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Beta Changelog - v1.145 (Balance Update)


highdrater
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Aeon of Storms Beta v1.145 is now available for testing! I encourage all players to set up inhouses using the beta lobby "Aeon of Storms (Test Map)" and give feedback via this thread or by directly talking to me, RedHydra and Ekco on mumble.

 

If you don't have Mumble, here's the link to download & connect (Microphone is not required):

http://www.aeonofsto...-mumble-server/

 

As the new Game Balancer, I will strive to gather feedback from both NA and EU as well as provide reasoning to any of the major balance changes. This will require me to actively play and communicate on both servers. So feel free to come and talk to me on mumble if you have a concern or you can also provide general balance suggestions in the "Balance Debate" section on this forum that I check on a daily basis.

 

There are a few changes in question for this Beta, so the sooner we get this tested, the sooner the patch can be released. Additionally, there will be even more balance updates over the next month or two, so keep checking the "Annoucements" section for updates and to continuously be a part of the overall balancing process.

 

EDIT 11/03/13: For the purpose of the next patch update - please try and keep all posts on this thread relative to the changelog posted below. All other inquiries can be thoughtfully posted in the "Balance Debate" section that I assure you will be read. Thanks all the great feedback thus far.

 

Beta Changelog 1.145

I.V. 259

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

 

Bug

- Executioner's Axe Unique no longer stacks.

 

Gameplay

- Tower Damage increased from 135/180/225 to 150/200/250 True Damage.

- Adjusted brush position near T1 Towers.

 

ITEMS

 

Duran’s Buckler

- Unique physical damage reduction decreased from 10 to 6

 

Duran's Machette

- Lifesteal reduced to 12 from 14.

 

Darksteel Titan

- Unique physical damage reduction decreased from 18 to 12

- Reactive plating reduced from +3 armor for 4 seconds to +2 armor for 2 seconds.

 

Lifetech Nanosuit

- Cooldown increased from 30 seconds to 60 seconds

 

Sliptide Scythe

- AGI increased to 48 from 46

- Increased Spell Resist Stat to +18% from +15.

- Unique Movement Speed increased to +7% from +5.

- Unique Spell Resist increased to +15% per stack from 10.

 

Flare Gun

- Active reduced from 150 (+15% max energy) Spell Damage to 150 (+10% Max Energy).

 

Lost Treasure

- Health Regen reduced to 5 from 4.

- Reduced Mineral Bonus to 5 from 6.

 

Eternity

- Unique Spell Leech increased from 10% to 20%.

 

Stun Knife

- Stun duration reduced from 0.35 seconds to 0.3 seconds

 

 

HEROES

 

Crackling

Acid Volley

- Debuff now only affects Movement Speed, from Slow.

Viscous Bite

- Cooldown increased from 20/16/12/8 to 20/17/14/11 seconds.

- Energy Cost increased from 50/60/70/80 to 70/80/90/100

Feeding Frenzy

- Movement Speed Buff reduced from 30/60/90% to 30/45/60.

 

Queen

Creep Colony

- Health reduced from 250 to 50

 

Justicar

Armor of Kings

- Armor decreased from +20/+30/+40 to +10/+20/+30

 

Micro

Spatial Flux

- Cooldown increased from 30/24/18/12 to 24/21/18/15 seconds

 

Dustin

Manual Override

- Cooldown changed from 30/20/10 to 25/20/15 seconds.

 

Drake

Molten Armor

- Spell Resist reduced from 8/12/16/20% to 5/8/11/14%

Epilogue

- Regeneration reduced from 10% of max health & energy per second to 7% of max health & energy per second (for 5 seconds).

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Cool stuff.

 

Any chance we can see about making Dustin's ult be a 4/3/2 second cast time, but allow him to move and do other actions while it's casting?

 

He's pretty insane in that he can go E Q W R Q W Z (flare gun) and just do an asinine amount of damage with the 0 cast speed.

 

And at the same time, it's very annoying casting it on the defensive and not being able to run.

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Loving everything, except molten armor nerf. I mean that ability was already basically worthless but now I'm not even sure if I'll max it before stat points! 4 points for a total of 14% spell resist.... I think it's long time to totally change this ability into something else, preferably an active, seeing as Q has a longish cooldown, his aa is pretty lousy, R can only be used once in a very long time and martyr you can basically leave on permanently after you get organic and a few other hp/ spell resist items. About the only skilled thing you need to do is get a good QR combo, then just walk around with martyr on, burning everything to death.

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highdrater OP. Nerf highdrater plz.

 

(But seriously, gratz. That is one cool position to be in.)

 

Now, onto the real stuff...

 

Maybe up Sliptide Scythe AGI to 50, and Spell Resist to 20, but lower added movement speed back to 5%. Firstly, I like multiples of 10. Secondly, I think it should have a bit more base stats to consider it over something like Organic Carapace, which right now is simply better as a defensive, or offensive, item - it gives more health than you can stop being taken away by Sliptide's spell resist, and lets you deal more damage than the small amount of spell damage done on each hit by Sliptide.

 

Can we have an INT item that gives us Spell Leech, please? Maybe add it onto Sunflare Gun, like in the good ol' days? INT getting Eternity isn't good, but they still need some more survivability.

 

Can we buff Penthos' R Q and W? His R E is good, but R Q never procs properly, and his R W is lackluster. I'd say make each of the individual storms made by R W deal damage separately, and make R Q like an abduct, then push enemies behind where they're being pulled to.

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R+Q does work on Penthos, check out my post http://www.aeonofstorms.com/index.php?/topic/4644-penthos-r-q-commonly-does-nothing/

 

I like changes, however I think Sliptide needs different kind of buff. Unique works only for 2 seconds as far as I remember and its barely noticeable. I would increase unique effect to 3 seconds.

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R+Q does work on Penthos, check out my post http://www.aeonofsto...y-does-nothing/

 

I like changes, however I think Sliptide needs different kind of buff. Unique works only for 2 seconds as far as I remember and its barely noticeable. I would increase unique effect to 3 seconds.

 

Sliptide might actually be overbuffed currently. That's why I want it tested. Its effects last for 4 seconds which can be added up to 48% spell resist while attacking for a 3500 item.. which gives a nice amount of agi and the additive spell damage.

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R+Q does work on Penthos, check out my post http://www.aeonofsto...y-does-nothing/

 

I like changes, however I think Sliptide needs different kind of buff. Unique works only for 2 seconds as far as I remember and its barely noticeable. I would increase unique effect to 3 seconds.

 

THANK YOU

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Cool stuff.

 

Any chance we can see about making Dustin's ult be a 4/3/2 second cast time, but allow him to move and do other actions while it's casting?

 

He's pretty insane in that he can go E Q W R Q W Z (flare gun) and just do an asinine amount of damage with the 0 cast speed.

 

And at the same time, it's very annoying casting it on the defensive and not being able to run.

 

Yeah you make a good point on the scaling of his ult. Level 1 and 2 ult, Brawler is vulnerable while channeling his ultimate and level 3 ult Brawler can freely spam his skillset twice in a row. In other words brawler has really great scaling on his ultimate. The increase in cooldown on his level 3 ult was the main nerf in this beta test to help reduce his overall ability to keep reusing his ult in a teamfight (see brokentier finals game 2 - late game).

 

Good u nerfed crackling... still waiting for a tychus buff :)))) but seriously u probably not going to want to hear this but maar needs some changes and maybe dustins missles need a nerf... also where is the energy saber nerf?

 

I actually tried to nerf the range on Dustin's predator missiles from 15-13 units, but Ekco over-ruled me by making a good point that if you decrease the range on his rockets too much then people will alot of times waste the ability and not hit anyone. This becomes a problem with his pokability, but he's not the only hero to have that capability so it's not a huge deal. That will all be reconsidered of course, but for now the damage output at level 16 was my main source of concern.

 

Maar, you will have to be more specific since you can't even play Maar.. ooooo snap, first bm from the balancer yo. But for real the only problem I see with Maar is his annoying early game laning phase (but can be compared to immortal, summers, queen, null) and the extreme potential in his teleport (that was recently nerfed on its range).

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