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Changelog v1.313-1.314


Adamantium
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Game Systems:

 

Cooldown Reduction from Items now capped at 50%.

- Excludes Symphonic Unique Bonus, Potion Bonus, and Time Scale

 

Items:

 

BHM:

Internal Cooldown: 2s -> 3s

Damage Cap: 400 -> 100 + 15*LVL

 

Revolver:

Internal Cooldown: 3s -> 4s

Damage Cap: 200 -> 50 + 10*LVL

 

Phantom Menace:

Unique Movement Speed 25% -> 35%

Cloak has no shimmer

 

Energy Saber:

Now deals Spell Damage instead of Physical Damage

Energy Drain per attack: 5% -> 3%

Damage: Energy Drained *2 -> Energy Drained *4

 

 

Symphonic Seed:

- Unique CDR 100% -> 50%

- Unique Energy Regen .75% -> 1%

 

Heroes:

 

Artanis:

W - Damage to Lane Creep 100% ->70%

- Energy Cost: 65/ 80/ 95/ 110 -> 65/ 85/ 105/ 125

 

E - Energy Cost: 35/ 40/ 45/ 50 -> 50/ 55/ 60/ 65

- Cooldown: 7/ 7/ 6/ 6 -> 7.8/ 7/ 6.2/ 5.4

 

Zeratul:

W - Max Stacks 6 -> 7

 

BioTron:

Infected civilians AoE resist: 33% -> 50%

 

Balrog:

R - Max Stacks 5 -> 6

 

Huntress:

E - Hits to proc 4 -> 3.

- Base Damage: 75/ 100/ 125/ 150 -> 25 / 50 / 75 / 100.

- Scaling: 125% - 140%

 

Leo:

W - Movement Speed now increases when closer to target instead of decreasing

E - Duration 1.15s -> 2s

 

Feral:

W - Backlash duration 1s -> .5s

 

Yig:

Q - Heal from heroes bonus 4X -> 3X

E - Maximum heal capped at 800

 

Warfield:

E - Charges 3 -> 2

 

Grunty:

Heroic - True Damage: 30 + 8*LVL -> 15 + 7*LVL

E - Max stun duration: 3s -> 4s

R - MS 40%/ 60%/ 80% -> 40%/ 50%/ 60%

 

Axiom:

W - CD 12s/ 11s/ 10s/ 9s -> 15s/ 14s/ 13s/ 12s

 

MAAR:

EE - Frost Wave can no longer be cancelled.

 

Darpa:

W - Scaling 50%/ 60%/ 70%/ 80% -> 70% / 80% / 90% / 100%

 

Cyprus:

Heroic - CDR 20% -> 15%

 

Crackling:

Heroic - Lings Physical Resist: 50% -> 0%

- Lings Damage 15 + 21% -> 15 + 18%

R - Now races a max of 35u towards the Squad

 

Queen:

R - Damage from Biomass scaling .6 -> .4

 

Vorpal:

W - Now reflects both Physical Damage and Spell Damage.

 

Psionic:

Q - Damage to creeps: 50% -> 100%

- Now deals 50% damage to units hit after the first.

E - Cast Time 1s -> .5s

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It reflects spell damage as spell damage and physical as physical

 

So I remember it used to have lag problems with infinitely reflecting damage if there were two vorpals together and it was changed to true damage to avoid this. Was this fixed to ignore damage from Vorpals W?

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well grunty didnt need a nerf on heroic. just stupid ppl complaining about not clicking on him because he is either too fast or too small. now grunt cant face boros late game or shad. i know its hard to make everyone happy but now i dont think alot of ppl will play him now that heroic nerf is too much. if you really wanna nerf it then get it to 25+7*lvl. if the nerf stays as it is, ppl wont play him any more. anyway thats my opinion. i like the rest of the changes. thanks for your hard work. also grunty doesnt have melee item advantage or regular range like other range heros so why nerf his heroic too much. but we will him out and see.

Edited by TOTOHOHO
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well grunty didnt need a nerf on heroic. just stupid ppl complaining about not clicking on him because he is either too fast or too small. now grunt cant face boros late game or shad. i know its hard to make everyone happy but now i dont think alot of ppl will play him now that heroic nerf is too much. if you really wanna nerf it then get it to 25+7*lvl. if the nerf stays as it is, ppl wont play him any more. anyway thats my opinion. i like the rest of the changes. thanks for your hard work. also grunty doesnt have melee item advantage or regular range like other range heros so why nerf his heroic too much. but we will him out and see.

grunty was overpowered as flob in right hand

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Yea I don't think grunty nerf was unneeded, he did some of highest damage in the game while building bruiserish/burstish due to his heroic passive.

 

Argh SCV, where are my skins?

Edited by Jaysi
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now that you have added a cap you needed to make it a bit harder to hit that cap, time for all the random cdr to get cleaned up

 

some examples of strong items with unnecessary cdr

 

coat 15%

everthirst 15%

perpetual engine 15%

support items buffer/khoral/omniscience/etc...

 

most of those could get bumped down to 10% but coat is already so strong i could see it losing all cdr and maybe the int, the potion could also get knocked down to 10%

 

symphonic could also get lowered to 10 or 15 because it has the cdr ability on it, an item that gives cdr in a unique doesn't need to have the godly 20% amount, that should be reserved for crappier items like eternity lol

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now that you have added a cap you needed to make it a bit harder to hit that cap, time for all the random cdr to get cleaned up

 

some examples of strong items with unnecessary cdr

 

coat 15%

everthirst 15%

perpetual engine 15%

support items buffer/khoral/omniscience/etc...

 

most of those could get bumped down to 10% but coat is already so strong i could see it losing all cdr and maybe the int, the potion could also get knocked down to 10%

 

symphonic could also get lowered to 10 or 15 because it has the cdr ability on it, an item that gives cdr in a unique doesn't need to have the godly 20% amount, that should be reserved for crappier items like eternity lol

 

Most of the CDR on these items is inherited from a component in these items. You would need to remove the CDR from the components themselves, and then reduce the prices of all accordingly. No such thing as unnecessary CDR if you paid for it.

 

At best you can reduce the CDR of items that inherit it from Miner's Goggles to 10%. But I generally don't see a logic behind what what you are saying. The cap is sufficient.

Edited by Jessika
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