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Changelog v1.64 - v1.66


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Note*: We'll be taking a week off to finish papers/finals, in addition to looking at a few bugs that persisted in older versions of SotIS v5.0. So... it's not really a week off.

 

 

Changelog v1.66

=========================================

- Updated tooltip on Geneva's Ultimate.

 

 

Changelog v1.65

=========================================

 

Doctor.Geneva

- Combat Medic Shield reduced to 40*20LVL (+40% INT).

- Surgical Strike Movement Speed reduced to 30% from 35.

- Surgical Strike Cooldown increased to 28/24/20/16 from 22/20/18/16.

- Jaws of Life Energy Cost increased to 200/300/400 from 150/200/250.

- Jaws of Life Cooldown increased to 100/80/60 from 90/75/60.

 

Balrog.Brutalizer

- Sonic Screech Cooldown increased to 22/20/18/16 from 18/16/14/12.

- Sonic Screech Energy Cost increased to 70/80/90/100 from 45/50/55/60.

 

Rory.Swann

- Molotov Cooldown reduced to 30 seconds from 35.

- Chronorift Fortification Cooldown reduced to 30/28/26/24 seconds from 35.

 

Dustin.Brawler

- Active Denial System Damage increased to 30/50/70/90 (+25% INT) from 30/45/60/75 (+25% INT).

 

Gabriel.Tosh

- Concussion Round Radius reduced to 2.5 from 3.

 

Null.Disruptor

- Field Disruptor Duration reduced to 1.5/2/2.5/3 from 2/3/4/5.

- Mirror Magic Cooldown reduced to 90/80/70 from 120/100/80.

 

 

 

 

 

Changelog v1.64

=========================================

 

Hero

- Added Doctor.Geneva

 

Towers

- Beta Towers Health reduced to 3500 from 3800.

- Gamma Towers Health reduced to 4000 from 4600.

 

Creeps

- Overmind Ultralisk/Encampment Archon Health reduced to 2000 from 2500.

- Destroying Ranged Supressors now spawns 6 additional Ranged Creep per wave, up from 4.

 

Neutral Creeps

- Daggoth's Weapon Range reduced to 8.5 from 12.

- Boss Creeps now spawn 4 minutes into the game, up from 1.5 minutes.

- Aeon's attacks now all deal Spell Damage, instead of Physical Damage.

- Aeon Smash now deals 180 base Spell Damage, up from 120.

 

Items

- Hive Symbiosis now properly gives +15% Lifesteal.

- Khala Stone Unique Effect now grants +5 STR up to +40 STR within 10 units of a visible enemy hero.

- Khala Stone now loses 1 stack for every second away from enemy heroes.

- Eye of Duran Weapon Damage increased to 30 from 20.

- Eye of Duran now grants +2.5 Sight Range.

- Duran's Eye Movement Speed increased to 4.5 from 4.

- Guardian Steel now recovers Energy equal to 15% of all incoming damage.

- Guardian Steel now properly gives +4 Health Regen.

- Electric Mantle Cooldown increased to 12 seconds from 8.

- Olympic Torch Health reduced to 150 from 200.

- Olympic Torch now grants +8 STR per stack, up to +80.

- Blue Gene now grants +10 INT per stack, up to +100.

- Valor's Manifest now grants +10 AGI per stack, up to +100.

- Arcbound Ravager Crit Chance and Weapon Speed increased to +40% from 35.

- Symphonic Seed Buff Duration increased to 20 seconds from 10.

- Chilling Artifact Armor increased to 9 from 7.

 

Micro.Gravitus

- Constricting Slime will now affect enemy cloaked units.

- Constricting Slime Damage increased to 70/140/210/280 (+70% INT) from 70/140/210/280 (+60% INT).

- Psionic Slam Range reduced to 6/8/10/12 from 5/8/11/14.

- Psionic Slam Damage increased to 70/140/210/280 (+70% INT) from 70/140/210/280 (+60% INT).

- Spatial Flux Damage Resist reduced to 30/40/50/60% from 50/60/70/80%

- Spatial Flux now grants +30/40/50/60% Movement Speed.

- Spatial Flux Disappear Duration decreased to 1 second from 1.5

- Spatial Flux Teleport Range reduced to 6 from 11.

- Expand! now gains +40/80/120 Strength from +20/40/60.

 

Hybrid.Maar

- Despair radius increased to 13.5, up from 10.

- Despair sight reduction decreased to 2.25/3/3.75/4.5 from 3/4/5/6.

- Destroyer Aura Damage increased to 40/60/80/100 (+20% INT) from 20/40/60/80 (+20% INT).

 

Balrog.Brutalizer

- Fixed tooltip on Bloodbath.

 

Egon.Stetmann

- Disinfecting Ward Spell Resist reduced to 50%.

- Disinfecting Ward Health increased to 40+20*LVL from 100+10*LVL.

- Disinfecting Ward Duration reduced to 10 seconds from 15.

 

Tychus.Findlay

- Juggernaut Spell & Physical Resist reduced to 30/45/60% from 40/55/70%

 

Vorpal.Valedict

- Vorpal Catastrophe Cooldown reduced to 80/70/60 from 90/75/60.

- Vorpal Catastrophe Damage reduced to 100/150/200 (+70% INT) from 100/150/200 (+80% INT).

- Vorpal Javelin Damage increased to 60/100/140/180 (+50% Weapon Damage) from 60/90/120/150 (+50% Weapon Damage).

- Vorpal Javelin Debuff Duration reduced to 1 second from 1.5

- Vorpal Javelin Cooldown increased to 10 seconds 6.

- Vorpal Javelin now has 2 charges.

 

Subterran.Unix

- Fungal Toxin Range increased to 10 from 8.

 

Vagabond.Darpa

- Sonic Grenade Physical Amp now applies correctly.

- Tracking Spider Energy Cost increased to 80/100/120/140 from 70/90/110/130.

 

Alpha.Crackling

- Zerglings' Weapon Damage reduced to 10% from 15%

- Vicious Bite's Heal reduced to 150% from 175%

- Vicious Bite Damage from Zerglings reduced to 20% from 30%

 

Fine.Brine

- Nether Assassin Cooldown reduced to 70/55/40 from 70/60/50.

 

Biotron.Tyrannitus

- Cannibalize Cooldown reduced to 25 seconds from 35.

 

Balrog.Brutalizer

- Bloodbath Physical Damage reduced to 300/500/700 (+150% INT) from 300/550/800 (+150% INT).

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Damn no more Aeon fights...

 

Holy shap Micro!!!

Some crazy buffs and nerfs there!!!

Kinda sad about the range nerf to teleport and toss, but the extra health and movement speed will be nice

And HELLS yeah to affecting cloaked units....suck it zera

 

 

Interesting calls on MAAR

 

Can you please rework saviour aura on him to be a resistance buffing spell for allied units?

(instead of a weakening spell for enemies dumb enough to stay standing in it, which pretty much never happens)

 

I went into great detail about it on page 5 of the last patch notes, so I won't rehash my very lengthy explanation of why the current version isnt very effective and changing how it works would be a lot better, and give MAAR some much needed sustain in the early-mid game.

 

 

Def nice to see some of the weak items get a buff, dont think you ever see eye of duran used in game really, guess its a MAAR counter now

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Crits are still true damage? Awesome!

Micro has the most cool blink in the game wtf.

Happy to see the Aeon problem solved. (Hey btw didnt you think about a boros with spell storm soloing aeon? :D)

I would suggest to make snowball items to lose 1 stack per death. This will make them useful for some 2-1 guys.

And the eye of duran sight range is awesome.

 

P.s. Thanks for not nerfing boros again.

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I think the valor's items were nerfed way too much, it's going to be next to impossible to pick up and hold 10 stacks now. Maybe change it to make it so that you lose half the stacks upon death.... and ffs gave us a way to tell how many stacks we have

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The central idea of those stacking items are for player to gamble and take the risk in order to gain greater stats for the amount of money they spend.

 

However; it was too easy to gain stacks with the kill and assist system in AoS.

 

Each kill and assist give you a stack which means any hero that die first in a team fight will gain all the stack back if they ace'd enemy team (Team wipe).

 

The 5 stacks was simply not enough to truly reflect the risk compare to the reward.

 

With 10 stacks, the risk is higher and the stat gains are smaller, now it requires two team wipe to max up the effect.

 

It solves the problem that one hero being overwhelmingly strong after just one winning team fight.

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Damn no more Aeon fights...

 

Holy shap Micro!!!

Some crazy buffs and nerfs there!!!

Kinda sad about the range nerf to teleport and toss, but the extra health and movement speed will be nice

And HELLS yeah to affecting cloaked units....suck it zera

 

 

Interesting calls on MAAR

 

Can you please rework saviour aura on him to be a resistance buffing spell for allied units?

(instead of a weakening spell for enemies dumb enough to stay standing in it, which pretty much never happens)

 

I went into great detail about it on page 5 of the last patch notes, so I won't rehash my very lengthy explanation of why the current version isnt very effective and changing how it works would be a lot better, and give MAAR some much needed sustain in the early-mid game.

 

 

Def nice to see some of the weak items get a buff, dont think you ever see eye of duran used in game really, guess its a MAAR counter now

 

Savior aura is fine and actually OP if you ask me, provided you don't build MAAR as a glass cannon. Takes some skill and bravery to use effectively though.

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New hero + any DPS hero is absurdly OP.

 

When we have FOUR heroes vs their 2 right next to our tower at level 7, and 3 of us die because we see "invulnerable... invulnerable... invulnerable... invulnerable... invulnerable... invulnerable...invulnerable... invulnerable... invulnerable...invulnerable... invulnerable... invulnerable..."

 

Sorry, just absurd IMHO.

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So FOCUS SOMEBODY ELSE. Or run away.

 

Jaws of Life only lasts for 5 seconds. And the enemy has to be at low health, and I'm pretty sure it only gives Physical+Spell Immunity [meaning that towers will still hurt the person].

 

If Jaws of Life gives True Damage immunity *RAAGGE*

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New hero + any DPS hero is absurdly OP.

 

When we have FOUR heroes vs their 2 right next to our tower at level 7, and 3 of us die because we see "invulnerable... invulnerable... invulnerable... invulnerable... invulnerable... invulnerable...invulnerable... invulnerable... invulnerable...invulnerable... invulnerable... invulnerable..."

 

Sorry, just absurd IMHO.

 

What four hero you have?

 

How fed is the AA and the medic?

 

You know you can always switch target, right?

 

The point of it showing "invulnerable" is to tell you "hey dude you aint hurting me at all" and it is probably the good time to kill other hero.

 

Keep it in mind, her Ult has a channel time, you will either silence, stun, kill her or her Ult target before it is done or change your target to other vulnerable hero.

 

 

Do you have a replay to show us what really happened beside your complain?

 

If you're saying a hero is OP, you need to provide useful information and proper arguments.

 

Saying it is absurd does not help and will not result in any change.

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Micro's Spatial Flux's feels pointless atm, movement speed is a plus, though i feel it will damper his usefulness in a initiator setting. He is a hero we have all grown to love, and imo one of the funnest to play.

Micro's ability to be a driving force of cooperative play feels less apt to that challenge.

 

 

 

Love, xoxoxoxoxo

Slayer

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All around a great patch, loved almost everything, including listening to most of the things said by the community.

 

On a side note, why so many changes to Javelin? It is like the skill least central to Vorpal play.

 

And are you actually sure that Darpa's grenade now amplifies damage correctly? 'Cause we see this same line every other patch....... I've grown to distrust it entirely. can anyone with spare time confirm/deny the fix?

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And are you actually sure that Darpa's grenade now amplifies damage correctly? 'Cause we see this same line every other patch....... I've grown to distrust it entirely. can anyone with spare time confirm/deny the fix?

 

Mmmmhmmmm. I tested one shot non-amplified, one shot amplified on the obelisk at each level of grenade, without items or talents.

 

 

63/73 - 15%

70/84 - 20%

77/97 - 25%

84/110 - 30%

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We need another speed item like Phantom Menace :D

 

Also we need boro's Bola to be 12 units range instead. Tsktsktsk. XD

 

To bad Geneva doesn't remove debuffs (on apply only) from target.

 

It is so sad to see you try to save someone, when they are just stun locked, or moloed. ):

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Genevas's Final is incrediably annoying. Especially the fact that we can't even phase Mandrake during his final and he restores all his Hp.

 

 

P.S. Since Genevas doesn't really scale well with INT, do you think Genevas would own as an AA

 

1) Pyre

2) Darwins

3) Barb (Its before mitigation)

4) Galatic Defender

 

If you getting low on hp, Final yourself, use galatic defender (so your passive works), you hit 3 enemies at the same time (3X leech) and equal damage, so Pyre would own too (If it hits all targets.)

 

Funny thing to is. Zeta Anti-Camp Spawn Killing cannons deal 0 damage to her final so you could teleport in (Kill) Genevas inv you, and if you have warp shard, Warp out [usually between warps you get hit for about 1 sec and by 2 - 4 balls. ] :D

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Genevas's Final is incrediably annoying. Especially the fact that we can't even phase Mandrake during his final and he restores all his Hp.

 

 

P.S. Since Genevas doesn't really scale well with INT, do you think Genevas would own as an AA

 

1) Pyre

2) Darwins

3) Barb (Its before mitigation)

4) Galatic Defender

 

If you getting low on hp, Final yourself, use galatic defender (so your passive works), you hit 3 enemies at the same time (3X leech) and equal damage, so Pyre would own too (If it hits all targets.)

I am not sure, but this passive attacks don't proc items. Someone said this on forum, but this may be changed.

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