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Changelog v1.352-1.355


Adamantium
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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

 

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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.

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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?

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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.

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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 by LameDude
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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

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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 by LameDude
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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 by ZERATUL
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