 hits instead of 5. 5x 100% = 500% while 10x 15%= 150% so we are behind by 350% physical dmg taken. I totally do not understand the pint behind kerrigan bone armor nerf, someone got mad to not being able to finish (boros ulti) red hp kerrigan? Link to comment Share on other sites More sharing options...
Revolution Posted September 16, 2012 Report Share Posted September 16, 2012 Contam can counter her bone armor now as well :( Link to comment Share on other sites More sharing options...
RedHydra Posted September 16, 2012 Report Share Posted September 16, 2012 redhydra, who made these balances, actually thought he was nerfing cyprus. so to compensate for the nerf, he also buffed him, lowering the cd and then giving him aura cdr cause you know,. thats how you nerf someone.... by over buffing them to compensate for the nerf. The primary goal for Cyprus is to single-handedly take out one Hero with low vitality & hinder Enemy progression during Laning Phase. The problem, which a lot of players were concerned about, was the amount of damage that Cyprus could dealt. This is why the INT-Scale on his Ultimate was significantly reduced by 25% down. As a result, the cooldown on his Ultimate was lowered by ten seconds down to 'compensate' for the damage loss. Now, I know that I said the word compensate on Mumble, which I shouldn't have, but the real intention was to reduce the waiting time for Cyprus to perform more ganks before the game reaches late game. The Heroic Passive was reworked into 20% Cooldown Reduction. This is what most of you actually seem to be more concerned about. No doubt it's a powerful aura, but keep this in mind that it's not Time Scale, meaning it no longer increases the time effect on HP/EN Regen & Weapon Speed. Other than that, players will appreciate the new Heroic Passive, since it isn't detrimental compare to the previous one. nah. its jsut red doesn't have the experience balancing, and is doing the same things his brother was back in 4.0-5.0 transition: not listening to people who actually play the game. I'm not going to claim that I have good experience with balancing, but I have been playing this game ever since it came out. I'm aware that 'pro' players have a much more knowledgeable understanding of the game, but not all suggestions directly come from the Mumble Feedback. Perhaps we could talk about the utility between Mumble and non-Mumble, but the forums exists for a good reason: To understand the current situation from both public players and inhousers--new & veteran players. When we talked about Cyprus, only a few, which includes you, Eternity, Peas(?) were concerned about the changes, while the rest were unsure. Neverthless, I became aware of the issue, and made balance changes. Notice that Cyprus' Q,W, and E ability have their cooldown increased to reduce the 'spammability.' Link to comment Share on other sites More sharing options...
ender Posted September 16, 2012 Report Share Posted September 16, 2012 The primary goal for Cyprus is to single-handedly take out one Hero with low vitality & hinder Enemy progression during Laning Phase. The problem, which a lot of players were concerned about, was the amount of damage that Cyprus could dealt. This is why the INT-Scale on his Ultimate was significantly reduced by 25% down. As a result, the cooldown on his Ultimate was lowered by ten seconds down to 'compensate' for the damage loss. Now, I know that I said the word compensate on Mumble, which I shouldn't have, but the real intention was to reduce the waiting time for Cyprus to perform more ganks before the game reaches late game. cyprus doesn't scale poorly late game though. Link to comment Share on other sites More sharing options...
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