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Changelog v1.145 - 1.150


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Changelog 1.150

I.V. 262

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

 

- Modified Slow Animation.

 

Changelog 1.149

 

I.V. 261

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

 

Solidus

Energy Pulse

- Duration reduced to 5 seconds from 6.

- Energy Restore reduced to 20/40/60/80 (+20% INT) from 40/60/80/100 (+25% INT).

- Cooldown increased to 30/25/20/15 from 22/18/14/10.

 

King

Mob Mentality

- Weapon speed aura decreased from 7/13/19/25 to 8/12/16/20

 

Boros

Omnislash

- Reduce additive damage from 125 to 100 per strike.

 

Lifetech Nanosuit

- Decrease HP Regen from 30% to 25%

 

 

 

Changelog 1.147 - 1.148

I.V. 260

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

Fixed Game Mode

 

Changelog 1.146

I.V. 260

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

- Added New Loading Screen

 

Soldius

Charged Plasma

- Channel reduced to 2 from 4. (Stacks reduced to 2 from 4)

- Cooldown decreased to 12 from 16.

 

Energy Pulse

- Removed Channel Time.

 

Shell Shocker

- Proc Time reduced from 2/1.5/1 seconds to 1.5/1/0.5

- Spell Damage increased to 35 from 30.

 

 

Changelog 1.145

I.V. 259

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

9qmKcZq.png

 

*Tournament Titles have been distributed. Congrats to AOS Team, DarkS, Core and SLP! Loading Screen should be updated in the close future. WARNING: The Uber Title does not mean ban immunity!*

 

Enjoy!

 

------

 

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.

- Teleport Talent changed from porting on any allied creep and structures to porting on only towers and siege creeps.

 

ITEMS

 

Duran’s Buckler

- Unique physical damage reduction decreased from 10 to 5

 

Duran's Machette

- Lifesteal reduced to 12 from 14.

 

Darksteel Titan

- Unique physical damage reduction decreased from 18 to 9

- Reactive plating changed from +3 armor for 4 seconds up to 5 stacks to +2 armor for 2 seconds up to 5 stacks

 

Newtonian Armor

- Unique reduced to +1 armor for 2 seconds from +2 armor for 4 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.

 

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.

- Energy Regen reduced to 2 from 3.

- 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

- Weapon Damage Scale reduced from 60/80/100/120% Bonus Spell Damage to 40/60/80/100%.

Feeding Frenzy

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

 

Biotron

Putrify

- Minions bonus damage changed to 4/7/10 True Damage from 5/10/15 Spell Damage.

 

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

Expand!

- STR Bonus reduced to +20/40/60 from 30/60/90.

 

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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I like all the changes, but with all that changed about the crackling in that short a period of time he might be a bit overnerfed, but it should be playtested first obviously before making conclusions. I like the change to biotron's ulti, but I feel that the damage on it should be reduced more since it is true damage now, as the main reason his ult was weak was because of dst making the minions deal damage, which wouldn't happen even if dst wasn't nerfed. This might just be incorrect speculation, but true damage is very, very good and the damage was not reduced by a whole lot, so I am worried about that being too strong.

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I think Duran's Machette is only giving 6 lifesteal on hit instead of 12. Otherwise good update!

Do you mean that it is bugged and only giving 6 hp per hit, or do you mean that is what you think it should give and that it wasn't nerfed enough?
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Pretty good stuff all around.

 

But are you going to lower the cost of lost treasure to compensate for the 1... 2... 3 nerfs this patch, plus the 4, and 5 total nerfs from previous patches? It still costs the same as it did when it was a fresh item in the new item set.

 

When 5-6 heroes get it as first item, you know it's probably too strong.

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First impression on bio and dst is it feels ok now. Also, holy flob does eternity seem strong now. Full str bio, and spell storm from boro keeps him at full hp, with seed as his only int item. And my tournament title says I was part of SLP lol.

 

Yea, Eternity works well on Penthos as well... I think Eternity might even heal you from SHM...

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Yeh, all primary tank items nerfed, drake and micro nerfed while Scythe and Eternity buffed. with all that stuns and silences drake will die in a seconds.

Tanks were quite strong, especially micro and drake, they needed a nerf. Hopefully drake can't solo a pub team anymore even without leaver bonus.
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Noone can solo pub team, if not fed hugely, and if they are not nubs. If there is a bunch of nubs who feed you - even a support can kill the whole team.

Mandrake can easily solo a pub team during late game, he gets so much free hp and hp regen from his passive, his w gives a ton of damage to enemies late game since he has a lot of hp, his ulti makes him unkillable for the duration when he has items, and he gets so much free spell resist from his e that he can get about 70% of both resistances while still having a shapton of hp. In pubs there either won't be a hard carry on the other team, or their hard carry won't build contam shard and still deal little damage to drake. This is all without leaver bonus and I have done it before, all you have to do is build correctly on drake and participate in fights to get assists which stack your passive, then lategame whole teams have difficulty killing you in a pub.
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