Changelog Analysis - DOTABUFFLike many of us I was rather disappointed when the Techies patch came without any balance changes. To be perfectly honest 6. Hence, the things discussed today will be solely concentrated on the balance changes to the heroes, leaving map, items and general changes for a later entry. Stacking delay decreased from 3/5/6/7/8 to 3/5/5.5/6/6.5 Max targeting range increased from 525 to 575. Tranquil Boots Movement speed increased from 85 to 90 HP. Spore patch 6 (v1.06) - 'Dr. Pepper' Location Games: Spore: Files. There is no changelog, but it is known to add 14 new 'mech' creature parts. Spore Improvements: * Asymmetry is now available for creatures! Details on new Asymmetry features for Creatures and Vehicles can be found under the changelog. Patch 6.2 is now available for testing on the Public Test Realms (PTR)! Participating on the Public Test Realms lets you test patches before it has been released on. Galactic Civilizations III - Beta 6 patch 2 changelog » Forum Post by Derek Paxton » –RELEASED 05/11/2015– Galactic Ci. As a big thank you to Spore fans and to celebrate the release of Spore Creepy & Cute Parts Pack, which ships to retailers today, gamers who download and install Patch. As previously, to make things a bit simpler for you to read, I will use colour coding with Green indicating a minor change, Yellow indicating a moderate amendment and Red indicating a big one. The impact of a change on the gameplay will be based on my personal opinion, so feel free to post a comment if you disagree with something. Heroes. Mist Coil mana cost rescaled from 7. I do not necessarily think that the manacost change is going to have a really big impact on the Abaddon gameplay for the support players - while 2. What we assume it will do, however, is increase interest in the skill in the first place. Lately I have been seeing a lot of players skipping the skill altogether in favor of extra early points into the Curse of Avernus. While a value point in it is a must have, which allows for a very annoying harassment of an offlaner (especially coupled with Orb of Venom), heavier investments tend to produce marginally diminishing returns. Spore is a video game developed by Maxis and designed by Will Wright, released in September 2008. The game has drawn wide attention for. Acid Spray negative armor increased from 3/4/5/6 to 4/5/6/7. A relatively minor buff which, however, can prove quite handy in helping Alchemist to protect allied structures against a heavy push line- up. Base strength increased from 2. In most cases the extra 3. HP on a hero would be barely noticeable. With Anti- Mage, however, the effect is going to be stronger since his EHP would increase a little bit more, compared to most other heroes, due to increased magic resistance and high armor value. It is still a minor change by all means, but coupled with a very elusive hero it can make a substantial difference. Counter Helix chance to activate increased from 1. Culling Blade no longer ignores Linken's Sphere. An increase in Counter Helix chances is actually a relatively big deal, even if it is only a 3% increase. In many cases an extra hit with it can mean the difference between being able to finish off an enemy/escaping and getting killed. It also makes for a much more reliable mid/jungle hero in lower tier games. The Culling Blade nerf on the other hand is a extremely situational. It is rare that he can pull of all 5 seconds of his ultimate, let alone 7. Now, however, it might be considered a very decent purchase for a support that has suddenly found himself already owning a Blink Dagger and Black King Bar. Flaming Lasso cooldown increased from 9. Let's be honest - the hero is still among the strongest initiators in the game and a 0/5/1. It is a compulsory meaningless nerf to a popular hero. Wild Axes damage type from Composite to Physical. Wild Axes damage reduced from 9. Primal Roar side knockback radius increased from 2. Primal Roar side damage same as primary damage now (1. Primal Roar push distance increased from 2. Primal Roar side push duration increased from 0. The changes to the Wild Axes go in line with the simplification of the game mechanics and should work more or less the same for all intents and purposes. The ultimate buff, however, might as well put the hero back on the professional scene radar. While it may seem underwhelming, the increased damage and radius as well as the extra 0. Shuriken Toss now bounces to all Tracked units within a 9. It is a very cool addition, but it does feel a bit too gimmicky and situational to actually matter in most cases. There are several neat tricks that were otherwise impossible, such as cancelling channeling spells without getting into the danger zone, but we believe that the occurrences of when it is going to be actually necessary are going to be quite infrequent. Drunken Brawler's critical strike/evasion timer increased from 1. Considering the only change when leveling the skill is the chance of crit/evasion it is a very well placed nerf on a hero that has been gaining a bit too much of the very deserved attention. Stampede mana cost increased from 8. A nerf worth 1. 5. Iron Branch or 7. Phantasm Illusion duration increased from 2. This buff is really close to being red. A 4. 0% increase in the ultimate uptime is nothing to look down on and in many cases losing a teamfight against Chaos Knight is going to be a lot more punishing to your structures. Penitence duration rebalanced from 7 to 5/6/7/8. Penitence slow and damage amplification rebalanced from 8/1. Penitence now amplifies a damage source directly instead of attempting to re- deal a percentage of the damage taken as Physical damage. Penitence cast range increased from 6. Holy Persuasion is no longer restricted from targeting Spell Immune neutral creeps. Aghanim's Scepter now allows Holy Persuasion to target Ancient Creeps (maximum 1 Ancient Creep per level of Hand of God)While the first three changes do not necessarily mean a lot to the Penitence, the range increase might actually make it worth picking it up early. The Holy Persuasion going through magic immunity, on the other hand, is rather huge, especially coupled with the fact that with an upgraded Hand of God you can now control ancients. Given successful early push - something this hero excels at, getting your hands on an Aghanim's Scepter is not out of the question. Imagine the fear in the eyes of your foes when their structures start being sieged by a Black Dragon. Searing Arrows is no longer an Attack Modifier. Another one- liner that is worth more than a lot of other changes combined. The possibilities are endless. Even though Orchid Malevolence should still be a priority for a Clinkz player, getting an Orb of Venom early on to be later built into an Eye of Skadi will make the hero a lot stronger. And it is only one of the options. Hookshot now pulls Clockwerk to neutral creeps normally like any unit. Extra escape capabilities with a trade- off of minor annoyances here and there. An interesting but an insignificant buff. Frostbite damage interval from 7. Freezing Field explosion radius increased from 2. I guess everything goes as long as it is not an Intelligence nerf. Aghanim's Scepter Weave armor reduction per second increased from 1/1. All the more reasons to upgrade the ultimate on this hero. The change in itself is not that impressive, but the difference between upgraded and non- upgraded Weave is too huge to ignore the item. Exorcism cooldown increased from 1. Slowing down the pushing without breaking the signature skill on the hero is definitely a good thing, especially considering people are getting more and more fed up with the pushing meta. Doom now requires Aghanim's Scepter to disable passives. Doom ability cast point increased from 0. The passive disabling aspect of Doom is heavily underestimated since everyone is just so used to it. Now some heroes will have higher chances of escaping an imminent death. As if we needed an indirect Faceless Void buff. The cast point getting an extra 0. Frost Arrows slow increased from 1. It is not a very strong buff, but somehow it makes a lot of sense, since the progression is a lot clearer now. The main difference will probably be noticed at the level 3 of an ability, where the actual increase in MS slow is at its largest. And it is rare for a player to skip the final point in an ability instead of maxing it out. Fissure no longer has unit targeting. Fissure is no longer blocked by Linken's Sphere. To be fair, a well- landed Fissure was always a skillshot, so there isn't a lot of change in this regard. And as already mentioned in the Axe discussion, Linken's Sphere is a rather uncommon item for the second part of the changes to really matter. Added Aghanim's Scepter: Causes units that are pulled in by Earth Splitter to be disarmed in addition to being slowed. Slow/disarm duration increased from 3/4/5 to 4/5/6. Natural Order armor reduction increased from 2. Natural Order magic resistance reduction increased from 8/1. The ultimate upgrade is probably among the strongest in the game - the disarm mechanics keeps on being heavily underestimated. Considering it goes through magic immunity, the effect in certain cases can be very strong. The changes to Natural Order now makes it a rather great candidate for a value point and opens up some build with a primary or secondary focus on Echo Stomp - a great setup for an aforementioned great ultimate upgrade. Base movement speed increased from 3. From an absolute perspective this increase can be equaled to a 0. But Dota is all about relativity and there are cases where this increased speed will allow Enchantress to successfully slow an enemy. Midnight Pulse cooldown increased from 2. Black Hole max damage rebalanced from 6. Black Hole max damage area of effect increased from 1. Black Hole min damage rebalanced from 3. Black Hole min damage area of effect reduced from 5. Black Hole mana cost rebalanced from 2. I don't think anyone has ever though of Black Hole as of a damaging spell - it is a great disable that goes through Bk. B and forces the enemy to constantly stay scattered. The change to the Midnight Pulse, however, is a big one. The skill was generally overpowered after the last patch and it is a decent nerf that in no way should discourage people from playing Enigma. Just try to make it count. Chronosphere area of effect reduced from 4. Chronosphere flying vision area reduced from 1. Chronosphere no longer disables passives. Chronosphere's effects no longer linger for an extra 0. Some very well- deserved and appropriate nerfs/bug fixes to a hero that urgently needed them. Homing Missile Maximum damage increased from 1. It is still a value point kind of skill, despite a decent amount of buffs to it in the recent patches. Potentially it can lead to a support Gyrocopter making a return and it will not be unwelcome. Inner Vitality cooldown reduced from 2. Berserker's Blood attack speed bonus increased from 8/1. Life Break cooldown reduced from 4. Life Break damage reduced from 5. Life Break self damage rebalanced from 4.
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