Adamantium Posted January 16, 2017 Report Share Posted January 16, 2017 v1.355 Game: Talents: Recall/Transport: Updated visuals Items: BHM - Damage Cap added: 125 + 20* LVL ( 245 At lvl 6, 345 At lvl 11, 485 At lvl 18) Frozen Cuirass - Updated active visual TPI - Updated active visual to match Yamato Parallax - Updated unique visual Health/Energy Capsules - Updated visuals Heroes: Artanis: HP, Q, E - Updated visuals R - Range: 7u -> 8u - Now teleports from the Enemy's position towards cursor instead of from Artanis' position - Teleport Range: 14u/ 16u/ 18u - Stun: 1.2s -> 1.5s - Updated visuals Warfield: W - Now has 1 second CD between uses. Vorpal: W - Reflects damage received instead of damage attempted. Garamond: E - HP 2/3/4/5 -> 2/2/3/4 Akasha: E - Fixed global sound issue Zeratul: W, E, R - Updated visuals Egon: W, R - Updated visuals Biotron: R - Updated visuals King: Q - Updated visuals Geneva: Q, E, R - Updated visuals Zyrkhan: R - Updated visuals Balrog: W - Updated sound and visuals Tassadar: E, R - Updated visuals Huntress: Q, W, E - Updated visuals v1.352-1.354 Game: 2 New Runes Added: - Lucky: +3 minerals a second - Wizzy: +15% Spell Damage Artifact Buff per T3: - No longer grants Bonus Shield or Shield Regen Terrain: - Added new bush next to Zerg/Protoss shortlane T2 Towers/tank jungle camp. Items: Yamato: Updated active visuals Heroes: Vergil: Q - Energy Scaling: 4% -> 5% E - Energy Leech: 30% -> 50% Artanis: Q - Range: 5 -> 6 E - Range: 3.5/ 4/ 4.5/ 5 -> 5/ 5.5/ 6/ 6.5 Stukov: Q - No longer steals movement speed. Just Slows - Energy Cost: 60/ 70/ 80/ 90 -> 65/ 80/ 95/ 110 Rancor: Q - Damage: 60/ 110/ 160/ 210 (+50% INT) -> 40-80/ 65-130/ 90-180/ 115-230 (+30-60% INT) - Damage increases the closer you are to the target (maxed at 4u) Garamond: HP- SCVs are now added to control group 2 W - 5 units traveled, damage against heroes increases by 10% per unit traveled. E - Can now be denied via a Salvage Ability[E] (no refund) - Now added to control group 3 instead of 2 - Now take 2/ 3/ 4/ 5 AA's to kill - No longer healed by Garamond Attacking R - Can now control Self Destruct Enabled SCVs with R Vorpal: W - No longer damages allies Maar: Q, W - Updated visual and/or sound effects (of all spells) Grunty: Q, W, E, R - Updated visuals Anthrax: R - Updated visual and sound effects Akasha: E - Updated visual and sound effects Cain: Q - Updated visuals Brine: Q - Updated visuals Biotron: E - Updated visuals Axiom: W - Updated visuals Jaysi, Dafuq, HawKeYe and 4 others 7 Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 16, 2017 Report Share Posted January 16, 2017 Lucky! WIZZY!!! HUCCI, ZERATUL and Dafuq 3 Quote Link to comment Share on other sites More sharing options...
DoubleG Posted January 16, 2017 Report Share Posted January 16, 2017 grunty gets unlimited ult speed buff upon picking up the spell damage amp rune. Happy abuse :) Quote Link to comment Share on other sites More sharing options...
ZERATUL Posted January 16, 2017 Report Share Posted January 16, 2017 looooooooooooooool Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 16, 2017 Report Share Posted January 16, 2017 grunty gets unlimited ult speed buff upon picking up the spell damage amp rune. Happy abuse :) It's just the animation that loops indefinitely no? I don't think he gets the actual buff. We had issues making the animation loop properly. My bad. Will fix asap. Quote Link to comment Share on other sites More sharing options...
ZERATUL Posted January 16, 2017 Report Share Posted January 16, 2017 (edited) New animations are great gj jessika and adam Edited January 16, 2017 by ZERATUL Quote Link to comment Share on other sites More sharing options...
Aiur Posted January 16, 2017 Report Share Posted January 16, 2017 Fp vorpal inc AceSpade 1 Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 16, 2017 Report Share Posted January 16, 2017 New animations are great gj jessika and adam Really glad to hear that. <3 With Maar especially I tried to stay as true as possible to Whale's descriptions of the destruction spells. Hope he likes them as I was a big fan of his Maar redesign, and just wanted to give it a little more bang. Quote Link to comment Share on other sites More sharing options...
Highwalker Posted January 16, 2017 Report Share Posted January 16, 2017 (edited) GRUNTY RIVER ULT BUG. YOU HAVE PERMA MOVMENT SPEED Edited January 16, 2017 by Highwalker Quote Link to comment Share on other sites More sharing options...
Adamantium Posted January 16, 2017 Author Report Share Posted January 16, 2017 Lol of course there is a huge bug smh Quote Link to comment Share on other sites More sharing options...
Jaysi Posted January 16, 2017 Report Share Posted January 16, 2017 If only Adam had sufficient funds to build a computer to play AoS to play test his changes! Woe are us! Quote Link to comment Share on other sites More sharing options...
Adamantium Posted January 16, 2017 Author Report Share Posted January 16, 2017 Currently my computer is working. Turned on yesterday and may quit on me again soon for another couple months. But I didn't think to test that combination of wizzy and grunty ult. Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 16, 2017 Report Share Posted January 16, 2017 If only Adam had sufficient funds to build a computer to play AoS to play test his changes! Woe are us! To be fair, I solo playtest after Adam's (or any) changes frequently before release. But the Grunty one just slipped. Quote Link to comment Share on other sites More sharing options...
PlantMan Posted January 16, 2017 Report Share Posted January 16, 2017 Why change your name Jessika? Ngl when I first saw your new name I thought it was on of the trolls from EU somehow becoming a mod..he was called MOTHER spammed mudafuka all the time. Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 16, 2017 Report Share Posted January 16, 2017 Why change your name Jessika? Ngl when I first saw your new name I thought it was on of the trolls from EU somehow becoming a mod..he was called MOTHER spammed mudafuka all the time. You can still call me Jess or Jesse if you like. Quote Link to comment Share on other sites More sharing options...
Yaldi Posted January 16, 2017 Report Share Posted January 16, 2017 I will only call you mummy MOTHER 1 Quote Link to comment Share on other sites More sharing options...
WhaleTits Posted January 16, 2017 Report Share Posted January 16, 2017 Let me succinctly destroy lucky's current design: Don't at unnecessary pure output RNG to the game, especially to a system that has very little to begin with. You can easily remedy this if you think for a few seconds. Also, that vorpal w line. Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 16, 2017 Report Share Posted January 16, 2017 Let me succinctly destroy lucky's current design: Don't at unnecessary pure output RNG to the game, especially to a system that has very little to begin with. You can easily remedy this if you think for a few seconds. Don't you think it would be more constructive (not to mention less condescending), if you just point out the flaw and easily alleviate it with an explanation of your remedy? Quote Link to comment Share on other sites More sharing options...
WhaleTits Posted January 16, 2017 Report Share Posted January 16, 2017 I pointed out the flaw: lucky is pure output RNG. I'm not going to tell you how to solve it... For clarification, output RNG occurs when the end product of an event is RNG, whereas more desirable input RNG is when the event the player must act around is RNG. This is superior because we don't want the players actions to be nullified by a roll of the dice, but we do want to prompt the player with different events that lead to the player taking different actions to resolve or capitalize on these events Other rune effects follow input RNG. They prompt the player to capitalize on a brief buff in order to gain a permanent advantage. Lucky simply gives them the advantage. Mendy also treads on this a bit, but is not entirely output based. Thus when designing in the rune space, I would look for ways to prompt the player into taking specific and distinct actions compared to other runes. Quote Link to comment Share on other sites More sharing options...
Yaldi Posted January 16, 2017 Report Share Posted January 16, 2017 For example making lucky increase the money from last hits. so if you see it in lane you focus on denying more? Quote Link to comment Share on other sites More sharing options...
LameDude Posted January 16, 2017 Report Share Posted January 16, 2017 (edited) From my perspective, Lucky is simply a bounty rune without the exp benefit. A mineral compensation for the roamer or midlaner that alleviates some of the pressure to go kill things as a roamer (you can take more time to plan out or set up a gank) or a means for a pressured midlaner to increase his income where any of the other runes wouldn't be able to turn the tables in his advantage significantly enough. Edited January 16, 2017 by LameDude Quote Link to comment Share on other sites More sharing options...
WhaleTits Posted January 16, 2017 Report Share Posted January 16, 2017 From my perspective, Lucky is simply a bounty rune without the exp benefit. A mineral compensation for the roamer or midlaner that alleviates some of the pressure to go kill things as a roamer (you can take more time to plan out or set up a gank) or a means for a pressured midlaner to increase his income where any of the other runes wouldn't be able to turn the tables in his advantage significantly enough. The reason this is not sufficient is simply because the existence of any rune already creates this effect. Hence DotA separates their bounty runes from their buff runes Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 16, 2017 Report Share Posted January 16, 2017 I'm not going to tell you how to solve it... That alone says a lot more than anything else you just typed. Thanks anyway. Quote Link to comment Share on other sites More sharing options...
LameDude Posted January 16, 2017 Report Share Posted January 16, 2017 (edited) I think there's more wide reasoning to bounty runes being seperate in dota, a different discussion entirely. And like I pointed out at the end of my last post, action runes can only do so much for you and may very well not translate into actual value. To clarify, action/real runes prompt you to do something while you have them, the lucky rune affords you time do 'nothing' (stay zoned, hide in a bush). Edited January 16, 2017 by LameDude Quote Link to comment Share on other sites More sharing options...
ZERATUL Posted January 16, 2017 Report Share Posted January 16, 2017 (edited) Wizzy is... interesting altho lucky is bad idea. If you want to keep it there needs to be some rework how you pick up runes. For example "channel time" 5-10 seconds so you can actually play around it. But thers probobly much better ideas this is just on top of my head atm. However its better to just rework lucky for the reasons lame said. Edited January 16, 2017 by ZERATUL Quote Link to comment Share on other sites More sharing options...
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