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Changelog v1.367


Adamantium
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Game

 

Hero Kill experience increased by about 10%

Jungle experience reduced by about 20%

 

Hero selection circles are more consistent with Hero model sizes ('hitbox')

 

Items

 

Cerebro (active): Updated sound and visuals

 

Kuras: Healing Reduction: 50% -> 40%

 

Tenderizer: Damage: +25 -> +10

Cauterizer: Damage: +50 -> +30; Healing Reduction: 50% -> 40%

 

Everthirst: Energy Regain: 4.5% Missing Energy -> 6% Missing Energy. - Health Regain: 9% -> 10%

 

Revolver Price: 1250 -> 1550

Blackhole/Revolver: Deals 60% Damage on Ranged Heroes

 

Prophecy Stone/Omniscience placement range: 7 -> 8

 

Heroes

 

Shadow:

Updated Alt Skin

 

Garamond:

E - HP: 2/2/3/4 -> 2/2/3/3; Can no longer be targeted by abilities.

R - SCV Movement Speed Bonus: 15% -> 25%

- Scaling: 28% -> 30%

 

Greelus:

HP- Updated visuals

 

Jackson:

Attack Damage: 42 -> 38

 

Cyprus:

R - Base Damage: 400/ 600/ 800 -> 300/ 400/ 500

- Rock Base Damage: 30/ 50/ 70 -> 40/ 65/ 90

 

Immortal:

Q - No longer deals reduced damage to creep

E - Now Global; Now also grants (+.15% Target Max Energy) Energy Regen

 

Micro:

E - Movespeed Duration: 3.5s -> 4.5s

 

Pyro:

E - Current Health Scaling: 8% -> 5%

 

Rory:

Alt skin disabled temporarily

 

Darpa:

R - Range: 8u -> 10u

 

Artanis:

AA, HP, Q, W, E, R - Updated sounds

 

Alarak:

E - No longer grants Armor Pen

 

Leo:

W - Range: 8u/ 12u/ 16u/ 20u -> 35u/ 50u/ 65u/ 80u

- Speed No longer changes with proximity to target: 5-15% -> 7-20% -> 9-25%/ 11-30% -> 12%/ 16%/ 20%/ 24%

 

Viron:

Attack Damage: 30 -> 40

HP- Now also slows touched enemies by 25% for 2 seconds.

R - Now releases Flatulence (W) while spinning

 

Cow:

Q - Duration: 11s -> 8s

- Now grants 4u vision around the wall

R - Vision Radius: 4u -> 7u

 

Cain:

Q - Stun Duration: 1s/ 1.33s/ 1.66s/ 2s -> 1.5s/ 1.75s/ 2s/ 2.25s

W - Max Stacks: 8 -> 6, Damage: 8/ 14/ 20/ 26 (+1% Target Current Health) -> 10/ 18/ 26/ 34 (+1.25% Target Current Health)

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Everthirst: Energy Regain: 4.5% Missing Energy -> 6% Missing Energy. - Health Regain: 9% -> 10%

 

Everthirsty Queen incoming...

 

Seriously though, I thought the item was already good, great even for its relatively cheap price.

 

Alarak:

E - No longer grants Armor Pen

 

YAAAAAS!

 

Immortal:

Q - No longer deals reduced damage to creep

 

E - Now Global; Now also grants (+.15% Target Max Energy) Energy Regen

 

OMG YAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHSSSSSSSS <3<3<3

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I'm glad you didn't go with buffing Immo's AA too Adam. In retrospect, it was either a buff to his Q or his AA, but certainly not both which would've likely broken his laning phase.

 

I'm not a fan of the nerfs to healing reduction, I think those items are critical to keep the health/health regen creep in check. I would nerf other parts of the items, or transplant the health reduction to a new item that is built completely around the health reduction and nothing else.

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buffs too big

 

Not really IMO. The only one that I feel is too big is Leo's (Should be 10/20/30/40u or 15/30/45/60u at most). Everthirst feels iffy and Viron's HP could become cancer but we'll see.

 

In the context of how the latest generation of heroes were designed, all these buffs feel right at home actually.

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Viron become cancer or become actually useful....you realize Jackson has an area slow as a passive with a large range and the same amount right.....

 

I agree I don't think anything should deal less damage than he component....

 

leo is going to be fine, he is already such a situation hero....

Edited by BlackXioN
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Viron become cancer or become actually useful....you realize Jackson has an area slow as a passive with a large range and the same amount right.....

 

 

 

Fair point. I'm one of the people who suggested that his heroic get changed to this btw, it's just I don't want Viron to get auto'd. I'm just thinking about how this could get abused in the context of his kit that's all. #TeamViron #Viron2020 #I'mWithIt

 

 

leo is going to be fine, he is already such a situation hero....

 

Yeah he will be. I don't think that anything more than 60u will break him, It's just that more than 60u at level 4 isn't necessary in the context of the playable area of the map.

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Leo is fine and will still be only situational pick. I noticed "bug" with leo altho all his abilities work fine. Basicly instead of his W being grayed out its his E(it works fine), w is always coloured but it also works fine, just small mistake I guess.

If I had to guess viron and immortal could get autobanned.

Edit- Tooltip on immortals E not updated about range.

Edit2-jungle is useless

Edited by ZERATUL
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Cauterizer/tenderizer will have equal damage to components while you're stealing damage, and less otherwise.

 

Jungle has seemed like a free lane to me so I did some calculations. I think killing 6 camps was about equal to 5 creep waves. Now it's 4. So now, unless you're ganking or killing bosses, you will be a bit behind in XP.

 

 

No Axiom doesn't benefit from everthirst.

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Wow what is this Cyprus nerf about? Revert!

 

 

Did Immortal need a buff? Or 2 buffs? ( Or possibly 3 including some random Ninja buff l)

 

Leo will be interesting with some speed items.

 

 

Good work

 

Gotta use all your pillars now if you wanna one shot. *Hopefully*

 

Immortal didn't need a buff. But I don't see a problem with him being able to wave clear as well as maar does.

 

With leo, I think the w could be super useful at catching stragglers because of the new distance. The range is like from the artifact to the Firebat camp near mid lane.

 

 

If I had to guess viron and immortal could get autobanned.

 

I know Viron was never intended to be viable lol. But I just wanna see where this goes. People will still screw up their own team with Q :)

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Gotta use all your pillars now if you wanna one shot. *Hopefully*

 

Maybe I'm not doing the math right, but even if you use all pilars (blink included) there will be less damage out than before?

 

Immortal didn't need a buff. But I don't see a problem with him being able to wave clear as well as maar does

 

The hero will get more farm than before considering you won't be able to deny as much. On top of that pushing the enemy hero back towards his tower will more likely reduce his opponents farm too, especially when you will have to last hit under the tower competing with immortal shields and the tower damage.

 

 

Maybe I'm jumping to conclusions but I'm pretty sure immortal will be way more annoying to lane against. On top of that he will more likely have a higher net worth after the lane phase while his opponent will have a lower net worth with that change.

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