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Changelog v1.232 [Week 15]


WhaleTits
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Changelog v1.232

 

Game Sys

- Heroes that just re-spawned have a 2 second invulnerability grace period

- Dst Armor 30 -> 25. Forged Metals Unique 15% -> 9% Reduction. Price Total 3700 -> 4000

- Parry CD 10s -> 12s

- Asura's Spell Vamp 15% -> 18%

- Vampiric Amulet Spell Vamp 10% -> 12%

- Contamination Shard 50 Str -> 55 Str

- Phantom Menace 56 Agi -> 60 Agi

- Lockbox 60 Int -> 65 Int

- Pyre now grants +15% CDR. Cost increased 3000 -> 3300.

- KDA Modifier on Kill +.27 -> +.25. On Assists + .09 -> +.075. On Creep Kill +.0045 -> +.005. On Death Unchanged. KDA Max x3 -> x2.75 value

- Melee Creep Base Bounty 25 -> 28. Ranged Creep Base Bounty 22 -> 24. Siege Creep/Rax Creep Base Bounty 50 -> 56. Jungle Rauder Base Bounty 28 -> 30. Jungle Firebat Base Bounty 50 -> 55. Jungle Siegetank Base Bounty 55 -> 60. Jungle Thor Base Bounty 60 -> 65

- Fixed Levi Buff not going to Dead Heroes

- Cauterizer Price 3500 -> 3200

- Kura's Death Mask Price 3500 -> 3200

- Energy Leech no works against Queen (Leecher will not gain energy, Queen will not lose biomass). Queen can still reduce enemy energy, but will not gain biomass (Queen will not gain biomass, enemy will still lose energy).

 

Feral

- Stun was not removed or proccing Parallax. Fixed.

 

Cain

- W Dmg 5/10/15/20 + 5% Wpn Dmg -> 8/14/20/26 + 4% Wpn Dmg

 

Toxi

- E Dmg Scaling 6/9/12/15% Wpn Dmg -> 6/8/10/12% Wpn Dmg

 

Drake

- Q Mana Cost 90/110/130/150 -> 100/120/140/160

 

Vergil

- Q Scaling 40% -> 50%

- R Scaling 45% -> 50%

- AA Base Dmg 36 -> 39

 

Grunty

- Q Scaling 50% -> 55%

 

Cow

- R Scaling 40% -> 60%. R Double Charge effect +1% Dmg / unit, up to +100% -> +3% Dmg / unit, up to +75%

 

Medic

- Q Ulted 3x Healing -> Heals for additional 7.5% Missing Hp per second

- R Cd 75/60/45 -> 80/70/60

 

Shadow

- Vortex Delay .5s -> 1s

- R Sight Reduction -8 -> -6. No longer slows enemies. Radius 12u -> 10u

 

Jackson

- Base Movespeed 3.2 -> 3.25

- R Cast time 0s -> .5s

 

Null

- Q Scaling 15% Int -> 20% Int

- E Dmg 40/80/120/160 + 35% Int -> 30/65/100/135 +25% Int. Will now hit [up to twice per second], as opposed to [up to 5x per second but disabled when standing in the swords]. Hitting enemy hero with E now grants Null +25 Energy Back. Energy Cost 100/110/120/130 -> 110/120/130/140

- R Reworked to Target Point instead of Target Unit. Lasts 12s at all levels. Cost 80/140/200 -> 100/140/180. CD 100/80/60 -> 80/60/40. Range 8u -> 10u

 

Raynor

- Maurader Hp 100 + 32* Lvl -> 70 + 34*Lvl.

- Maurader Base Bounty 16 -> 24

- Maurader Wpn Dmg 18 + 6*Lvl + 20% Int -> 14 + 6*Lvl + 20% Int

- Kill shot is now a skill shot. Cast Time 2s -> 1.2s. Deals 200/300/400 + 100% Int (Increased by 50% If target is below 40% Hp) -> 200/300/400 + 100% Int + 15% Missing Hp (Cooldown reduced by 75% if it hits a target who is Marked For Death). Cost 200/250/300 -> 120/160/200. CD 45/40/35 -> 50/40/30. Range 15/20/25 -> 18/22/26

 

Zera

- Q CDR on AA -1s -> -0s

 

Tass

- Astral Projection Dmg Cut -35% -> -30%. Illusion Hp 50 + 35*Lvl + 100% Int -> 50 + 40*Lvl + 100% Int

- Fixed Projection sometimes not having Q ability

 

Vorpal

- Orbs are smaller and stick by him closer

- Hero Kills and Assists grant 1 orb each

 

Bio

-Abberated Claymore Dmg 80/150/220/290 -> 70/130/190/250. Range 12u -> 10u

 

Tychus

- Q Scaling 30% Wpn Dmg -> 45% Wpn Dmg

 

Stukov

- Q is now Target Direction Skill Shot, impacts first unit. Dmg 40/60/80/100 + 35%Int -> 70/105/140/175 + 50% Int. Range 7u -> 8u.

- R Int Scaling 40% -> 60%

 

Erekul

- W Parasitic Infusion Reworked: Target Enemy gradually loses weapon damage over time, so long as Erekul remains within 8 units. Loss per second: 10/12/14/16%, Lasts until target is out of range or 8s is passed.

- E Bonus Armor 8/12/16/20 -> 8/11/14/17

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Changelog v1.232

 

Game Sys

- Heroes that just re-spawned have a 2 second invulnerability grace period

- Dst Armor 30 -> 25. Forged Metals Unique 15% -> 9% Reduction. Price Total 3700 -> 4000

- Parry CD 10s -> 12s >good

- Asura's Spell Vamp 15% -> 18%

- Vampiric Amulet Spell Vamp 10% -> 12%

- Contamination Shard 50 Str -> 55 Str

- Phantom Menace 56 Agi -> 60 Agi

- Lockbox 60 Int -> 65 Int

- Pyre now grants +15% CDR. Cost increased 3000 -> 3300. >does pyre now doing wep dmg affect tosh ulti? as in pyre deals 0?

- KDA Modifier on Kill +.27 -> +.25. On Assists + .09 -> +.075. On Creep Kill +.0045 -> +.005. On Death Unchanged. KDA Max x3 -> x2.75 value

- Melee Creep Base Bounty 25 -> 28. Ranged Creep Base Bounty 22 -> 24. Siege Creep/Rax Creep Base Bounty 50 -> 56. Jungle Rauder Base Bounty 28 -> 30. Jungle Firebat Base Bounty 50 -> 55. Jungle Siegetank Base Bounty 55 -> 60. Jungle Thor Base Bounty 60 -> 65

- Fixed Levi Buff not going to Dead Heroes

- Cauterizer Price 3500 -> 3200

- Kura's Death Mask Price 3500 -> 3200 >this effect doesnt last long enough

- Energy Leech no works against Queen (Leecher will not gain energy, Queen will not lose biomass). Queen can still reduce enemy energy, but will not gain biomass (Queen will not gain biomass, enemy will still lose energy).

 

Feral

- Stun was not removed or proccing Parallax. Fixed.

 

Cain

- W Dmg 5/10/15/20 + 5% Wpn Dmg -> 8/14/20/26 + 4% Wpn Dmg

 

Toxi

- E Dmg Scaling 6/9/12/15% Wpn Dmg -> 6/8/10/12% Wpn Dmg

 

Drake

- Q Mana Cost 90/110/130/150 -> 100/120/140/160 >poor drake is sad

:(

 

Vergil

- Q Scaling 40% -> 50% >does he really need more scaling... he already seems overpowered early game

- R Scaling 45% -> 50% >cant we make it something like lvl*int or %missing hp / total hp

- AA Base Dmg 36 -> 39

 

Grunty

- Q Scaling 50% -> 55%

>this still seems lackluster when you could just AA for 100%....

sure it has the knockback, but shadow has 100% as spell dmg & it gives him a blink

 

Cow

- R Scaling 40% -> 60%. R Double Charge effect +1% Dmg / unit, up to +100% -> +3% Dmg / unit, up to +75%

>can cow get a special targeting display to give a rough guide on dmg you will do at distance? i mean really what is one unit mid fight?

i imagine the display to be like a terrible golf game style with a range / dmg indicator and a 25% 50% 75%

 

actually no that's bad just make it 25% 50% 75% 100% as in deals 100% full dmg not +100% dmg this way if any increases / nerfs etc happen its easy to re-scale

 

Medic

- Q Ulted 3x Healing -> Heals for additional 7.5% Missing Hp per second >i hope this doesn't feel so underpowered now

- R Cd 75/60/45 -> 80/70/60

 

Shadow

- Vortex Delay .5s -> 1s >yay

- R Sight Reduction -8 -> -6. No longer slows enemies. Radius 12u -> 10u >yay

 

Jackson

- Base Movespeed 3.2 -> 3.25

- R Cast time 0s -> .5s

 

Null

- Q Scaling 15% Int -> 20% Int

- E Dmg 40/80/120/160 + 35% Int -> 30/65/100/135 +25% Int. Will now hit [up to twice per second], as opposed to [up to 5x per second but disabled when standing in the swords]. Hitting enemy hero with E now grants Null +25 Energy Back. Energy Cost 100/110/120/130 -> 110/120/130/140 >+25 energy per strike per hero? or as in if he gets to hit 4 heroes 3 times he gets 300 energy?

- R Reworked to Target Point instead of Target Unit. Lasts 12s at all levels. Cost 80/140/200 -> 100/140/180. CD 100/80/60 -> 80/60/40. Range 8u -> 10u

 

Raynor

- Maurader Hp 100 + 32* Lvl -> 70 + 34*Lvl.

- Maurader Base Bounty 16 -> 24

- Maurader Wpn Dmg 18 + 6*Lvl + 20% Int -> 14 + 6*Lvl + 20% Int

- Kill shot is now a skill shot. Cast Time 2s -> 1.2s. Deals 200/300/400 + 100% Int (Increased by 50% If target is below 40% Hp) -> 200/300/400 + 100% Int + 15% Missing Hp (Cooldown reduced by 75% if it hits a target who is Marked For Death). Cost 200/250/300 -> 120/160/200. CD 45/40/35 -> 50/40/30. Range 15/20/25 -> 18/22/26 >unsure how well this will go with a cast time, how wide is the kill shot ability? can you give him like a special targeting display? with a radius and width as the mouse pointer?

 

Zera

- Q CDR on AA -1s -> -0s

 

Tass

- Astral Projection Dmg Cut -35% -> -30%. Illusion Hp 50 + 35*Lvl + 100% Int -> 50 + 40*Lvl + 100% Int >cant we just bring back good ol tassy before the major item overhaul about 8? months ago, tanky initiator was so much more fun when his drain actually did something

- Fixed Projection sometimes not having Q ability

 

Vorpal

- Orbs are smaller and stick by him closer > been waiting for this for a long time, hopefully it functions as well as it sounds

- Hero Kills and Assists grant 1 orb each

 

Bio

-Abberated Claymore Dmg 80/150/220/290 -> 70/130/190/250. Range 12u -> 10u

 

Tychus

- Q Scaling 30% Wpn Dmg -> 45% Wpn Dmg

 

Stukov

- Q is now Target Direction Skill Shot, impacts first unit. Dmg 40/60/80/100 + 35%Int -> 70/105/140/175 + 50% Int. Range 7u -> 8u. >thankyou for making stukov less of a scrub

- R Int Scaling 40% -> 60%

 

Erekul

- W Parasitic Infusion Reworked: Target Enemy gradually loses weapon damage over time, so long as Erekul remains within 8 units. Loss per second: 10/12/14/16%, Lasts until target is out of range or 8s is passed.

- E Bonus Armor 8/12/16/20 -> 8/11/14/17 >good he was slightly overpowered lately

 

all round good

 

immortal is useless atm since energy nerf

 

maybe a solely pure int based item that costs abit can provide an amount of max energy the same way ihan works, this way other class heroes cant really abuse it

 

when will we see an item that: whenever you begin casting a spell you gain +100% timescale for 1 second style item

 

everybody was kung-fu fighting

https://www.youtube....h?v=qzPcMzy4WI8

Edited by ANARCHY
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i played a couple games briefly (in pub) and didn't really have any issues hitting the q on stukov.

 

raynor is still getting picked very highly in ih and considered really strong. looking to move more power over from w to r (if r is considered weak)

 

W is what made him so strong in the first place. As for stukov, the loss of ability to harass with a creep wave in front of him is what stings so much.

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Nice nerf to Raynor. Can't get that stupid strong murderers nerf fast enough.

 

A unit that needs 3 tower hits at level 1 to be killed and only gives pity amount of bounty.

 

A unit that has flying vision and can see uphills.

 

A unit that deals more damage than Tosh's specters and Unix's marines combined with little to no mana costs.

 

Also nice change on Kill shot, maybe now Raynor will actually require some skill to play.

 

Don't get me wrong I love Raynor as much as I love Redhydra but playing him just felt like cheating as you are 1. Auto win the laning phase. 2. right click hero from the safety of your tower. 3. has 2 moving wards that can take up to 2 tower shots without dying.

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Loves:

Vorpal orb change

Null sword energy gain addition

 

Not sures:

Raynor's 'R' skillshot change- his ulti already seems easy enough to block and when you consider the fact that all instantaneous skillshots are somewhat easy to dodge, this one is going to be a real doozy...

 

Hates:

Bio nerf to claymore dmg. It makes no sense to nerf a hero that can be countered by scans and wards, and who falls off extremely hard late game. His claymore was the bread and butter of his dmg output (aside from lvl 6 ulti). He was great as he was because if left unchecked, he could farm hard and get ahead early and that was what made him dangerous. I truly don't understand the nerf here.

 

Medic- the fact that she is considered the medic and Egon isn't. It makes absolutely no sense to me why the original healing hero is overshadowed by the 'Medic' who really only has one heal. Both of these heroes need to have their roles separated a bit or at the very least, change Egon to have more viability (ie allow her silence when her ulti is active to debuff teammates.

 

@ANARCHY- Here I was thinking his shotgun was Wpn Dmg +50 Wpn Dmg. Oh well. Grunty's abilities really don't have very good synergy. Why not at least allow swamp tramps to provide him with a % of river move speed and turn them into an active detonate. That way he can chain them together for high speed land chases. Gives him a bit more viability if his team is behind. He currently is really only good if his team has =>50% map control. I'll just say I'm never worried about a Grunty unless his team is WAY ahead.

Edited by Hanedog
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@ANARCHY- Here I was thinking his shotgun was Wpn Dmg +50 Wpn Dmg. Oh well. Grunty's abilities really don't have very good synergy. Why not at least allow swamp tramps to provide him with a % of river move speed and turn them into an active detonate. That way he can chain them together for high speed land chases. Gives him a bit more viability if his team is behind. He currently is really only good if his team has =>50% map control. I'll just say I'm never worried about a Grunty unless his team is WAY ahead.

 

I just want to add in your reply to ANARCHY that Grunty's Q is best used inbetween auto-attacks. You gain DPS this way instead of the other way around. I still firmly believe that most players are playing Grunty pretty badly and that's why you rarely see him shine in late game, though I did run into a really competent and friendly Grunty player on EU the other day.

 

I like the slight buff to Shotty damage, but I maintain that 1 of 2 things would make him pertinent again in the competitive scene:

 

1. Buff to Rocket stun duration over long distances (I don't remember the exact numbers, but it's so damn short right now even at max distance)

2. River Racer granting HP/mana regen

 

Overall, I'm probably most interested in the Raynor and Cow changes. Can you blindly fire Kill Shot into the fog of war since it's a skill shot now? I'm at work and can't test.

Edited by martY
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Cow need more buff. Not a skill change. I think you should change his double-stack ulti to 20% bonus +0.84%/unit travelled stacking up to 110%

His e needs a buff also. I recommend changing it to 4% + 2/4/6/7.5% target missing health.

 

Btw, raynor's maraiders are back the way they were........ His ult should be a bit more buffed imo.

Edited by Darkr
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when i started playing this grunty could recover hp, energy and had a boost of speed etc etc when entered in contact with the water as a passive in ulti or as a hero passive cant remember. Can we recover some of those?

 

Aye, that was his ult. Combined with the old school Stabilizer (when it was regen) and his old Rocket (firing delay, less range, more splash dmg), you could basically stay in the water for most of the game at level 6 and push all 3 lanes. Good times.

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I know the loading TargetDisplay is cause by people lagging during the loading screen.

TargetDisplay bug has a link to the Black Screen bug somehow. When we get the target display bug, but it somehow loads after a longer time, the black screen appears.
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  • 2 weeks later...

I like the old Q of stukov was better than the new Q (sucks, weak, useless). He is now less picked as considered a squishy scrub but if for the fun, he is a good choice.

 

If you don't build stukov tanky then you suck at reading his heroic passive. That is all I will even say on the matter.

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