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Changelog v1.48 - v1.52


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New Systems Walkthrough



Changelog v1.52



- Fixed bug causing players to sometimes not recieve exp for kills.



- Time Scale reduction reduced to 90% from 95%. (Game engine appears to cause problems at 95%).




Changelog v1.51



- Attack speed cap reduced to 400% from 500%.



Changelog v1.50



- Fixed bug causing Health Capsule to not show up in the shop.




Changelog v1.49




- Fixed mineral exploit in custom item builds.




Stun Baton

- Now procs on every 5th attack.

- Stun duration increased to 0.6 seconds from 0.5

- Bonus Spell Damage increased to 150 from 100.


Electric Mantle

- Spell Damage increased to 225 from 150.

- Cooldown decreased to 8 from 10.





- Feeding Frenzy now grants +2/3/4 Movement Speed, intead of setting Movement Speed to 5/6/7.




- Liberation now has a cast range of 7.




Changelog v1.48



New Loading Screen / Wallpaper




- Creep spawn rate decreased to 35 seconds from 60.

- Creep Spell Resist increased to 35% from 25%.

- Creep Movement Speed increased to 3 from 2.8.

- Melee Creep base stats changed to 21/400 ATK/HP from 25/500.

- Ranged Creep base stats changed to 19/280 ATK/HP from 24/330.

- Siege Creeps now spawn every 5 waves, instead of every 3.

- Critical Strike Damage now properly deals 50% more damage.

- Attack speed cap raised to 500% from 350%.

- Transporters have been removed. We are investigating any lost functionality and will revisit this item in a future patch, along with the Transport talent. For more information: http://www.aeonofsto...ers/#entry28203


Rune Creep

- Rune Creeps now last for 40 seconds from 45.

- Rune Creeps are now invulnerable.

- Speedy - Accelerating Raptor

- Bruty - Ursadak Titan

- Mendy - Redstone Regenerator now heals for 1.5% from 3.



- Talents reworked.




Duran's Buckler

- Health reduced to 120 from 160.


Contamination Shard

- Weapon Damage increased to 65 from 60.



- Shadow damage reduced to 30% from 50%.

- Cost increased to 4950 from 3615


Sentry Wards

- Are now considered structures.


Hand of Mengsk

- Weapon Speed activation increased to 60% from 50.


Pulse Hammer/Force of Entropy

- Slow Debuff reduced to 2 seconds from 3.


Khalis Weaver/Soul Engine

- Each charge now restores 20 Health and 10 Energy.



- Cooldown Reduction can only occur once every 2 seconds from 1.

- Reduce all ability cooldowns by 5 from 4.



- This item has been removed.



- Health Regen reduced to 3 from 4.


Valor's Manifest

- Weapon Damage increased to 20 from 15.


Energy Capsule

- Fixed regeneration rates.


Eye of Duran

- Duran's Eye now lasts for 60 seconds from 30.

- Reduced Duran's Eye Health to 200 from 250.


Lethal Barb

- Agility increased to 55 from 40.


Olympic Torch

- Health reduced to 200 from 300.


Hive Symbiosis

- Now heals you for 10% of Physical Damage, up from 6%.


Agressor's Guise

- Cost increased to 4500 from 4275.

- No longer grants Movement Speed.

- Now grants +450 Health.

- Unique: Every 4th attack Cloaks you and grants +50% Movement Speed for 1 second.


Time Splitter

- Agility increased to 65 from 48.


Galactic Defender

- Active now grants +1050 Shields from +1000.


Sliptide Scythe

- Your attacks now deal 42 Spell Damage and grant yourself +15% Spell Resist from +12%, and +10% Movement Speed from +6%.


Bandit's Artifice

- Damage Taken from illusions reduced to 200% from 300%



- Merc Marines now deal 10 (+15% INT) at all levels from 5/10/15/20 (+15% INT).

- Merc Marines now have 80+20*LVL Health from 100+15*LVL.

- Reinforcement Energy Cost decreased to 60/90/120/150 from 100/120/140/160

- Reinforcement Cooldown increased to 30 seconds from 25.

- Flash Grenade Spell Damage increased to 60/90/120/150 (+40% INT) from 40/60/80/100 (+35% INT).

- Flash Grenade Cooldown reduced to 7/6/5/4 from 10/8/6/4

- Fixed bug causing Merc Marines to give exp.



- Silent Takedown mineral bonus reduced to +4/7/10/13 from /10/15/20/25.



- Nether Assassin Damage increased to 300/500/700 (+100% INT) from 300/400/500 (+100% INT)



- Brownstone Totem Cooldown decreased to 80/70/60 from 110/90/70



- Energy Flux Spell Damage increased to 70/130/190/250 (+60% INT) from 60/90/120/150 (+50% INT).

- Energy Flux Cost increased to 40/50/60/70 from 30/40/50/60.



- Sap INT-Scale reduced to (+150% INT) from (+200% INT).

- Frost Wave Damage increased to 70/130/190/250(+60% INT) from 70/130/190/250 (45% INT).

- Creator Aura Healing increased to 10/20/30/40 (+20% INT) from 8/12/16/20 (+9% INT) Health per second.

- Destroyer Aura now deals 20/40/60/80 (+20% INT) Spell Damage from 18/27/36/45 (+18% INT) True Damage.

- Savior Aura now reduces enemies' Spell and Physical Damage by 30% from 17%

- All Auras now last for 15 seconds from 18.

- Reduced Despair's range to 15 from 18.

- Heat Wave Spell Damage reduced to 65/110/155/200 (+60% INT) from 65/110/155/200 (+65% INT) Spell Damage.

- Heat Wave Plus now deals an additional (+30/40/50/60% INT) from (+35/45/55/65% INT) Spell Damage

- Energy cost for Power of Destruction/Power of Creation reduced to 40/50/60/70 45/57/69/81.

- Liberation resets the Aura's duration to 15 seconds from 14.

- Mass Teleport Cooldown increased to 270/180/90 120/100/80.



- Molotov Spell Damage Effect reduced to 16/24/32/40% from 25/30/35/40.



- Tenacious Fury now grants +3/5/7/9% Weapon Speed and Physical Damage Resist from 3/4/5/6%



- Mirror Magic Cooldown increased to 120/100/80 from 90/75/60.

- Magic Missile Damage reduced to 20/35/50/65 from 30/50/70/90.

- Chrono Distortion now grants +/- 3% Time from +/-5%



- Disinfecting Ward now restores 1/2/3/4% from 3/4/5/6.

- Disinfecting Ward Cooldown reduced to 40 seconds from 50.

- Caustic Salve now heals for 40/60/80/100 (+60% INT) from 60/80/100/120 (+60% INT).

- New animation for Disinfecting Ward.



- Spyder Ward Duration increased to 4 minutes from 3.

- Sypder Ward Cooldown increased to 80/60/40/20

- Remote Mines now last up to 8 minutes from 6 minutes.



- Disarming Strike now only works with Auto Attacks and Spells.

- Disarming Strike duration increased to 3 seconds from 2.



- Projection will die after taking 250+25*LVL (+100% INT) from 150+18*LVL (+50% INT)



- Transform no longer allows you to fly over terrain.

- Flight Mode Weapon Range bonus increased to +4 from +3.

- Flight Mode no longer amplifes all damage against you.

- Flight Mode now incurs an 65/50/35/20% Weapon Damage penalty.

- Optimize duration increased to 6 seconds from 2.5

- Optimize Energy Cost increased to 40/60/80/100 from 20/30/40/50.



- Banelings now have 60% Spell Resist.

- Baneling Health increased to 80, up from 60.

- Baneling Strike now spawns 5/8/11/14 Banelings, from 5 at all levels.

- Baneling Spell Damage decreased to 35/50/65/80 (+15% INT) from 35/60/85/110 (+35% INT).

- Banelings now move 60% faster on creep from 70%

- Banelings now spawn in a random area instead of clumped together.

- Banelings duration reduced to 5 seconds from 6.



- Mephitic Armor's Weapon Speed reduction changed to 10/15/20/25% from 15/20/25/30%.

- Toxic Tornado now deals 15/30/45(+10% INT) Spell Damage from 12/24/36 (+10% INT) True Damage. Debuff lasts for 8 seconds from 5.



- Fixed INT-Scale on Nitrogen Round.

- Nitrogen Round stun duration increased to 1.8/2.3/2.8/3.3 seconds from 1.8/2.2/2.6/3.



- Spectres now have 60+20*LVL Health from 50*10*LVL

- Bounty Hunter mineral bonus reduced to +3 from 4.



- Brownstone Totem Cooldown decreased to 80/70/60 from 110/100/90.

- Brownstone Totem now spawns faster.



- Infested Civilians' health now equal to 10% of Biotron's health from 15%.

- Aberrated Claymore now deals 80/160/240/320 (+60% INT) from 80/160/240/320 (+80% INT).

- Aberrated Claymore no longer grants Time Scale/Cooldown Reduction.

- Civilian Takedown INT-Scale reduced to 60% from 70%

- Cannabilize Cooldown increased to 35 from 25.

- Putrify Cooldown increased to 80/70/60 from 60/45/30.



- Unix Marines Energy Cost increased to 30 from 20.



- Inviorating Pulse now heals for 60/100/140/180 (100% INT) from 60/100/140/180 (200% INT).

- Explosive Round Damage decreased to 40/70/100/130 (+40% INT) from 60/110/160/210 (+60% INT).

- Explosive Round Energy Cost reduced to 50/60/70/80 from 70/80/90/100.

- Explosive Round Cooldown reduced to 5 from 7.



- Raynor's Raiders now deal 30 (+30% INT) from 20 (+25% INT).

- Raiders' attack now slows for 20/25/30/35% from 15/20/25/30%



- Chronosphere Duration increased to 3/4.5/6 seonds from 3/4/5.

- Chronosphere Slow Time increased to 95% from 80.

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The results of the changes to creep spawn and tps:


the change to creep speed has made laning MUCH more strategic. ganking from one lane to another is bit harder, but now a jungle is almost mandatory for a team comp that is trying to win - and the jungle can handle the ganking - all good things


warding has become more important- a good thing.


denying is worth more - another good thing


the only issue is tps to defend towers/secure objectives/gank, which is still being looked at and considered.


all other hero balances/tweaks/fixes were as needed.


I can accept and even approve of this patch.


-posted twice for double ze impact!

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You doubled posted about MarineKing.


Also I admit I don't like this patch but atleast some changes were good;


Leo buff

Time splitter buff

Contamination Shard buff (but imo needs to increase weapon speed again)

Tassadar buff


Raynors raiders need removing imo. They need to be replaced by something which is actually useful late game (perhaps an escape ability for Raynor or a grenade).

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You doubled posted about MarineKing.


Also I admit I don't like this patch but atleast some changes were good;


Leo buff

Time splitter buff

Contamination Shard buff (but imo needs to increase weapon speed again)

Tassadar buff


Raynors raiders need removing imo. They need to be replaced by something which is actually useful late game (perhaps an escape ability for Raynor or a grenade).


nah, cont shard is nice without attack speed increase, 25% phisical dmg increase is something insane for 3000 minerals, ppl just forget that item ingame lol

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Change it back this update is just ridiculous so buggy and laggy the creep waves were fine the heroes save for nova were balanced seriously the game I think sucks now, I am done playing for awhile and the talents just make it even worse nova should not be able to outrun shade... its ludacrius, please resend some of the changes

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another strange thing: i was bio mid, and my team partners were in side lanes. there was a lot of action, they killed enemy, enemy killed them. and then they were level 13 when i was level 10, while i was always in my lane, pushing it. so creeping is worthless now? lol

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Attack cap buff was.... unwise. Shadow's attack speed is faster than toxi with low hp, 4 Arcbound, Silver Soul, Phantom Menace, Sprint, Accelerating raptor and Voltron Aura, causing.... problems with clicking on him.


I also feel shadowmourne nerf didn't address its real problems.


Well, at least you nerfed bio and null, and fixed Star Scream.


Wait..... no boros nerf? Are you flobing kidding me? You give the most overpowered hero a major buff, which he doesn't need to solo a team as is, and he doesn't even get a nerf? WTF is this?

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I've been trying to use sliptide scythe and so far I just get frustrated with how inferior it is (for the cost) to other items that grant movespeed bonuses or debuffs (like the one that grants +15% movespeed per cast in an AOE, or Agressor's Guise, or Force of Entropy (gives a debuff instead of a boost, but the mass HP it offers is generally better than 15% spell resist anyway, since +700 HP will negate 70% of a 1000 spell damage attack whereas 15% resist will only negate 150 damage). The spell damage proc is cool, but it's a very expensive 46 spell damage. I don't really care that much, I just won't use this item (going to try a few more talent/item combinations with it to see for sure) since it seems like a very bad economic choice as it's currently designed. The patch seems cool so far

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I dislike the patch.


Creep waves come at you CONSTANTLY. is just too overwhelming. They need to be slowed down at least some.


Further, the reduced damage has made all damage seem way, way too high. death is too easy.


Damage needs reduced to match new life early game.


Snowball effect is overwhelming. A single death early game costs you at least one level.


You cannot win out numbered anymore, at least not anywhere near as easily.


Talents...will take getting used to. Not sure how I feel about that right now.


100% beleive creep waves need slowed down, energize needs to come back, and life totals need restored or damge lowered to compensate.

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Nice patch! , always something to do, the creeps earlier in the beta were a bit rough but you found a great symmetry with them,


I dont even notice the tp's are gone with all the unique move speed talents


Defintaly a step in the right direction,



New talents at first glance are weak, but after some using they are a huge significant improvement over the old talents

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