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 Post subject: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 6:23 pm 
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Joined: Thu Apr 23, 2009 7:05 pm
Posts: 623
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Commander Rocket
Currently too safe and very hard to punish, Rocket requires some adjustments to his mobility
-Rocket Launch, no longer knocks back enemies.
-Rocket Launch, self knockback reduced by 15%.
Laser Trap does too little when brushing up against it, this change will make its damage output in that situation more consistent.
-Laser Trap, time between damage ticks increased from 0.2 to 0.3.
-Laser Trap, damage per tick increased from 60 to 90.
-Laser Trap, now spawns on Commander Rocket, instead of being thrown.
-Box of Cirean cigars, damage per particle per stage reduced from 20 to 16.
His Rocket Launch no longer deals damage to turrets, but his turret push is still too intense. Adjusting the numbers and making them more consistent.
-Charged Salvo, damage modifier against droids increased from 75% to 80%
-Charged Salvo, damage modifier against turrets reduced from 100% to 80%.
This upgrade was a holdover from a time where Rocket’s Laser Trap had a lot more uptime. The intention for this replacement is to enable Rocket to be a bit better at brawling and allowing him to stay a bit closer to the fight
-Head in Jar, now adds 16% damage to Charged Salvo when firing a single rocket, two stages for 175 solar each.
Combining Rocket Launch and a full Charged Salvo provides too much damage, too easily.
-Rocket Launch, now deals up to 288 damage based on how many missiles have been charged.
-Rocket Launch, using it consumes all charged missiles.

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Derpl
Considered too strong specifically on Ribbit and Starstorm, these tweaks attempt to adjust him without affecting his general performance.
-Siege mode, Derpl is no longer immune to CC during the transformation out of siege mode.
-Siege mode, gravity and maximum fall speed reduced by 20%.
-Combustion lava lamp, size increase reduced from 22% to 18%.
-Trap, snare duration reduced from 1.6 to 1.2 seconds
-Trap, now charges at the end of Derpl’s barrel instead of having an arming time when placed
-Trap, charging time reduced from 0.6 to 0.4 seconds.
-Trap, Derpl is slowed by 50% while deploying the trap.
-Empowered Grid, second stage removed. Now offers one stage of 0.4s increased snare duration.
-Fat Cat, cooldown increased from 4 to 5 seconds, price increased from 185 to 200.
-Kitty Catsuit, price decreased from 175 to 150 solar per stage.
-CAT package, price decreased from 175 to 150 solar per stage.

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Dizzy
Dizzy is currently a bit too strong. But she's also very finicky, and has a lot of weak upgrades.
-Multi Dash, time between dashes increased from 0.3 to 0.4 seconds.
-Multi Dash, reload time per dash increased from 4 to 5 seconds.
-Multi Dash, damage per dash increased from 150 to 160.
-Walkbot Pro, speed up dash reload time by 30% when you are near to enemies.
-Explosive Clone, cooldown increased from 6 to 7 seconds.
-Backstage pass, increase the range of your Multi Dash by 25% when you have the maximum amount of dashes charged.
-Matching Glittery Dungarees, now reduces the cooldown for the next Explosive Clone by 3 seconds when it hits an enemy Awesomenaut.
-"Purple Prince" lipstick, now also slows enemies when they leave the bubble as well as when they are hit by the explosion.
-Bubble shot, size increased by 50%.
-Graffiti artist, price increased from 165 to 190.
-Tipi teal, merged to one stage of 30% range and speed increase for 140 solar.

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Ix
Ix generally still brings too much to the table overall, great displace move, solid heals, invincibility frames, excellent mobility and strong brawling. In order to nudge him more towards his role his brawling should be reduced.
-Refract, cooldown increased from 9 to 10.
-Radiate, damage per Scatter reduced from 15 to 12.
-Mammoth hair scarf, ally speed bonus increased from 12% to 15% per stage.
-Tree hugger, ally damage boost increased from 12% to 15% per stage.

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Jimmy and the LUX5000
This upgrade is useful, but too hard to make use of. With this change it will also need a price increase/
-Fresh sandpit sand, now also works when initiated from the air.

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Lonestar
-Ribbit snail slime, fixed that the healthpack would time out if it fell for too long.
Since these aren’t that much better than regular boots, they also don’t have to cost much more.
-Rocket boots, solar price reduced from 160 to 140.
-Base speed, increased by 4%.

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Max Focus
This item has its use, but it's too weak and expensive.
-From pond to podium, merged into one stage which adds 30% range and speed for 200 solar.
The homing upgrade looks cool, but doesn't do much. Here is a replacement proposal.
-UFO spotted, now gives +25% speed during Scene Illumination for 160 solar.
This upgrade is just a bit too expensive, especially given the next change.
-Sadak mysteries, price reduced from 195 to 175 solar.
Removing the stacking will reduce the need to combo with Sadak.
-Brutalities of the Kraken, damage increased from 120 to 135 per stage, no longer stacks with Sadak mysteries.
This item is just a bit too expensive.
-Rob Bourgogne, price reduced from 180 to 160 per stage.
This item was overnerfed shortly after launch, because the skill was too strong to begin with at the time.
-Hairy King, size increase increased from 10% to 15%, price increased from 175 to 200 solar.
Some overpriced items.
-Don Steward, price per stage reduced from 175 to 140 solar.
-Pete Jennirks, price reduced from 240 to 200 solar.
-Incriminating dirt, price reduced from 180 to 150 solar.
-Flying camera, price reduced from 210 to 150 solar.
Meanwhile, this one's underpriced.
-Hidden microphone, price increased from 170 to 200 solar.
This item is the strongest on the row, it doesn't need to stack further.
-Galactic police scanner, no longer stacks with incriminating dirt, price increased from 180 to 220 solar.

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Nibbs
-Firebreath, fixed that after being Cocooned by Genji during Firebreath she wouldn't resume after the Cocoon wears off.
Some price adjustments.
-Skull dunduns, price reduced from 200 to 180.
-Eye of Coba, price reduced from from 215 to 190.
-Dragon Speaker Idol, now has two stages of +10% attack speed each, at 150 solar per stage.

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Professor Yoolip
Professor Yoolip has a hard time contributing in higher leagues. This should give him at least a bit safer source of damage
-Wrench Smack, is now a ranged base attack, renamed Wrench Fling
-Wrench Fling, base damage reduced from 95 to 80.
-Wrench Fling, droid heal reduced from 30 to 26.
-Lab rats, merged to single stage of 10% amp for 180 solar.

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Qi’Tara
-Fixed that she couldn’t use Chakram Shift to teleport while using Seven Star Strike when the Salty Seal upgrade was bought.
-Fixed that the Lily of the Isle projectiles would spawn at her feet during Seven Star Strike.
Qi’Tara deals too much damage during Seven Star Strike, and too little outside of it.
-Seven star strike, attack speed increase reduced from 40% to 30%.
-Poisonous blade, direct damage increased from 45 to 50.
Her relationship with speed feels disjointed, where attacking slows her down but Seven Star Strike speed her up etc. These changes also tie in with the issue above.
-Poisonous Blade, removed movement penalty when attacking.
-Seven Star Strike, removed speed bonus during the ability.
With the changes above, this upgrade has now become useless. This change will make Qi’Tara’s damage output more reliable.
-Chilasi Chakram, now speeds up the damage over time of Poisonous blade by 20% for 160 solar.
Since the bug was fixed where this upgrade doubled your damage, this upgrade has become too weak
-Lily of the Isle, projectile speed and range increased by 30%.
Salty Seal makes Qi’Tara almost unstoppable, this change should make counterplay possible again
-Salty Seal, now activates a shield that blocks 100 damage and provides immunity against slows, stuns, snares, chains, gravity and time warps as long as it’s active.
Other tweaks and adjustments.
-Seven star strike, now also gives a 10% lifesteal effect.
-Baby plumbin oil, additional lifesteal reduced from 30% to 15% for 175 solar.
-Rakki Comb, merged to one stage which adds 200% damage vs. droids for 155 solar.

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Raelynn
-Iron Rifle, fixed that the shield didn’t last long enough to protect the entire charge duration.
This weak upgrade has some heavy competition on the row.
-Monkey hand, range increase increased from 25% to 40%.

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Rocco
-Birdseed donuts, cooldown reduction when hit increased from 2 to 4 seconds, duration increase increased from 1 to 2 seconds.
-Vengeance, fixed an issue where extending the Vengeance duration would also shorten the cooldown for the next Vengeance.

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Scoop
His base attack is a bit too weak in general
-Sword Strike, Slash damage increased from 100 to 110, Cleave lifesteal increased from 20% to 30%.
-Banner of the Triple Scoop, price per stage reduced from 130 to 100.
-Halberd of Justice, bonus damage reduced from 25% to 22%.
-Titanium Coneshield, price increased from 130 to 150 solar per stage.
Other tweaks and adjustments
-Brutally Whipped Cream, price reduced from 200 to 180 per stage.

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Sentry
-Fixed that Sentry’s Beacon no longer emitted a phone interference sound.
-Fixed that Starstorm statue didn't affect Bug detector.
Reducing his efficiency of laying down mines in choke-points which has little to no counter-play.
-Mines, damage while stationary reduced from 80 to 60.
With this change in mind, a counter-buff to help him land reliable damage output in close ranged scenarios.
-Mines, damage on direct hit increased from 80 to 95.
-Projectile speed of mines increased by 15%.
Not so serious tank is now changed to only promote direct hit damage.
-Not so serious tank, now only increases damage on direct hits by 15% per stage.
Camouflage tent is currently emphasizing passive play. This change will reward aggressive use of his AA by increasing his chase potency and reliability.
- Camouflage tent, now increases projectile speed and range by 15%, one stage for 175 solar.
Drive-over skulls is also providing a lot of easy chip damage and can be replaced with a more active timing based auto-attack.
-Drive-over skulls, now deals +100% direct damage when not firing for 2s.
Currently Black Hole Sun feels inconsistent and very hard to avoid, and if avoided it lingers for a whole 1.5s. This is an attempt at making BHS a more reliable ability and feel more fair on both ends. Starting with rewarding precision and aim on Sentry's end while allowing enemies to dodge the skill easier.
-Black Hole Sun, projectile distance increased by 15%.
-Black Hole Sun, projectile speed increased by 10%.
-Black Hole Sun, size of black hole reduced by 20%.
The next set of changes are both aimed at compensating for the size reduction but also to reduce the duration of BHS.
-Black Hole Sun, minimum gravity increased by 8%.
-Black Hole Sun, maximum gravity increased by 5%.
-Black Hole Sun, duration of black hole reduced from 1.5s to 1.2s.
With these changes aside, his shield charging up also adds up a lot of time where he's difficult to punish. Reducing his shield duration both allows him for using his black hole quicker, while also being vulnerable faster.
-Shield duration reduced from 2s to 1.5s.
With less up-time of his shields, his base shield scaling could be increased to fulfill his tanky role. This allows him to tank a little extra in fights and reward aggressive play.
-Black Hole Sun, Base shield increased from 20% to 25%.
-Microfilm, shielding reduced from 10% to 8%.
Some Sentries just leave their beacon sitting somewhere in order to reveal or permanently put pressure on an area.
-Teleport Beacon, times out after 30 seconds.

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Skree
-Spare blade, fixed that it would shoot out on button press even when the skill aiming visual was enabled.
-Sawblade, now deals direct damage.

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Smiles
Smiles has been overnerfed in the last few updates.
-Base health, increased from 1550 to 1650.
-Trapper’s hook, cooldown reduced from 10 to 8 seconds.
-Bush fire, range increased by 25%.

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Swiggins
-Poolboy, price reduced from 240 to 210 solar.

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Voltar
-Psychokinetic Repulsion, fixed that it sometimes dealt double damage to a single target if two targets where overlapping.

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Yuri
- Uranium spikes, price increased from 125 to 150 per stage.


Known issues
-Rocket launch, damage does not scale properly when using aiming visuals.
-Wrench Smack not renamed.
-Some price changes didn't make it through.
-Birdseed donuts, doesn't affect vengeance cooldown anymore.
-LUX, Fresh sandpit sand, should've been increased to 180 solar.
-Dizzy, Backstage pass, aiming visual is not updated when Dizzy has a longer Dash loaded.
-CMDR Rocket, Medal Booster Pack, range should've been reduced to 20%.
-CMDR Rocket, Rocket launch, always does damage of 1 charge when used with aiming visual.
-Sentry, Microfilm, price should've been reduced to 140 solar.


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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 6:47 pm 
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Jasper wrote:
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Voltar
-Psychokinetic Repulsion, fixed that it sometimes dealt double damage to a single target if two targets where overlapping.

After 3 years a bug that massively affects voltar balance has finally been fixed.. my eyes are watering up a bit.

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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 6:50 pm 
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Jasper wrote:
-Fixed that Sentry’s Beacon no longer emitted a phone interference sound.


OMFG, finally!

EDIT: Well, it is working, airght... but the volume is incredibly low. I'd raise it up a bit.

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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 7:51 pm 
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Sam! wrote:
Jasper wrote:
Image
Voltar
-Psychokinetic Repulsion, fixed that it sometimes dealt double damage to a single target if two targets where overlapping.

After 3 years a bug that massively affects voltar balance has finally been fixed.. my eyes are watering up a bit.

Are you sure you haven't gotten Stockholm Syndrome?

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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 7:54 pm 
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It's nice to see that Voltar bug finally fixed. I think I still rather would have seen something done with his AA to let him hit enemies at base and change the upgrade to stop him healing both allies at once, but this will do.
Yoolip's ranged AA is frustrating partially because of the range (maybe) and mostly because if it hits allied droids it immediately dies and can't hit enemy droids (exactly the same problem Voltar has except with droids only :derp: )

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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 8:46 pm 
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Jasper wrote:
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Derpl
-Siege mode, Derpl is no longer immune to CC during the transformation out of siege mode.
-Siege mode, gravity and maximum fall speed reduced by 20%.
-Combustion lava lamp, size increase reduced from 22% to 18%.
-Trap, Derpl is slowed by 50% while deploying the trap.
-Empowered Grid, second stage removed. Now offers one stage of 0.4s increased snare duration.
-Fat Cat, cooldown increased from 4 to 5 seconds, price increased from 185 to 200.

But why though. :drool:

I even said on the document that you shouldn't be targetting his snare duration. If he's a problem on Ribbit/Starstorm, you should be nerfing the lifetime of the traps instead.

Also on Yoolip, may I suggest giving his new AA piercing instead of an AoE because ally droids tend to get in the way of all your shots especially on maps like 205.


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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 10:12 pm 
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Sentry changes looks interesting. Happy to see the stally playstyle get nerfed and offensive buffed.

Also thank god for rocket nerfs lol. I hope he does not become useless after these tho

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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 10:23 pm 
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First feedback, will be updating tomorrow but it's late and i have schedules fam:

Rocket is murdered, which is not a good thing. With murdered i mean he is really awful and unfun to play as.

The Qi'tara changes are GOLDEN, She feels useful out of SSS and SSS got some interesting tools, also her SSS is justifiably nerfed, being harder to hit because of Attack speed nerf and movementspeed nerf. But also she is able to face repercussions because of the lifesteal nerf and the lifesteal is moved to base so that you don't have to buy it.

Dizzy has an awesome build right now, combine Dungarees, Obsessive Fan-mail and Fake Band Aid. I think this should stay. But she is a bit wacky in the beta because of slow being bugged, please fix. I love the size increase on AA but i would like to see her dash cooldown go back to 4s instead of 5, with the Walkbot Pro nerf it is indeed overkill. I also would want to see her Dash charge tooltip display it as charging up, so that you know when a dash charge is coming up. Because that * is still so wonky.

Sentry's BHS changes are good, but I think Photon Mine Launcher is overdone, CiC deals 30 damage its actually pathetic. CiC should do direct damage or full stationary damage, also i think NSST should just increase all mine damage.

Changes that are not in live beta that ive noticed so far:
- Skree does not deal direct damage
- Max focus's speed upgrade does not speed up

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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 10:32 pm 
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Skip wrote:
Also on Yoolip, may I suggest giving his new AA piercing instead of an AoE because ally droids tend to get in the way of all your shots especially on maps like 205.


Strongly agree.

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 Post subject: Re: Patch notes 4.6 beta 1
 Post Posted: Wed Mar 07, 2018 11:17 pm 
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Was pretty excited for some of these changes but man, playtesting them gave me some different opinions.

-Rocket isn't a character anymore. Big rocket doing 99 damage at level 1 in the AA+rocket combo? He actually doesn't do anything anymore. Get rid of this crappy mechanic please and just hit him where he needed it - escape and damage numbers on lategame trap. Laser trap spawning on top of him makes it a really unfun ability where you just hope people run into it. Revert that too.

-Derpl.. stop trying the ranged trap thing. We tried it before in a more vicious form and it was horrible then too. With this change they might as well spawn on top of him still because it only places them a few pixels away from his centre. Derpl is a numbers character imo, and you've partially addressed thta by finally nerfing size nuke - make hydrocollision lava lamp 20% too and we'll be good. Trap snare duration I can agree being nerfed, but you hit it too hard here - start with 1.4s.

-Mammoth scarf on Ix didn't need buffing. It's a very powerful item, just the huge paywall prevents people building it early. Reduce it to like 130 solar but don't increase the slow, 30% slow is stupid. Also hit range AA please, 35% offers him way too much free push and poke. Scatter damage didn't need to change since it rewards close combat brawling rather than the spammy AA he's known for right now.

-Jimmy sandpit change can't go into live lol. Sandpit always offered an insane DPS increase, and now with it being 100% reliable it's a stronger power item than danger pins. If you want it to be this reliable, the damage needs to be heavily reduced (we're talking 50%) - Jimmy on sorona is now stupid as hell because shockwaves are constantly just hitting the ground while jimmy is up at the top of the map holding down AA. Don't let this get into the main game lol.

-Max, the speedup scene item should have a higher value as it's hardly noticeable. It's only going to get you out of very very fringe scenarios at its current values. Galactic scanner should still be around 190 solar, it's still the first item he's going to buy. It's like the annoying skol stunpunch syndrome, you know you want it as a first item but you gotta spend 15s roaming around to buy it and be late for the first fights. I think being able to buy items like this out the gate is pretty important.

-Yoolip.. idk what this character is turning into lol. I guess we need to test him out in some serious games but I can't see this solving his issues in the long run (he does even LESS damage now). Piercing over AoE please, I felt like I was constantly getting missed kills because droids absorbed the gear... things. The range should probably be a bit higher on the gear... things but if you're going to keep this lab rats should probably be killed off entirely - 10% amp on any ranged AA is complete wutface.

-Raelynn, range increase isn't warranted. You know all those annoying piercing/range snipe/droidspawner pub raes that do nothing but make the game annoying? It's another item that empowers that. It's as dumb as ix range AA/rocco range AA, please can we not have more AAs in the game that you're completely unable to touch the character firing them.

-Holy scoop buffs. The lifesteal and base slash damage buffs are massive. Scoop's lategame always had the best melee in the game and now it got better... why? If you're going to make his AA scale this fast at least remove some power from the upgrades.

-Sentry is like a whole new character, the changes are mostly great actually. I think the BHS size got hit a bit too hard though, it's crazy tiny. Try 15% instead of 20% and see what it looks like then, because increasing/decreasing the size of radius by percentages makes a much bigger difference than simple range changes. The lategame AA can hit like a truck, but I think it's something I can get used to over the spammy passive AA we're used to dealing with.

-Smiles... wow. I was pretty alarmed how these three changes turned him from poop to really great again. Flamethrower is now actually a viable harass AA which you can spray everywhere, I really like how he can finally fight back vs ranged now. Buying the 35% range item on top though makes it a bit overkill - I'd increase the base range by another 5%, then reduce the range item to 25% then I think we're good.

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