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Jasper
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 4:47 pm |
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Joined: Thu Apr 23, 2009 7:05 pm Posts: 85
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Stuff in the beta hotfix today:
Bugs Froggy tornado glitch allows him to shoot while tornadoing, fixed Raelynn HC bomb doesn't proc at all if the bullet is already out as the time rift activates, too complex for hotfix Derpl nuke behaves erratically when firing backwards, fixed Voltar drone collission is not implemented properly, fixed Skølldir oily bronze doesn't effectively increase attack by 100%, too complex for hotfix Skølldir bash combo is glitched if you do oily throw > 1-2-3 > earthquake > 1-2-3 > hold attack and get a second big punch, too complex for hotfix Skølldir perfumed white flowers glitches the shop when purchased, fixed Genji cocoon triggers twice, cocoon is targetable the second time, fixed Genji prefab cocoon upgrade is bugged, cannot escape cocoon at all, fixed Genji nebula dust upgrade applies slow during cocoon, not after -- glitch? -> updated, though slow effect will also be visible during cocoon Genji monarch's blessing + hidden leaves reduces incoming damage by 90% instead of 60%, fixed Froggy - Mutant Ninja Worms not only adds the splash damage, they also have their old effect added on top of that, fixed When the explosion from Cocoon kills an ally, it gives the kill to the enemy who exploded, fixed
Balance Silence is overpowered right now, would like to see more testing Raelynn snipe is too strong early game AND late game, base damage reduced by 5 Raelynn HC bomb should not affect turrets, fixed Lonestar techno viking at 3 stages is too strong, 2 are enough, 3rd stage removed Clunk base missile speed is too high, guaranteed hits, bullet speed slightly reduced Clunk can still outrange some turrets in a straight line, turret range slightly increased Gnaw's bite DPS is too weak, Attack speed increased 10% Leon magnet piercing is too strong, cost increased 135 -> 155 Yuri baby yeti price should be 225 again, done Yuri mines didn't receive the 0.5s cooldown increase, mine cooldown 4 -> 4.5s Vinnie & Spike rubber mask money gain is underpowered, needs a buff, tick time reduced 0,8 -> 0,6s Skølldir throw cooldown changes should be reverted, cooldown 10 -> 8s Genji caterpillar king statue is too strong, should be 2 stages, done Genji storm drum could use a small radius increase, raduis 20% increased Genji droid transformae should have a limit on how many droids it can spawn at a time, mximum reduced from 15 to 5 Genji cocoon procs on invicibility frames -- intended? For now, could be changed
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Treeby
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 4:58 pm |
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Joined: Sat Oct 27, 2012 10:38 pm Posts: 2906 Location: Driving Leon's Van
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I asked this earlier but it got flooded in other posts so I'll ask again, Does the Mutant Worms: Ninja Edition still keep it's old ability and just adds the new ability on top, or is the old part scrapped?
_________________ I play Froggy, and quote myself. Egotistical? Maybe... Treeby wrote: People say you are what you eat. I don't remember eating a sexy beast.
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Checkmarks
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 4:59 pm |
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Joined: Wed Sep 05, 2012 12:21 am Posts: 1018 Location: Your last exam
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Im curious if anybody tested if cocoon worked on the new raelynn cc immunity, seeing as it works on dash. If not, should do.
_________________ www.twitch.tv/checkmarkz I stream sometimes Steamid:CheckmarksLeague 1Favorite Awesomenauts:Derpl, Raelynn, Froggy G, Lonestar, Leon
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Tomasoares
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 5:06 pm |
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Joined: Mon Aug 27, 2012 1:29 am Posts: 1500 Location: Nossa Senhora do Rosário - São José (SC)
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Kngrichard
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 5:08 pm |
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Joined: Thu Sep 06, 2012 3:59 pm Posts: 430
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Treeby wrote: I asked this earlier but it got flooded in other posts so I'll ask again, Does the Mutant Worms: Ninja Edition still keep it's old ability and just adds the new ability on top, or is the old part scrapped? Jasper wrote: Stuff in the beta hotfix today: Bugs Froggy - Mutant Ninja Worms not only adds the splash damage, they also have their old effect added on top of that, fixed
That should answer your question, it is just the added damage now 
_________________ [3HM]'s Froggy G, I love mah Frog! APL1 and APL2 #3 team Twitch/ YoutubeFroggy G Guide
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CodeXCDM
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 5:30 pm |
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Joined: Wed May 30, 2012 4:58 am Posts: 2347
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Jasper wrote: Stuff in the beta hotfix today:
Bugs Froggy tornado glitch allows him to shoot while tornadoing, fixed Raelynn HC bomb doesn't proc at all if the bullet is already out as the time rift activates, too complex for hotfix Derpl nuke behaves erratically when firing backwards, fixed Voltar drone collission is not implemented properly, fixed Skølldir oily bronze doesn't effectively increase attack by 100%, too complex for hotfix Skølldir bash combo is glitched if you do oily throw > 1-2-3 > earthquake > 1-2-3 > hold attack and get a second big punch, too complex for hotfix Skølldir perfumed white flowers glitches the shop when purchased, fixed Genji cocoon triggers twice, cocoon is targetable the second time, fixed Genji prefab cocoon upgrade is bugged, cannot escape cocoon at all, fixed Genji nebula dust upgrade applies slow during cocoon, not after -- glitch? -> updated, though slow effect will also be visible during cocoon Genji monarch's blessing + hidden leaves reduces incoming damage by 90% instead of 60%, fixed Froggy - Mutant Ninja Worms not only adds the splash damage, they also have their old effect added on top of that, fixed When the explosion from Cocoon kills an ally, it gives the kill to the enemy who exploded, fixed
Balance Silence is overpowered right now, would like to see more testing Raelynn snipe is too strong early game AND late game, base damage reduced by 5 Raelynn HC bomb should not affect turrets, fixed Lonestar techno viking at 3 stages is too strong, 2 are enough, 3rd stage removed Clunk base missile speed is too high, guaranteed hits, bullet speed slightly reduced Clunk can still outrange some turrets in a straight line, turret range slightly increased Gnaw's bite DPS is too weak, Attack speed increased 10% Leon magnet piercing is too strong, cost increased 135 -> 155 Yuri baby yeti price should be 225 again, done Yuri mines didn't receive the 0.5s cooldown increase, mine cooldown 4 -> 4.5s Vinnie & Spike rubber mask money gain is underpowered, needs a buff, tick time reduced 0,8 -> 0,6s Skølldir throw cooldown changes should be reverted, cooldown 10 -> 8s Genji caterpillar king statue is too strong, should be 2 stages, done Genji storm drum could use a small radius increase, raduis 20% increased Genji droid transformae should have a limit on how many droids it can spawn at a time, mximum reduced from 15 to 5 Genji cocoon procs on invicibility frames -- intended? For now, could be changed IDK why Clunk's missiles were tweaked AT ALL. He does at most 37.5 DPS on a turret in live, losing the options that are Double Petes and Frag Shell AoE. Other Nauts can do faaaar more damage, and can do so without taking much if at all. (Leon, Froggy, Regen/Boots Raelynn, etc.) If they're proving too good in some respects now, just revert it. IHS is also completely useless now, no one outside beginners will take it for its absurd cost and necessity of taking Free Flight in order for the homing to prove useful. Regarding Silence... OF COURSE ITS OP. It does nothing to those stacking Auto Attack boosts... but cripples those that *need* skills to survive. Froggy and Turret Derpls outside Siege are DEAD if they're caught skill-locked, especially at 4-5s. Just revert Silence back, make the Smokescreen apply Silence for the first 1-2s the Cloud is up. With no Duration increase, 50% uptime puts it as better than other Silence effects, but not as absurd as it was when Vinnie joined the cast. (Cloud's up 4-8s, silenced/blinded for that darn long, especially if Size were added.) Also, having bite 10%... wouldn't that only benefit his direct damage build tho? Not really going to help DoTs since subsequent bites only refresh a DoT rather than boost damage. Fun note, a non-DoT focused bite build of Chattering Teeth, Filed Teeth, and Diamond Teeth will allow for a rather potent 14.3 HPS if his AS is a base 165. Pricey, but interesting. Regarding the Bolt. 45, again I ask, can you make VEC and SOC work with TF? With the new MWNE, you may see either upgrade used, but at the end of the day, folks will pretty much go PC/MWNE/TF... TF will be chosen for virtually all builds since it's the best damage boost. The new ME offers the possibility that folks might go range or piercing with PC/MWNE, and only that.
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CodeXCDM
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 5:37 pm |
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Joined: Wed May 30, 2012 4:58 am Posts: 2347
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Checkmarks wrote: Im curious if anybody tested if cocoon worked on the new raelynn cc immunity, seeing as it works on dash. If not, should do. Froggy's main weakness has always been that *ALL* CC goes through his Dash. Stuns, Snares, Blind, DoTs, you name it, he ate it. CTT used to be a godsend since it also granted CC immunity when the damage shield was still up. While the latter may have been a bit too strong... I do wish they'd make the Shield stay up even if a Stun or Interrupt cancel the Whirlwind. +60 Shield doesn't mean much when Skolldir or Derpl can use their Auto Attack to break it with any amount of damage. (The latter assumes you're running prestige where you *can't* roll RBAY, mkay?)
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Azur_7
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 6:01 pm |
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Joined: Fri May 11, 2012 11:37 pm Posts: 560
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Jasper wrote: Lonestar techno viking at 3 stages is too strong, 2 are enough, 3rd stage removed Yeah, 24 damage per bull for 450 solar is OP, let's nerf it to 16.
_________________ Time to kick tobacco and chew butts !
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Smokey Joe
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 6:31 pm |
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Joined: Wed Oct 03, 2012 3:08 am Posts: 1428
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Well, tbh, the old damage on bull was fine, it's just the fact that it was so expensive and pinning people (or hitting them more than once for that matter) was so hard. With snare on bull though I think that might change.
I'm okay with the stage being removed, it encourages Lonestar players to get explode on top of viking helmet if they want the most lethal bull.
_________________ ~ Smokey Joe BetanautMains: Sheriff Lonestar (Derpl Zork, Froggy G) Secondary: Raelynn, Genji Tertiary: Clunk, Voltar, Leon, Gnaw Add me on Steam
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Azur_7
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Post subject: Re: 1.15 balance patch notes *Tentative!* Posted: Wed Feb 20, 2013 6:41 pm |
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Joined: Fri May 11, 2012 11:37 pm Posts: 560
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Smokey Joe wrote: Well, tbh, the old damage on bull was fine, it's just the fact that it was so expensive and pinning people (or hitting them more than once for that matter) was so hard. With snare on bull though I think that might change.
I'm okay with the stage being removed, it encourages Lonestar players to get explode on top of viking helmet if they want the most lethal bull. Meanwhile, the new support character can deal over 100 damage with one upgrade on cocoon. Why won't they let bull be of any use ? It gets ridiculous.
_________________ Time to kick tobacco and chew butts !
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