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Changelog v1.157 - v1.167


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NOTICE: There will be a delay in uploading to EU due to issues with our EU uploader account.

 

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Changelog 1.167

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

- Updated Loading Screen for Inhouse League: http://www.aeonofsto...tantly-updated/

- Removed Haven Tree Animation.

 

Transport

- Cast Time reduced to 6 seconds from 8.

 

Arcbound Ravager

- Recipe Cost reduced to 500 from 800.

 

Ancient Rune

- Decay increased to 5% Spell Damage from 3.

 

Neutral Creeps

- Removed FireBat DoT Debuff.

- Aggro Timer reduced to 3 seconds from 5.

 

Time Splitter

- Reduced Evasion to 20% from 30.

 

Carriers/Swarm Host

- Base Damage reduced to 80 from 110.

- Increased Bonus Damage (to Structures) to 80 from 55.

- Health reduced to 1200 from 1500.

- Bounty reduced to 40 from 50.

 

Bugs

- Fixed Bounty for Zerg Ranged Suppressors

- Fixed Stukov's Living Armor animation to disappear properly.

 

Cain

Nitrogen Round

- Reduced Stun Duration to 1/1.3/1.6/1.9 seconds from 1.8/2.2/2.6/3.

 

Dehaka

- Reduced Base Movement Speed to 2.9 from 3.

 

 

 

 

Changelog 1.166

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

- Remaining Players no longer gain Bonus Periodic Income from Leavers.

 

Stukov

Plague

- Bonus Damage reduced to 50% from 100.

 

 

 

Changelog 1.157-1.165

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

Gameplay

- Added 2 Heroes: Stukov and Dehaka!

- Added Minimap Icon for all Heroes!

- Revised Terrain!

- You can now see out of bushes.

 

Lost Treasure

- Recipe cost increased to 125, from 75 (900, from 850).

 

Duran's Pendant

- Recipe cost decreased to 200, from 225 (650, from 675).

- Health bonus increased to 120, from 100.

 

Eye of Narud

- Recipe cost decreased to 300 from 600 (1265 from 1565).

 

Justicar

- Level 3 Ultimate now properly reflects Damage.

 

Shadow

Occulusion

- Removed minimap effect.

 

Vergil

Judgement Cut

- Spell Damage increased to 60/100/140/180 from 50/90/130/170.

Dimension Slash

- Cooldown reduced to 100/80/60 from 120/100/80.

 

Zeratul

Chronosphere

- Duration reduced from 3/4.5/6 to 3/4/5.

 

Solidus

Energy Pulse

- Cooldown increased from 30/25/20/15 to 60/50/40/30

Energy Shields

- Duration reduced from 10 to 6.

 

Tassadar

Astro Projection

- Reduced Damage done by illusion from 100% to 60.

Energy Rake

- The Ability is now set to autocast.

 

Imperius

Natural Habitat

- New Effect: Nearby allied structures gain +20%

Baneling Strike

- Reduced bonus Speed on creep to 25% from 60.

Tyrant Ultralisk

- Cooldown increased from 120/90/60 to 120/110/100.

- Reduced Stun Duration frtom 2 seconds to 1.5.

 

Transport

- New Effect: Teleport to target allied structure after a 8 second channel.

- Reduced Cooldown to 4 minutes from 5.

 

Explosive Retrofit

- Weapon Scale reduced from 70% to 60%

 

Force of Entropy

- Strength increased from 12 to 16.

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Natural Habitat

- New Effect: Nearby allied structures gain +20%

 

Im guessing towers gain 20% resist?

 

The only change I don't like is the transport talent only being used for structures, does this include wards as structures?

 

We've suggested 50% or 55% but the developers did not believe that the item is that strong.

 

I would be happy with 70% if the effect was changed back to a cone shape like it used to be, that way positioning becomes important.

Edited by Dylan
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I don't know what Tass did to anger you; but I apologize for him. The last nerf was fine, but 60%? Damn... Now I don't even want to play him

Also, I think the pull on Dahaka is a little bit op right now; he's like micro except with a faster cooldown on the pull

Edited by Surama
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I don't know what Tass did to anger you; but I apologize for him. The last nerf was fine, but 60%? Damn... Now I don't even want to play him

 

Correct me if I'm wrong but I think it's actually a buff, your clone only takes an extra 60% damage instead of 100% now.

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I don't know what Tass did to anger you; but I apologize for him. The last nerf was fine, but 60%? Damn... Now I don't even want to play him

Also, I think the pull on Dahaka is a little bit op right now; he's like micro except with a faster cooldown on the pull

 

I've been fighting the good fight, I promise.

 

Correct me if I'm wrong but I think it's actually a buff, your clone only takes an extra 60% damage instead of 100% now.

 

No. His clone now deals 60% of the main's damage.

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You are; the clone now does only 60% of the dmg of the real as opposed to 100% of the real. 40% dmg nerf

 

 

^^ Ahh ok I misread it, I thought it said "damage done to your illusion is decreased" as opposed to damage done by your illusion.

 

Perhaps I was too eager in hoping for a tass buff lol.

Edited by Dylan
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Feedback: Alexi Stukov is very strong if you play him as an AA char, stack him with pyre and gravity edge and hes pretty crazy strong. Cannot see why he would not have pyre as a reccomended item...I would suggest this 4% damage while poisoned maybe gets reduced to 3% or even make the cooldown on the poison ability like 30 seconds not 8 seconds so you can only use that ability once in a teamfight would be good.

 

Love the bushes tho, the changes to the map and the hero icons on the minimap are pretty cool. Also pretty well like all the other balance changes, still think Explosive Retrofit needs to go back to the cone shape to have it at 60%, suggest nefing it to like 50% if leaving it as a circle.

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@Shadow

 

Not nearly enough but it's a start.

 

@Tass

 

TY

 

@Zera

 

TY

 

@Queen

 

Obscenely heavy handed. Why 25%? why not 30? or 45? why such a heavy cut to movement speed when everyone and their mother can outrun them?

 

I like the new passive though but I'm also confused because the tooltip of banelings strike still suggests that they were buffed back to their original damage from 20/30/40/50 + (10%) to 30/40/50/60 + (15%). Is the tooltip wrong? Or did you find it in your heart to buff Queen somehow someway?

 

EDIT- Pretty sure the damage was buffed back which after a few games I realized is a fair trade, Queen's 1v1 potential took a hit but definitely still good in a team setting. I take back what I said, she's in a good place now actually when built more tanky since she has to be much closer for the kill now. Please no more nerfs.

 

@Immortal

 

Ridiculous. Consider that you have designed this entire hero concept around the idea of his shields. By nerfing his ability to replenish his shields and also the speed at which they deplete, you nerfed his Q and R and his potential as a tank has been gravely reduced. This change is lacking foresight and I really hope you revise this one.

 

@Explosive

 

Please reduce more.

 

@Bushes

 

Love them!

 

@Transport

 

So no more siege creep?

 

@Minimap icons

 

They look kinda messy to be honest and for more most heroes I could not make them out clearly.

 

 

 

All in all, this is an excellent patch but I'm very surprised that neither Shadowmourne Gara or MK have been looked into, considering they were very high up on the concerns list for many players.

Edited by Jessika
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@Shadow

 

Not nearly enough but it's a start.

 

@Tass

 

TY

 

@Zera

 

TY

 

@Queen

 

Obscenely heavy handed. Why 25%? why not 30? or 45? why such a heavy cut to movement speed when everyone and their mother can outrun them?

 

I like the new passive though but I'm also confused because the tooltip of banelings strike still suggests that they were buffed back to their original damage from 20/30/40/50 + (10%) to 30/40/50/60 + (15%). Is the tooltip wrong? Or did you find it in your heart to buff Queen somehow someway?

 

EDIT- Pretty sure the damage was buffed back which after a few games I realized is a fair trade, Queen's 1v1 potential took a hit but definitely still good in a team setting. I take back what I said, she's in a good place now actually when built more tanky since she has to be much closer for the kill now. Please no more nerfs.

 

@Immortal

 

Ridiculous. Consider that you have designed this entire hero concept around the idea of his shields. By nerfing his ability to replenish his shields and also the speed at which they deplete, you nerfed his Q and R and his potential as a tank has been gravely reduced. This change is lacking foresight and I really hope you revise this one.

 

@Explosive

 

Please reduce more.

 

@Bushes

 

Love them!

 

@Transport

 

So no more siege creep?

 

@Minimap icons

 

They look kinda messy to be honest and for more most heroes I could not make them out clearly.

 

 

 

All in all, this is an excellent patch but I'm very surprised that neither Shadowmourne Gara or MK have been looked into, considering they were very high up on the concerns list for many players.

 

As for the imm ya over nerfed as said makes him as a hero useless as a power tank.

 

Solidus

Energy Pulse

- Cooldown increased from 30/25/20/15 to 60/50/40/30

Energy Shields

- Duration reduced from 10 to 6.

 

Would say for him would be abit more fair if it was

 

Solidus

Energy Pulse

- Cooldown increased from 30/25/20/15 to 50/40/30/25

Energy Shields

- Duration reduced from 10 to 6.

What u can do with the shields is this base duration is 6 at lv 1 of the skill lv 2 its 7 at lv 3 its 8 at lv 4 its 9

 

That way he grows as intended when he levels which would be more fair then all out to say nerf an a set base of duration an that way hes not all that strong till mid game as a tank.

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TROLOLOLOOOLOOLOOLO

 

lvl 1 aeon is easy with wards and 2 pots

lvl 1 levy is doable with ward + 4 pots (need more carefull micro)

 

lvl 1 q = 20% max hp without dmg cap. So bosses melt (spellresist migates a bit but still)

 

On behalf of EU we autoban this hero until further notice

edit* balance ;)

Edited by zeeeend
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