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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:05 pm 
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Location: In an Aperture Science Emergency Intelligence Incinerator.. with a broken heart.
Jasper wrote:
Raelynn
Time Rift
- Return rift flying speed
- Base cooldown -1s
- Base height +0.5
- HC bomb cuddles damage x2 -> x4
- T-800 Dome cost 210 -> 150
- T-800 Dome droids no longer drop solar

Snipe
- Snipe base damage 35 -> 50
- Snipe base range 16 -> 18
- Iron rifle gives CC immunity during chargeup
- Casettedeck magazine cooldown -1s > -1.5s, cost 165 >145 solar
- Laserpointer blind duration +2s
- Flashy glasses +7% > +8%
- Gryc lubricator range +8 -> +7

Shot
- Monkey hand price 75 > 50 solar


I can't wait for those Snipe buffs! That base damage increase is going to be amazing. I really like that the Laser Pointer is still going to blind enemies even after the laser is off an enemy, really makes me want to try that out.

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FishmanDerp wrote:
Raelynn Nerf Gun. I would pay... I dunno. What would be a good price for a Raelynn Nerf Gun?


Is my soul enough?


But seriously Ronimo, Cuddles Nerf Gun needs to happen.


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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:06 pm 
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Also, seriously. Snare on Lonestar's Bull.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:06 pm 
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I love these changes and can't wait to try them out. It's like a whole new game now.


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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:10 pm 
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CodeXCDM wrote:
Silence x4 and prices -25%? Incentivize Auto Attack builds more... as they requires soooo much skill after all. It was FINE before. Making a 1.5s (which is around Leon/Derpl silence duration) means the buff sets it to a whopping SIX seconds. That's LOL-worthy for Froggy, Turret Derpl, Lonestar (as if he needs nerfs!), Clunk, and a few others... they're as good as dead.

I'm sorry, but JUST REVERT SILENCE. Nerf/Remove it off Smokescreen. PROBLEM SOLVED. Seriously.


I'm pretty sure that silence effect won't be more than 3-4 seconds but maybe you should upgrade your basic attack throughout the game.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:12 pm 
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CodeXCDM wrote:
Silence x4 and prices -25%? Incentivize Auto Attack builds more... as they requires soooo much skill after all. It was FINE before. Making a 1.5s (which is around Leon/Derpl silence duration) means the buff sets it to a whopping SIX seconds. That's LOL-worthy for Froggy, Turret Derpl, Lonestar (as if he needs nerfs!), Clunk, and a few others... they're as good as dead.

I'm sorry, but JUST REVERT SILENCE. Nerf/Remove it off Smokescreen. PROBLEM SOLVED. Seriously.


Actually, Turret Derpl basically ignores this if you recall and most the other Nauts can actually get away from the abilities or find ways to escape them as is. Silence is not a viable upgrade as is, and this looks to be a change to make it viable enough to be used.

Please, don't forget that Joost says these are "tentative" balance patches. Avoid QQing immediately and instead try to stress why the change needs to be removed, altered, or improved. Its better to organize your thoughts and explain with reason why something may be an issue.


That being said, I'm all for seeing what interesting new builds will come out from these changes.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:13 pm 
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Oh yeah, I have to add that I dont agree with Slowolf on the "Face Dynamite" thing.

It is actually pretty needed for Lonestar to be able to deal with the Faster,Smaller characters on the game, and it doesnt make a bit of difference against the Bigger,Slower ones. And HELL its not like its any worse than Coco being able to hit you with Face Balls.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:17 pm 
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Hammerfan wrote:
And HELL its not like its any worse than Coco being able to hit you with Face Balls.


Fun fact: Ignoring upgrade costs, LB is in every way possible better as an ability for face detonation than facemite ever will be.

Coco is faster, has more health (afaik, might be wrong but then they're equal), has abilities and upgrades to faster get in and out.

LB even does more damage, can potentially slow with HF and has knockback to keep people away from you.

The cooldown difference ain't even enough (imho) to warrant bringing up because face-mite means you're 9 times out of 10 running away so either the first face-mite does the trick or you die before you can the 2nd one off.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:18 pm 
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Clever Girl wrote:
...this looks to be a change to make it viable enough to be used.


Yes. Because Leon being able to heavily incapacitate his target 75% of the time is balanced.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:19 pm 
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The only way facemite is better than ball is that Lonestar can attach incendiary and lifesteal to it. Those are two slots that come with the tradeoff of less accessibility from not choosing TnT and bounce, the latter of which is way cheaper than stick, incendiary, or transfusion individually.

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Last edited by Smokey Joe on Wed Feb 13, 2013 8:20 pm, edited 1 time in total.

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 Post subject: Re: 1.15 balance patch notes *Tentative!*
 Post Posted: Wed Feb 13, 2013 8:20 pm 
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Jasper wrote:
Ok, this is going to be a long list. As you may have noticed, the last patch didn't contain any balance changes. That's because we've been gathering tons of data, reading up on the forums and talking to lots of community members.

These will all be put into a beta very soon.

Anyway, let me know what you think.

General
- All silence durations increased x4, prices reduced 25%
- Adjusted Droid levelling. Droids level up every 6 minutes, adding +20 HP, +1 damage, +40% turret damage,
- Let flying droids level up like walking droids (current state will be about their maximum)
- Power pills lite give 25 hp per pill, at 110 solar

Froggy G
Dash
- Base stun duration 0.5 -> 0.7
- Ice Cubes stun duration +0.5 -> +0.4
- Ice Cubes cost 160-> 175
- Hydro splash cost 140 -> 120
- Hydro Smash cost 320 -> 280
- Clock Necklace cost 190 -> 200
- Golden watch cost 120 -> 110
- Hammer Pants damage 25 -> 20

Tornado Move
- Right Back at Ya cost 290 -> 300
- Can't touch this shield +40 -> +60

Fish Gun
- Viridian Eel Cartridges cost 225 -> 140
- Change Mutant Worms: Ninja Edition, deal +15 damage after landing whirlwind or dash

Lonestar
Dynamite
- Dynamite no longer needs a 0.3s arming time
- Incendiary Bomb cost 180 -> 160

Bull
- Bull Charger cost 125 -> 180
- Techno Viking Helmet cost 190 -> 150
- Techno Viking Helmet damage +4 -> +6

Blaster
- Missiles speed increased
- Missile and Another Missile cost 225 -> 175
- Booming Bullets cost 190 -> 160

Leon
Tongue Snatch
- Steel false teeth gives +8 hp per hit
- Magnet piercing gives 3 solar per hit
- Tongue stretcher cost 180 -> 145

Stealth
- Extra Battery Pack dummy health +30 -> +40
- Blow up doll cost 220 -> 200
- Electrifier effect dealt by dummies reduced by 50%

Slash
- Electrifier level 1 duration +0.4s -> 1s
- Electrifier level 2 duration +0.8s -> 1s
- Crit and Surprise Party Mask don't work on turrets

Clunk
Bite
- Medical Pump cost 210 -> 240
- Power convertor gives +14 HP over 7 seconds on hit

Explode
- Blueprints container cost 145 -> 120
- Thermonuclear Cleaner damage +20 -> +16
- Grease Lightning Snail 180 -> 165

Missiles
- Reduced range
- Removed base homing
- Increase Improved Homing Sensor homing 320 -> 380
- Reduced Missile damage vs turrets -25%

Passive
- Clunk base hp 220 -> 200

Voltar
Drones
- Voltar's drones no longer have collision
- Warpgate overdrive cost 250 -> 200

Heal
- Psychothrust cost 180 -> 155
- Twisted nightmares cost 270 -> 200
- Twisted nightmares heal over time +10 -> +15

Healtotem
- Healbot no longer gets solar

Gnaw
Acid Spit
- Tentacle Soup cost 130 -> 150
- Overcharged Metabolism also adds 1 second duration to the spit puddle

Weedlings
- Weedling base health 50 -> 60
- Fertilizer Health +50 -> +35
- Fertilizer cost 165 -> 180
- Wild Growth cost 140 -> 120
- Change Flex Neck effect only works when weedlings are full hp
- Flex Neck cost 295 -> 260
- Corrosive Spores cost 140 -> 180
- Base weeds Gnaw can carry 2 -> 1

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

Passives
- Health upgrades no longer give health bonusses to Weedlings

Coco
Lightning Ball
- Base range 7 -> 8
- Conducting gel range +7 -> +4

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
- Base cooldown of throw 8 -> 10
- Crankin' Dumbbells cooldown reduction 1 -> 2
- Throw base stun duration -0.2
- Reduced throw hitbox height
- Power Briefs cost 135 -> 150
- Axethrowing Trophy cost 210 -> 160
- Axethrowing Trophy increases Gnome range

Earthquake
- Base damage 30 -> 35
- Small Volcano height increase +3 -> +5
- Enhanced Muscle Fibers cooldown 4s -> 2s
- Stone Twins cost 200 -> 160

Bash
- Perfumed White Flowers increases damage of 3rd Bash combo hit by 7/14
- Perfumed White Flowers cost 250 -> 220
- Rubber Ducky Choker cost 170 -> 240
- Flaming Fists cost 160 -> 200

Yuri
Mines
- Increase base mine damage to 35
- Titanium spikes damage +8 > +5, cost 155 -> 110
- Uranium Spikes damage +24 > +15, cost 400 -> 280
- Toaster timer split into two stages of +4s each, at 110 solar
- Aerial spring also increases vertical speed of mines

Time Warp
- Base bubble slow 20% -> 30%
- Chrono rift slow +25% -> 20%, cost 250 -> 220
- Regeneration Pod cost 150 -> 140
- Pod Pack Deluxe cost 290 -> 270

Laser
- Time to next charge 0.7 -> 0.4
- Base Attack Speed 240 -> 300
- Instant Charge Battery attack speed increase per level +35% -> +20%
- Flyswatter cost 165 -> 140
- Baby Yeti cost 225 -> 200

Raelynn
Time Rift
- Return rift flying speed
- Base cooldown -1s
- Base height +0.5
- HC bomb cuddles damage x2 -> x4
- T-800 Dome cost 210 -> 150
- T-800 Dome droids no longer drop solar

Snipe
- Snipe base damage 35 -> 50
- Snipe base range 16 -> 18
- Iron rifle gives CC immunity during chargeup
- Casettedeck magazine cooldown -1s > -1.5s, cost 165 >145 solar
- Laserpointer blind duration +2s
- Flashy glasses +7% > +8%
- Gryc lubricator range +8 -> +7

Shot
- Monkey hand price 75 > 50 solar

Derpl
Trap/Nuke
- Make nuke aimable
- Nuke base damage 40 -> 50
- Hydrocollision lava lamp cost 225 -> 185
- Empowered grid cost 145 -> 115
- Strengthened trap cost 135 -> 195
- Super-powered grid cost 260 -> 210

Turretmode
- Reduced base cooldown to 1.5s
- Deployment pads now deals a knockback pulse
- Force field cost 130 -> 100
- Brim force field cost 320 -> 290

Cat shot
- Kitty catsuit cost 160 ->140
- Catcat cost 200 -> 150

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

Smokescreen
- Base duration 3s -> 4s
- Withered president mask reduces the cooldown of Spike Dive
- Rubber mask get solar for every enemy in the cloud

Bubble gun
- Loanshark gives 50 hp per kill, instead of solar

Passives
- Base health 110 -> 125
- The range of the Godfish effect has been increased


Nice to see Leon is going to have reduced damage against turrets. However, I am a bit dissapointed by the Lonestar changes. Sure, he got a buff but it wasn't exactly what the community has been wanting in regards to him. We wanteed (have been wanting for a LONG time) him to have a reduced price to his boots and an increase to his base speed. I suppose this works, we'll see.

If this goes through though, Gnaw will become completely unplayable and won't be viable anymore, relegating him to the "Derpl tier" (yes the tier shall forever be called the derpl tier in remembrance of how bad derpl was. After this patch he wont be so bad anymore though).

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