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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:20 pm 
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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:38 pm 
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Yeah, SlowWolf did sum Up my thoughts on the Update.

I REALLY like ALL of the Skolldir changes, it definitely makes him better.
And yeah, with the range and Homing nerfs Im pretty sure Clunk doesnt need to do less damage on Turrets.

And I really like that you are showing us this before bringing in the update. It definitely much better.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:40 pm 
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Derpl changes look excellent. Very excited for the next patch.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:41 pm 
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silence duration 4 times longer, seriously?

0 chance for anyone who doesn't build into autoattack to escape Leon.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:42 pm 
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Froggy G
Dash
- Base stun duration 0.5 -> 0.7 (makes early game better)
- Ice Cubes stun duration +0.5 -> +0.4 (but makes upgrade not mandatory, thats good)
- Ice Cubes cost 160-> 175 (pushes little to later game, balance with base stun)
- Hydro splash cost 140 -> 120 (more dmg at early game..not good)
- Hydro Smash cost 320 -> 280 (same.. )
- Clock Necklace cost 190 -> 200 (ok)
- Golden watch cost 120 -> 110 (ok)
- Hammer Pants damage 25 -> 20 (ok, finally)

Tornado Move
- Right Back at Ya cost 290 -> 300 (ok, but tornado move does still too much base dmg)
- Can't touch this shield +40 -> +60 (ok, makes upgrade worth buying)

Fish Gun
- Viridian Eel Cartridges cost 225 -> 140 (I think little overkill, 175 maybe?)
- Change Mutant Worms: Ninja Edition, deal +15 damage after landing whirlwind or dash (old was good for me, this is something like Raelyns HC-Bomb, so another burst dmg? )

Lonestar
Dynamite
- Dynamite no longer needs a 0.3s arming time (not good)
- Incendiary Bomb cost 180 -> 160 (150 would be better)

Bull
- Bull Charger cost 125 -> 180 (ok, makes upgrade not mandatory)
- Techno Viking Helmet cost 190 -> 150 (ok)
- Techno Viking Helmet damage +4 -> +6 (a little overkill in combination with cost reduction, test it)

Blaster
- Missiles speed increased (missiles are ok now)
- Missile and Another Missile cost 225 -> 175 (overkill, they will be just new mandatory upgrade, 225 is good)
- Booming Bullets cost 190 -> 160 (ok)

Leon
Tongue Snatch
- Steel false teeth gives +8 hp per hit (changed to static, ok)
- Magnet piercing gives 3 solar per hit (changed to static, ok)
- Tongue stretcher cost 180 -> 145 (ok)

Stealth
- Extra Battery Pack dummy health +30 -> +40 (ok)
- Blow up doll cost 220 -> 200 (ok)
- Electrifier effect dealt by dummies reduced by 50% (what about applying it also on Clover of Honour?)

Slash
- Electrifier level 1 duration +0.4s -> 1s (needs testing)
- Electrifier level 2 duration +0.8s -> 1s (same)
- Crit and Surprise Party Mask don't work on turrets (finally)

Clunk
Bite
- Medical Pump cost 210 -> 240 (reduce maximum hp from 3 stacks to 2 instead increasing cost)
- Power convertor gives +14 HP over 7 seconds on hit (static, ok)

Explode
- Blueprints container cost 145 -> 120 (ok)
- Thermonuclear Cleaner damage +20 -> +16 (why not 15?)
- Grease Lightning Snail 180 -> 165 (ok)

Missiles
- Reduced range (ok, finally)
- Removed base homing (ok)
- Increase Improved Homing Sensor homing 320 -> 380 (for 110 cost it will be too good, actually its too good now)
- Reduced Missile damage vs turrets -25% (you removed Clunk turret outranging, why dmg reduction?)

Passive
- Clunk base hp 220 -> 200 (if u reduce Pump max hp by 1 stack, he doesnt need base hp reduction)

Voltar
Drones
- Voltar's drones no longer have collision (also increase their movement speed by little)
- Warpgate overdrive cost 250 -> 200 (ok, good)

Heal
- Psychothrust cost 180 -> 155 (still not good upgrade but ok)
- Twisted nightmares cost 270 -> 200 (ok)
- Twisted nightmares heal over time +10 -> +15 (ok I think, need to test Voltar trains )

Healtotem
- Healbot no longer gets solar (omfg finally, also reduce base health by 20)

Gnaw
Acid Spit
- Tentacle Soup cost 130 -> 150 (good)
- Overcharged Metabolism also adds 1 second duration to the spit pudle (exactly my idea, also make spit able to attach to any horizontal surface )

Weedlings
- Weedling base health 50 -> 60 (ok)
- Fertilizer Health +50 -> +35 (ok I think, test it)
- Fertilizer cost 165 -> 180 (same, needs testing)
- Wild Growth cost 140 -> 120 (ok)
- Change Flex Neck effect only works when weedlings are full hp (not the best solution I think, they wont do dmg half the time while they are alive and it makes regen mandatory... needs hardcore testing in beta)
- Flex Neck cost 295 -> 260 (ok, if u apply not firing nerf, also test it)
- Corrosive Spores cost 140 -> 180 (ok)
- Base weeds Gnaw can carry 2 -> 1 (ok, makes bags of seeds usefull)

Base attack
- Base Attack speed 150 -> 120 (ok)
- Base attack damage 6 -> 7 (ok)
- Rotten Teeth damage 7 -> 8 (ok)
- Dental Braces cost 225 -> 165 (good)

Passives
- Health upgrades no longer give health bonusses to Weedlings (ok)

Coco
Lightning Ball
- Base range 7 -> 8 (base range inc boosts LB spam)
- Conducting gel range +7 -> +4 (not very good)

Skolldir
Throw
- Oily Spray On Bronze no longer affects Cooldowns, dot's, hot's, status effects, and movement speed, provides a 100% attackspeed increase for 3s (lets test it, but seems much better)
- Base cooldown of throw 8 -> 10 (test, hope it wont be overkill)
- Crankin' Dumbbells cooldown reduction 1 -> 2 (ok, it wont be a mandatory upgrade I hope)
- Throw base stun duration -0.2 (finally)
- Reduced throw hitbox height (finally)
- Power Briefs cost 135 -> 150 (ok)
- Axethrowing Trophy cost 210 -> 160 (ok)
- Axethrowing Trophy increases Gnome range (waited for this one long)

Earthquake
- Base damage 30 -> 35 (too much, overkill, its ok now)
- Small Volcano height increase +3 -> +5 (its okay as it is now)
- Enhanced Muscle Fibers cooldown 4s -> 2s (hope it wont be random anymore)
- Stone Twins cost 200 -> 160 (ok)

Bash
- Perfumed White Flowers increases damage of 3rd Bash combo hit by 7/14 (ok I think)
- Perfumed White Flowers cost 250 -> 220 (ok, better cost)
- Rubber Ducky Choker cost 170 -> 240 (ok pushes it to later game)
- Flaming Fists cost 160 -> 200 (same)

Yuri
Mines
- Increase base mine damage to 35 (ok, better early game)
- Titanium spikes damage +8 > +5, cost 155 -> 110 (ok, not mandatory, max dmg reduced from 80 to 75)
- Uranium Spikes damage +24 > +15, cost 400 -> 280 (same)
- Toaster timer split into two stages of +4s each, at 110 solar (wont it be too costy?)
- Aerial spring also increases vertical speed of mines (cool)

Time Warp
- Base bubble slow 20% -> 30% (noone bought bubble first, makes mines not a must first skill to buy)
- Chrono rift slow +25% -> 20%, cost 250 -> 220 (ok)
- Regeneration Pod cost 150 -> 140 (ok)
- Pod Pack Deluxe cost 290 -> 270 (ok)

Laser
- Time to next charge 0.7 -> 0.4 (ok against meele chars, makes laser balanced)
- Base Attack Speed 240 -> 300 (ok)
- Instant Charge Battery attack speed increase per level +35% -> +20% (for same cost?)
- Flyswatter cost 165 -> 140 (good one)
- Baby Yeti cost 225 -> 200 (good one too)

Raelynn
Time Rift
- Return rift flying speed (ok)
- Base cooldown -1s (ok)
- Base height +0.5 (ok but reduce high from upgrade by same amount or it will be too high)
- HC bomb cuddles damage x2 -> x4 (double dmg without bug, love it!)
- T-800 Dome cost 210 -> 150 (ok for now.. but flydroid would be better)
- T-800 Dome droids no longer drop solar (ok)

Snipe
- Snipe base damage 35 -> 50 (too much, make it 40)
- Snipe base range 16 -> 18 (ok, makes range upgrade not a must)
- Iron rifle gives CC immunity during chargeup (I am not sure if anyone will buy this, needs testing)
- Casettedeck magazine cooldown -1s > -1.5s, cost 165 >145 solar (good one)
- Laserpointer blind duration +2s (perfect)
- Flashy glasses +7% > +8% (ok, boosts solar by a little)
- Gryc lubricator range +8 -> +7 (makes upgrade not mandatory, balances with base range)

Shot
- Monkey hand price 75 > 50 solar (good)

Derpl
Trap/Nuke
- Make nuke aimable (omfg finally )
- Nuke base damage 40 -> 50 (40 is ok, dont increase)
- Hydrocollision lava lamp cost 225 -> 185 (this is good, the base dmg increase not)
- Empowered grid cost 145 -> 115 (ok)
- Strengthened trap cost 135 -> 195 (ok)
- Super-powered grid cost 260 -> 210 (ok)

Turretmode
- Reduced base cooldown to 1.5s (ok, deplyment pads for free)
- Deployment pads now deals a knockback pulse (lets try it in beta)
- Force field cost 130 -> 100 (thats overkill, 130 is ok, remember if u play with Voltar you cant be killed)
- Brim force field cost 320 -> 290 (its ok as it is 320)

Cat shot
- Kitty catsuit cost 160 ->140 (reduce Bat Catsuit dmg from 7 to 6 and increase base cat dmg by 1 instead, dont buff cat derpls early game that much, they are too strong late game already)
- Catcat cost 200 -> 150 (make it shot second cat in mirrored angles instead inverted, make cost 200)

Vinnie & Spike
Spike Dive
- Bag full of Goldfish cost 165 -> 100 (ok)

Smokescreen
- Base duration 3s -> 4s (ok)
- Withered president mask reduces the cooldown of Spike Dive (switches places with rubber mask)
- Rubber mask get solar for every enemy in the cloud (to make solar krab burgers effective?)

Bubble gun
- Loanshark gives 50 hp per kill, instead of solar (solar also gave hp for kill if u had burgers, so makes sense)

Passives
- Base health 110 -> 125 (ok, better early game not so easely fragile)
- The range of the Godfish effect has been increased (ok)


Last edited by Nemnon on Thu Feb 14, 2013 12:26 am, edited 4 times in total.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:43 pm 
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I actually quite enjoy these leon changes.

Magnifique!

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:43 pm 
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Posts: 1736
Quote:
Bubble gun
- Loanshark gives 50 hp per kill, instead of solar

Is that health that is removed upon death?

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:49 pm 
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Joined: Sat Dec 29, 2012 12:27 am
Posts: 1641
Location: Denmark
Johny2696 wrote:
Quote:
Bubble gun
- Loanshark gives 50 hp per kill, instead of solar

Is that health that is removed upon death?


It's a heal, not max health.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:54 pm 
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..but you don't get kills all that often. :/

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 7:55 pm 
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In a decent game I can easily get 5 kills as Vinnie.

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