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Changes in the upcoming patch discussion


MOTHER
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I know that the official list of changes has not been published yet let alone finalized, but no harm from discussing what can be ascertained from the public test map.

 

The aesthetic changes to the terrain around the base and edges looks good and I think the widening of the ramps is long overdue, thank you for this.

 

One change that struck me as odd is increasing the pillar pushback range of Cyprus's W from 8 to 12 while halving the pillar bonus damage at all levels. This is both a buff and a nerf. The potential damage from Q into W has been cut, and the combo Q>W>R doesn't exist anymore because the pillars are pushed too far back to connect with R.

 

The added range helps with pathing and makes Cyprus deadly at greater distance, for harass and finishing off fleeing targets. Also E into W is now a difficult to aim but really strong long range nuke now. I think the change adds some variety to Cyprus' play style but I think the base spell damage (not pillar bonus) from W may need a slight buff to compensate.

Edited by Jessika
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How about adding 2 pillars to Q and widening the length of the wall to compensate for the loss of the trap (and loss of damage from QW)?

 

I'm also not sure if this change has ruined his capacity as an assassin, since he can still take out a single target with Q into R. I think anything that helps make a hero less 1-dimensional is welcome.

Edited by Jessika
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This is beta from a few nights ago. As its a beta its always subject for change. Some further changes could have been made. And some changes are still yet to come. But i think Red wants to upload this beta to the public pretty quickly after the tourney.

 

 

 

 

 

Changelog v1.172

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

 

- Added Sound Files to Dehaka and Stukov!

- Changed Hero Aura!

- Increased Respawn Time to 8+4*LVL from 6+3*LVL.

 

Gameplay

- Reduced Neutral Creeps EXP by 20%. (Exclude Aeon & Daggoth)

- Lockbox Cooldown increased to 60s from 35.

- Impact Dial Cooldown increased to 60s from 30s.

- Phantom Menace: Reactivates after 5s, from 10s.

- Hand of Mengsk: Time Scale increased to 8% from 3.

- Arcbound Ravager: New Effect: Each Crit grants you +12 Weapon Damage, up to 60.

- Sword Breaker: Increased Duration to 4s; Cooldown increased to 60s from 35.

- SunFlare Gun - Increased Spell Damage to 400 from 200. Reduced Scaling to 10% from 20.

 

Rory

- Updated Tooltip

- Modified Concussive Rebounder.

 

Vorpal

- Modified Tooltip

- Changed Effect on Dark Matter.

 

Cain

FrostBite

- Spell Damage increased to 12/20/28/36 from 10/15/20/25.

 

Rancor

Dead Eye Lockdown

- Spell Damage increased to 70/130/190/250 from 60/110/160/210.

- Reduced INT Scale to 100% from 130.

- Stun Duration increased to 1.5/1.8/2.1/2.4s from 1.6.

Satellite Vision

- Cooldown changed to 80/60/40/20s from 60/50/40/30.

Dead Eye Cloak Field

- MS increased to 5/10/15/20 from 6/10/14/18.

- Duration reduced to 10/15/20/25 from 15/20/25/30s.

- Increased Dispell Effect to 3s from 1.

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

 

Cyprus

- Updated Tooltip

Terraform

- Range increased to 10u

- CD changed to 25/20/15/10 from 18/16/14/12

Seismic Wave

- Push Distance increased to 12u from 8.

Fist of Gaia

- Cast Time reduced to 0.3 from 0.5

 

Darpa

Desparado Jump

- Reduce 5 sec cooldown whenever your other active abilities are used.

 

Egon

- Updated Tooltip

- Modified Abilities

 

Jackson

- Updated Tooltip

- Modified Abilities

 

Null

Magic Missiles

- Changed Spell Damage to 20/40/60/80 (+10% INT) from 20/35/50/65 (+20% INT).

Mirror Magic

- Duration reduced to 10/15/20 from 14/22/30

- Cooldown increased to 100/80/60 from 80/70/60.

 

Dehaka

Vital Spirit

- Health Regen reduced to 20/30/40% from 40/50/60%

 

Shadow

Shade

- Spell Damage reduced to 70/130/190/250 (+50% WD) from 90/150/210/270 (+60% WD)

Stepping Strikes

- Reduced Attack Range to 1.8/2.2/2.6/3 from 2/2.5/3/3.5

 

Zeratul

Updated Tooltip

Planar Void

- Changed CD to 36/28/20/12s.

Phase Strike

- Changed CD to 20/16/12/8s.

Chronosphere

- Reduced radius to 4 from 5.

 

 

 

 

@ Jessika

 

I having trouble understanding why you dont log into mumble and become apart of the creative process. And give direct feed back during beta games. Instead of theory crafting in solo test maps. You seem to be generally interested in helping the game move forward. You have made several threads directed at beta content. And given your opinion on them. But once more its from a limited view point. Your not seeing the whole picture when you cant see the changes in action.

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they are the best changes i have seen in a long time & its only the beta so far! GJ guys

 

Other then the rancor buff. I have no problems with the changes.

 

Oh i should add. Assist no longer exist. When ever you assist in a hero kill. Your awarded the kill. But only on the score screen. The money is still distributed the same. So you can be 25-3 as a support hero like Medic. It doesn't effect game play at all. Just makes players who use support heroes feel better.

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Other then the rancor buff. I have no problems with the changes.

 

Oh i should add. Assist no longer exist. When ever you assist in a hero kill. Your awarded the kill. But only on the score screen. The money is still distributed the same. So you can be 25-3 as a support hero like Medic. It doesn't effect game play at all. Just makes players who use support heroes feel better.

Does that mean for each kill if let's say it took all 5 to kill a drake, then all 5 members are awarded a kill. Will the score screen increase by 5 kills? Or just 1

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Thank you for sharing those changes Quid, appreciate it.

 

I have to agree with Anarchy, this is one of the best patches in recent memory. Although I don't agree with some of the buffs to Rancor and it is missing the bonus spell damage reduction from Cyprus' W (the pillars do half as much damage at all levels).

 

The change to assists reminds me of Heroes of the Storm, at least superficially, where all heroes are awarded the kill regardless of who last hit. I think it is a good thing to move towards this take on kills/assists.

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Does that mean for each kill if let's say it took all 5 to kill a drake, then all 5 members are awarded a kill. Will the score screen increase by 5 kills? Or just 1

 

If 5 players gank and kill enemy player. All 5 players are awarded the kill. No players are awarded an assist. But the player who actually gets the kill is awarded the most money. The other 4 are rewarded the previously used assist money.

 

As for the top score board. I think its set up to still only being 1-0 instead of 5-0 even tho when you press tab for the item screen you will see 5 players with a kill each

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I'm not convinced this new kill system will change pubs. What happens when a pub player realises that the money is still in stealing the last hit?

 

Why not change the kill system to something like the player who dealt the most amount of damage X seconds before the enemy's death gets the kill?

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I prefer adopting something similar to the Heroes of the Storm mechanic of awarding all players involved in the 'gang kill' the same albeit reduced reward and grant a different higher reward for 'solo kills'. Granted the rules for what constitutes an assist for gang kills must be made stricter to avoid snowballing the entire team.

 

Or just keep it the same. Because if you are going to award everyone a kill (but you're really not) it will only make things more confusing, especially when the numbers on the leaderboard don't add up and you won't be able to monitor player performance which is important not for the ego, but also to keep track of improvements.

Edited by Jessika
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Dps rancor actually got viable becaus you now have 3 seconds to do your dmg before you decloal and 2.2 seconds if this the enemie is stunned lol :D so basicaly a nice disable on a dps hero great, now you just need this on basicaly most support heroes in order to make tramplay more viable and enable 2-3 people to deal with 1 fed one ez

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Man no love for rancors w.. One of the most potentially useful skills in game ever since wards couldn't be scanned....

On the contrary, I'm in love with that CD on his level 4 scan, my personal favorite change.

 

On a different note, Tactical Assassin anyone? I'm in love right now, however I'm still partial to the good old Intel side of my beloved Rancor. The viability on aa rancor has just grown astronomically I'd say.

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Oh i should add. Assist no longer exist. When ever you assist in a hero kill. Your awarded the kill. But only on the score screen. The money is still distributed the same. So you can be 25-3 as a support hero like Medic. It doesn't effect game play at all. Just makes players who use support heroes feel better.

So counting assists as kills wasn't the bug? Instead it was a 'feature'? Please, this is completely stupid change. So basically u taking sth away from the game because some few idiots in pubs have bad feelings about their low number of kills? It wont change anything anyway... If someone doesn't understand idea behind support hero, few numbers in table wont change it. However u can increase their utility and reduce damage output or scaling, so they can 'feel' that being farmed or having high number of kills have almost no impact to the game.

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So counting assists as kills wasn't the bug? Instead it was a 'feature'? Please, this is completely stupid change. So basically u taking sth away from the game because some few idiots in pubs have bad feelings about their low number of kills? It wont change anything anyway... If someone doesn't understand idea behind support hero, few numbers in table wont change it. However u can increase their utility and reduce damage output or scaling, so they can 'feel' that being farmed or having high number of kills have almost no impact to the game.

I think it could have a decent impact on the distribution of heroes that are popular in AoS in pubs. I think people have a psychological desire to achieve a high score. Obviously, we that play competitively know "how to play" or how to play as a team, i.e. support heroes, but most people in pubs wanna play hyper carries every game. I think part of that is racking up a score. I don't think it will change the pub meta entirely, but why not try it? As you said, none of us care about the scoreboard anyway, we all know who "good" players and "bad" players are when we see them don't we?
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