Crimson Legion
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Patch v1.17.2

v1.17.2 Patch NotesZaktualizowano 23 bohaterów · 97 zmian13 przedmiotów · 12 zmian5 eternali15 trybów32 poprawek

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Wpływ aktualizacji

Najwięksi wygrani

TOP 3
  1. Bayle
    1
    BayleNajwiększe wzmocnienie
    +8
  2. Ikra
    2
    IkraWyraźny zysk
    +5
  3. Kwang
    3
    KwangSolidny buff
    +5

Najbardziej osłabieni

TOP 3
  1. Valmont
    1
    ValmontNajwiększe osłabienie
    −10
  2. Lt. Belica
    2
    Lt. BelicaMocny cios
    −8
  3. Revenant
    3
    RevenantOdczuwalny nerf
    −6

Wynik = liczba wzmocnień lub osłabień postaci w tym patchu.

Zmiany balansu

Bohaterowie

23
Aurora

Aurora

OFFLANEJUNGLEPoprawka błędu
Karta bohatera
Komentarz deweloperóworyginał ENAurora’s wall has been suffering from 2 bugs. Firstly, it was not granting Movement Speed to Allies on the wall at all. And secondly, there was a rather destructive bug where Aurora could split off the lane to block Minions, which would then cause them to retreat back up the lane, and sometimes even all the way back to the Inhibitor. Naturally, this was rather OP. Alas, both have now been resolved.
    • Fixed an issue where Aurora’s Wall would not grant herself or Allies Movement Speed while on the Wall.
    • Fixed an issue where Aurora could force Minions to path back up the lane when blocking a lane with her wall. They will now walk into it and stop correctly.
    Bayle

    Bayle

    OFFLANEJUNGLE10 zmian
    +8−2Karta bohatera
    Komentarz deweloperóworyginał ENBayle is receiving a range of changes aimed at providing him the uptime, durability, and damage he needs to function as a Bruiser in late-game scenarios. Currently, he tends to fall off a little too hard in the mid-game and beyond unless he secures a large snowball, which results in Bayle players frequently opting for 1-shot Assassin builds to feel useful, rather than a more well-rounded Fighter build. We hope that these changes provide him with the tools he needs to feel functional when investing in more durable Fighter builds, as the additional durability should now provide his base kit strengths the time to shine across longer fights.
    • Attack Speed GrowthGeneral
      1.41.8
    • Physical Armor GrowthGeneral
      4.85.2
    • Movement SpeedGeneral
      690695
    • Q
      Bonus Physical Power ScalingCursed Edge
      80%85%
    • Q
      Magical Power ScalingCursed Edge
      50%55%
    • E
      Damage Taken HealingDire Howl
      10%/14%/18%/22%/26%10%/15%/20%/25%/30%
    • E
      Mana CostDire Howl
      6060/65/70/75/80
    • RMB
      Bonus Physical Power ScalingSkull Crusher
      110%125%
    • RMB
      CooldownSkull Crusher
      17/15.5/14/12.5/1116/14.5/13/11.5/10
    • RMB
      Mana CostSkull Crusher
      4040/45/50/55/60
    Drongo

    Drongo

    CARRY4 zmian
    −4Karta bohatera
    Komentarz deweloperóworyginał ENThe previous round of changes to Drongo helped bring him back into the spotlight as a serious contender in the Carry role. However, we are currently not too happy with his ability to rip Rad Rounds and run at his opponent in early all-in scenarios, so we are reducing his level 1 durability and damage by a smidge to ensure he has to choose his engagements a little more wisely.
    • Physical PowerGeneral
      5756
    • HealthGeneral
      695680
    • Physical ArmorGeneral
      2726
    • Magical ArmorGeneral
      2928
    Gadget

    Gadget

    MIDLANE2 zmian
    +1−1Karta bohatera
    Komentarz deweloperóworyginał ENTo help bring further utility and reinforce her unique elements, we’re bumping up the speed of Gadget’s Security Gate, and increasing the Shred on offer from her Ultimate. These changes will make catching opponents or speeding Allies a little more reliable, while also solidifying her strengths as a strong anti-tank Mage, compared to the rest of the roster.
    • E
      Max Range Travel TimeSecurity Gate
      1.35s1.2s
    • R
      Magical Armor ShredTesla Dome
      3.5%4%
    Greystone

    Greystone

    OFFLANEJUNGLE1 zmian
    +1Karta bohatera
    Komentarz deweloperóworyginał ENAfter investigating Greystone further, we continue to feel like he is providing too much value at higher levels of play when it comes to acting as a neutralizing force, that then transitions into a sticky diver in the end-game. As a targeted nerf to higher levels of play, we’re reducing the amount of refund he gains when leaping on an Enemy, as this is a skill-check high end players hit more consistently, and therefore benefit from more frequently.
    • RMB
      Cooldown Refund on Hero HitAssault The Gates
      35%30%
    Grux

    Grux

    OFFLANEJUNGLE2 zmian
    −2Karta bohatera
    Komentarz deweloperóworyginał ENWe’re making some smaller changes to Grux’s ability to take all-ins and repeat trades in the early game thanks to his Basic Attack strength, and Double Pain’s lower Mana Cost.
    • Physical PowerGeneral
      6462
    • RMB
      Mana CostDouble Pain
      30/35/40/45/5040/45/50/55/60
    Ikra

    Ikra

    MIDLANE9 zmian
    +5−4Karta bohatera
    Komentarz deweloperóworyginał ENIkra has gained a surge of popularity in high-end play, thanks to his offering of incredible safety, scaling, and late-game burst potential. Now that players are starting to master Ikra and utilize his mechanics to their fullest, we are looking to make some targeted changes to the strengths that the best Ikras take advantage of (Gold Scaling, Zoning with Stuns, Ultimate 1-shot combos), and offering him a little strength on his lesser used Eternal Passives and Cascade Augments to ensure there is still variety in playstyle for him while not hitting Ikra’s viability on the lower end as heavily, as he already struggles to make an impact when controlled by the average player.
    • DamageCascade
      1015
    • Magical Power ScalingCascade
      20%30%
    • P
      Harbinger Fathom Magical Power ScalingHerald
      8%10%
    • P
      Divine Bubble HealingHerald
      4/6/8/10/125/8/11/14/17
    • P
      Divine Bubble Healing Magical Power ScalingHerald
      10%12%
    • Q
      CooldownNarcosis
      16/15/14/13/1216/15.5/15/14.5/14
    • RMB
      Gold On KillBrine
      3/4/5/6/73/3.5/4/4.5/5
    • R
      DamageGenesis
      320/480/640320/460/600
    • R
      SlowGenesis
      50%40%
    Khaimera

    Khaimera

    JUNGLE5 zmian
    +2−2±1Karta bohatera
    Komentarz deweloperóworyginał ENWhile winrates alone might lead some of you to believe Khaimera is overly powerful, when you dig beyond the simple numbers, it is clear that Khaimera feels rather dysfunctional and weak right now, especially in mid/high tier play. As a simpler Hero with limited options to outplay an opponent, he needs a higher general level of strength to function and feel satisfying. While we are conscious of not inflating Khaimera's strengths too heavily in lower tiers of play where he thrives, we believe he has room for improvement due to his inability to stick to targets with his leap, or survive easily once the later stages of a match roll around. As a result, we are targeting some early game nerfs towards him to slow him down, as this is typically where he feels most oppressive for lower tiers of play due to isolated fights, and then reinforcing his ability to stick in ganks, and survive in the late game with Armor Growth improvements that will compound with the Regeneration he possesses.
    • Physical PowerGeneral
      6563
    • Physical ArmorGeneral
      3530
    • Physical Armor GrowthGeneral
      34
    • RMB
      Bonus Physical Power ScalingAmbush
      70%80%
    • ±RMB
      SlowAmbush
      25%/30%/35%/40%/45%40%
    Kwang

    Kwang

    JUNGLEOFFLANE5 zmian
    +5Karta bohatera
    Komentarz deweloperóworyginał ENKwang is receiving a round of changes aimed at bringing greater consistency to his Tether + Ultimate combo, as oftentimes by the time the player has realised they hit a target and begin channeling their Ultimate, the target is already free from the tether. Alongside this, we are granting him some smaller damage and utility increases to make him feel appropriately spiky at level 6 (his Rank 1 Ultimate can feel underwhelming), and ensure he has adequate damage output in late-game scenarios when he is committing to bulkier builds.
    • LMB
      CleaveHeavenly Blade
      20%25%
    • Q
      Tether DurationJudgement Of The Heavens
      1.3s1.45s
    • E
      DamageSurge Of The Heavens
      75/100/125/150/17575/105/135/165/195
    • R
      DamageFury Of The Heavens
      230/340/450250/360/470
    • R
      SlowFury Of The Heavens
      45%/55%/65%50%/60%/70%
    Lt. Belica

    Lt. Belica

    MIDLANESUPPORT8 zmian
    −8Karta bohatera
    Komentarz deweloperóworyginał ENThe previous round of adjustments to Belica’s Seismic Assault and Combat Veteran Augment have provided her with new levels of consistency that have pushed her strength over the edge. While we are generally pleased with the result of making her more enjoyable to play, she now needs to lose some general strength to compensate for the new-found consistency. While most of this is coming from her Combat Veteran Augment when combined with other sources of XP stacking such as Orb or Lotus, there is still room to trim some burst damage and uptime away from her kit to ensure that there are more appropriate tradeoffs when building that style. Likewise, we have tuned Combat Veteran’s XP to be less powerful after roughly Level 8, meaning Support Belica can still feel good about choosing it to keep up in early levels, but Mid Belica will no longer accelerate up 2-3 Levels as easily in the late-game.
    • Movement SpeedCombat Veteran
      3%2.5%
    • Passive XPCombat Veteran
      0.1-30.1-2
    • HealthGeneral
      700690
    • P
      Ability Haste per Maxed AbilityInnovation
      108
    • Q
      DamageSeismic Assault
      100/145/190/235/280100/140/180/220/260
    • Q
      CooldownSeismic Assault
      16/15/14/13/1217/16/15/14/13
    • E
      Magical Power ScalingVoid Drone
      20%17.5%
    • RMB
      DamageVoid Bomb
      100/140/180/220/26095/135/175/215/255
    Murdock

    Murdock

    CARRY3 zmian
    +3Karta bohatera
    Komentarz deweloperóworyginał ENMurdock continues to trail behind other Carries due to his weaker early game compared to the more aggressive Carries such as Revenant and Drongo. While they are receiving hits to their power which will naturally make Murdock’s strength more valuable, we are pushing 1 more set of smaller changes to give him the additional stats he needs to hold his own in the early lane, and transition into a more stable mid-game.
    • Physical PowerGeneral
      5557
    • Health RegenGeneral
      1.351.5
    • Attack Speed GrowthGeneral
      1.41.6
    Renna

    Renna

    MIDLANE3 zmian
    +3Karta bohatera
    Komentarz deweloperóworyginał ENRenna has faltered ever since her last set of hits she received to her Ultimate. While we stand by those changes, she is currently struggling to keep up with the stronger Mages. To help provide her with more conditional pop-off moments, we’re granting her Mortal Coil some additional damage and execute capabilities, allowing her to better work down her opponents and threaten a satisfying kill with its use.
    • Q
      DamageMortal Coil
      70/100/130/160/19070/105/140/175/210
    • Q
      Magical Power ScalingMortal Coil
      50%60%
    • Q
      Execution ThresholdMortal Coil
      6%8%
    Revenant

    Revenant

    CARRY6 zmian
    −6Karta bohatera
    Komentarz deweloperóworyginał ENRevenant has risen to the pinnacle of the Carry role, possessing incredible pressure in the early game and the ability to snowball out of control should his opponents make but 1 or 2 mistakes. While snowballing is a part of his identity we’d like to somewhat maintain, we are undoing some of the previous buffs to his 4th Shot Movement Speed and Ultimate Cooldown, while also dropping his general damage output and snowballing to more appropriate levels by trimming back his trading power, late-game scaling, and the dueling potential his Ultimate’s Stat Steal effect provides.
    • HealthGeneral
      695690
    • P
      Bonus Physical PowerBounty Hunter
      3%-13.2% (+0.6% per Level)3%-11.5% (+0.5% per Level)
    • Q
      Missile DamageObliterate
      35/50/65/80/9530/45/60/75/90
    • RMB
      Fourth Shot Movement SpeedHellfire Rounds
      12%10%
    • R
      CooldownReckoning
      135/120/105140/125/110
    • R
      Stat StealReckoning
      8%/9%/10%6%/7%/8%
    Scarlett

    Scarlett

    OFFLANEJUNGLE5 zmian
    −5Karta bohatera
    Komentarz deweloperóworyginał ENNow that Scarlett players have mastered her further, she can now receive some reductions to her general strength back closer to her initial release strength. Given her Energy economy and general combat loop’s cadence, she is a difficult balance case as there is a fine line between making her too weak in conventional scenarios, or overpowered with too many winning matchups. Given this, we’re making some smaller changes to her ability uptime and early durability, alongside reducing the Critical Damage present on her Minueta to reduce the strength of Terminus/Solaris builds in the early game. These changes should help normalize her matchups in Offlane further, and potentially open up more skill-matchups/soft-losing matchups for her to be concerned about navigating, but keep her feeling impactful to play.
    • Physical ArmorGeneral
      3635
    • Health RegenGeneral
      2.22
    • Q
      CooldownAshen Vow
      9/8.25/7.5/6.75/69.5/8.75/8/7.25/6.5
    • RMB
      CooldownMinueta
      7/6.25/5.5/4.75/47.5/6.75/6/5.25/4.5
    • RMB
      Critical Strike ModifierMinueta
      60%50%
    Sevarog

    Sevarog

    OFFLANEJUNGLE5 zmian
    +3−2Karta bohatera
    Komentarz deweloperóworyginał ENSevarog is receiving a range of quality of life changes to his general hitboxes and ability feel. While these changes are certainly power-positive, we feel Sevarog can feel a little clunky at times, especially in the case of his Ultimate’s hitbox being too tight, and how his Siphon can feel awkward to weave in combination with his Basic Attacks, and is therefore deserving of the changes simply to make him feel more enjoyable and intuitive to play. Oh and there’s some Junglerog buffs, yay!
    • Q
      Bonus Monster DamageSiphon
      30/35/40/45/5040/45/50/55/60
    • Q
      [QoL] Cast FrameSiphon
      7.56
    • Q
      [QoL] Animation SpeedSiphon
      1.2x1.3x
    • R
      RangeColossal Blow
      375425
    • R
      [QoL] Cone AngleColossal Blow
      130120
    Shinbi

    Shinbi

    OFFLANEJUNGLE3 zmian
    +1−2Karta bohatera
    Komentarz deweloperóworyginał ENShinbi continues to be a menace with her high dash uptime and ability to rain sparkly havoc across late-game teamfights with her Ultimate. To combat this, we’re reducing her Allegro Augment’s Cooldown refund to ensure she’s a little bit easier to lock down and catch, while also reducing some of the late-game strength of her Ultimate, as it currently kills too many Heroes from excessively high health thresholds when she gets a few items online.
    • Rushing Beat Cooldown ReductionAllegro
      20%15%
    • R
      DamageAll-Kill
      44/68/9244/66/88
    • R
      Magical Power Scaling per WolfAll-Kill
      16%15%
    Terra

    Terra

    OFFLANEJUNGLE5 zmian
    +5Karta bohatera
    Komentarz deweloperóworyginał ENTerra continues to feel underwhelming for many. Once again we are increasing the power of her Highland Hurl, as this is the ability that can feel the most lackluster to use, both in terms of damage and utility. By shifting around the scaling from Slow Duration to Shred, we’re now granting her more agency in Skill Order based on matchups - as she typically struggles to deal with Tankier opponents as she is unable to access Penetration/Shred Items due to her Armor Scalings. Likewise, the utility of her Slow/Root is now more powerful, better allowing her to control fights and contribute to her team as a disruptive frontliner, even when behind.
    • E
      Bonus Physical Armor ScalingHighland Hurl
      30%40%
    • E
      Bonus Magical Armor ScalingHighland Hurl
      30%40%
    • E
      Physical Armor ShredHighland Hurl
      20%20%/22.5%/25%/27.5%/30%
    • E
      Slow DurationHighland Hurl
      1/1.05/1.1/1.15/1.2s1.25s
    • E
      Root DurationHighland Hurl
      1/1.05/1.1/1.15/1.2s1.25s
    The Fey

    The Fey

    MIDLANE2 zmian
    −2Karta bohatera
    Komentarz deweloperóworyginał ENThe Fey has flown under the radar for a while now as an incredibly powerful pick, and avoided adjustments despite other Mages around her falling down in strength. To ensure that she doesn’t rise above everyone else, we’re dropping the safety offered by Bramble Patch’s Movement Speed slightly, while also reducing her mid-game harass from her Harvest Nettles (those things hurt).
    • Q
      Movement SpeedBramble Patch
      15%12%
    • E
      DamageHarvest Nettles
      80/120/160/200/24080/115/150/185/220
    TwinBlast

    TwinBlast

    CARRY3 zmian
    +3Karta bohatera
    Komentarz deweloperóworyginał ENSimilar to Murdock, TwinBlast has largely been suppressed by the likes of Revenant and Drongo. While we are mindful not to push his strengths too high, there is slightly more room to give him some love in the ability department, better opening up some On-Hit and Assassin build paths and providing him with additional build variance.
    • Q
      Bonus Physical Power ScalingVaporize
      90%95%
    • Q
      On-Hit ModifierVaporize
      170%200%
    • RMB
      Total Physical Power ScalingVortex Grenade
      40%45%
    Valmont

    Valmont

    MIDLANE12 zmian
    +2−10Karta bohatera
    Komentarz deweloperóworyginał ENValmont has taken a while for players to get used to, but now that they better grasp his kit and mechanics, it has become apparent that he is simply too powerful and in need of a power cut in various areas. To provide a little more context and transparency on his strength, when we tested him internally prior to release, we saw many players heavily struggling to succeed with him in their initial 5-10 matches despite us believing he was powerful in the right hands (which was mirrored by players struggling in the first week of his release too). This is typically normal - especially with more unconventional Heroes. As a result, with many new Heroes we tend to give them slightly more power than necessary as a way of compensating for the mastery curve players must go through when learning to play as, with and against a new Hero over the initial release patch, with players becoming more competent with each match they play towards the next balance update. In Valmont’s case, we definitely overshot a bit too much. While there is no exact science to this as it's difficult to predict the speed players will become proficient with a new Hero in various skill brackets, hopefully that helps explain why some Heroes can release as seemingly “OP” - especially in Valmont’s case, as we already predict he will trend to being stronger in lower skill-brackets due to the healing/spacing checks he places on opponents that can lead to him feeling oppressive, similar to Khaimera. There is a fine line between us overshooting and the Hero being too strong, or undershooting and everyone giving up on it after a couple of matches, thus diminishing the impact of a new Hero’s release because players feel it's too underwhelming to stick with. Overall, it's an important (but challenging) aspect of nailing the Player Experience that we must consider for new Hero releases that will always have mixed results, but hopefully this insight is helpful in allowing you to understand the balance process a little further!
    • Omnivamp Bonus Mana ScalingSanguine Banquet
      0.5%0.4%
    • Hero Death Bonus ManaSanguine Banquet
      3020
    • Missing Health Damage ModifierRupturing Fangs
      100%85%
    • Physical ArmorGeneral
      2826
    • P
      Mana Restore On Unit KillHemophagia
      3-413-38
    • P
      Lilith DamageHemophagia
      15/23/31/39/4712/20/28/36/44
    • Q
      DamageRupture
      20/29/38/47/5620/28/36/44/52
    • Q
      CooldownRupture
      8/7.5/7/6.5/69/8.5/8/7.5/7
    • R
      DamageExsanguinate
      40/70/10040/65/90
    • R
      Damage Magical Power ScalingExsanguinate
      22%23%
    • R
      HealingExsanguinate
      25/45/6520/40/60
    • R
      Healing Magical Power ScalingExsanguinate
      20%22%
    Wukong

    Wukong

    JUNGLE1 zmian
    ±1Karta bohatera
    Komentarz deweloperóworyginał ENArise my Wukong brethren! Hair stacks no longer fall off over time, meaning your Clones will be up more consistently, and you can feel less bound to his Masterful Mimicry Augment.
    • ±R
      Wukong no longer loses Hair Stacks while Out of Combat.
    Yurei

    Yurei

    JUNGLEPoprawka błędu
    Karta bohatera
    Komentarz deweloperóworyginał ENYurei’s Skulls have been suffering from a bug where they were counting as Minions for the sake of various interactions, meaning effects that would boost damage against Minions would deal excessive damage when damaging them. This has now been resolved.
      • Fixed an issue where Yurei’s Skulls counted as a Minion for the sake of damage calculations and item effects.
      Zarus

      Zarus

      OFFLANEJUNGLE3 zmian
      −3Karta bohatera
      Komentarz deweloperóworyginał ENSimilar to some other Heroes such as Grux, we’re slightly nudging down Zarus’ early strength, specifically targeting his clear speed and level-6 gank potency from his Ultimate in order to slightly drop his efficacy and reduce how oppressive and impactful he can feel throughout the early game.
      • Physical PowerGeneral
        6462
      • R
        DamageColiseum
        200/325/450180/305/430
      • R
        Bonus Physical Power ScalingColiseum
        100%90%
      Zmiany balansu

      Przedmioty

      13

      Marksman Crest

      LegendaryCrucibleItems1 zmian
      +1
      Komentarz deweloperóworyginał ENMarksman Crest was taking longer to charge on average than the other Crests, so we’ve reduced the stack limit required to Evolve. With this change the Crest will come online at a similar pace to other options.
      • Stack Limit to Evolve
        12090

      Sharpshooter Crest

      LegendaryCrucibleItems1 zmian
      +1
      • Stack Limit to Evolve
        12090

      Marksman Crest

      LegendaryCrestsPoprawka błędu
        • Fixed an issue where various automatic basic attacks (Legion, Eden) would only stack the Crest on the first shot.

        Exodus

        LegendaryCrests1 zmian
        −1
        Komentarz deweloperóworyginał ENExodus has seen a surge in popularity in the North American region especially, with players now fully seeing the power it has at disrupting fights and catching opponents. As a result, we’re undoing one of the Cooldown buffs it received in the past to ensure its uptime and ability to interrupt key abilities as frequently is reduced.
        • Cooldown
          90100

        Rift Walkers

        LegendaryCrests1 zmian
        +1
        Komentarz deweloperóworyginał ENRift Walkers has largely fallen out of favour ever since we reduced the range of its Pull. As it has been a rather long time since this occurred and the game has shifted dramatically since then, we are undoing that change, pushing it back closer to its old value (650) to bring it back into relevance. If it’s an overshot, we will adjust it as necessary in the following patches.
        • Rift Snatcher Pull Radius
          550625

        Onixian Quiver

        EpicCarry1 zmian
        +1
        Komentarz deweloperóworyginał ENQuiver is another item that has largely fallen out of favour compared to other options, and given the amount of beefy frontliners running around, we want to push its strength up to give Carries a stronger countermeasure when dealing with close range divers.
        • Multishot Damage
          8-30%10-35%

        Mutilator

        EpicFighterPoprawka błędu
          • Fixed an issue where Mutilator was not being applied on AoE abilities when they dealt damage to multiple enemies.

          Azure Core

          EpicMage1 zmian
          −1
          Komentarz deweloperóworyginał ENAzure Core is seeing too much popularity, even on Mages where its acquisition is questionable. To create a greater differentiation between it and other options, we’re dropping its Ability Haste, making the likes of Oathkeeper and Soulbinder more attractive first buys, alongside the staple of Combustion.
          • Ability Haste
            1510

          Oathkeeper

          EpicMage1 zmian
          +1
          Komentarz deweloperóworyginał ENA quick bump for Oathkeeper’s effect damage, helping it better compete as an early game pickup.
          • Celestial Spellblade Damage
            6065

          Soulbinder

          EpicMage1 zmian
          +1
          Komentarz deweloperóworyginał ENSoulbinder continues to be underbought by the Heroes best suited to it, and is in need of a small bump to help it compete with the other 1st buys in the class.
          • Arcane Salvo True Damage
            7%8%

          Luxforge Lantern

          EpicSupport1 zmian
          +1
          Komentarz deweloperóworyginał ENA quick bump for Luxforge’s Physical Power, as it has been left behind the other items that received a bump.
          • Physical Power
            3035

          Flux Matrix

          EpicTank1 zmian
          +1
          Komentarz deweloperóworyginał ENFlux Matrix is another item that sees minimal play. A bump to its Haste will make it more attractive relative to other Magical Armor items for the likes of Aurora, Shinbi and Kwang.
          • Ability Haste
            1015

          Vainglory

          EpicTank2 zmian
          +2
          Komentarz deweloperóworyginał ENVainglory can often feel a bit underwhelming to pick up, despite it signalling its use as a capstone. We’re granting it more strength to make it a more satisfying pickup for Armor stacks, and incentivise them to forgo a less durable damage item.
          • Magical Armor
            3540
          • In Vain Bonus Max Stack Armors
            +10%+12%
          Zmiany balansu

          Eternale

          5

          Weald

          3 zmian
          −3Eternale w bazie wiedzy

          Major Blessing

          Komentarz deweloperóworyginał ENAs mentioned last patch, we wanted to assess the strength of Weald’s Major Blessing after reducing the strength of its Minor Blessings. Now that we’ve seen the results, the Major Blessing continues to provide too much burst damage to Heroes, so a reduction in strength is needed - especially in the case of On-Hit effect interactions.
          • Missile Base Damage
            87
          • Missile On-Hit Modifier
            30%20%

          Taproot

          Komentarz deweloperóworyginał ENTaproot continues to provide too much value to its users, making Weald too well-rounded as a total package. Another reduction in the Healing it offers is needed to bring it further in line.
          • Bonus Physical Power Scaling
            7%6%

          Krix

          2 zmian
          −2Eternale w bazie wiedzy

          Cannibalism

          Komentarz deweloperóworyginał ENCannibalism can contribute to some niche, but powerful snowball scenarios when early Takedowns are achieved. To help reduce the amount of mid-game durability available for its users that get ahead, we’re trimming down some of its value.
          • Max Health on Takedown
            3025

          Feeding Frenzy

          Komentarz deweloperóworyginał ENFeeding Frenzy is currently contributing to the damage output of Bruisers that run Krix a little too heavily, resulting in Bruisers opting for Krix over alternatives such as Thraex due to there not being enough of a damage tradeoff relative to other, less durable Eternals.
          • Attack Speed
            12%10%

          Knell

          2 zmian
          −2Eternale w bazie wiedzy

          Patina

          Komentarz deweloperóworyginał ENPatina’s Shield has received more appreciation from players thanks to the long-term effective health it provides its user throughout the laning phase, as well as the anti-burst it offers as the late-game rolls around. We’re reducing the strength of the shield slightly at all stages of the game, making it less oppressive to play into.
          • Shield
            35-290 (+15 per Level)30-268 (+14 per Level)

          Dampening

          Komentarz deweloperóworyginał ENDampening has largely flown under the radar as a significantly strong defensive option against long-range opponents. Now that players are beginning to realise its strength, it’s time for us to tone it down so that it is more in line with other defensive Minor Blessings that offer a similar benefit.
          • Damage Reduction
            12%10%

          Lotus

          2 zmian
          −2Eternale w bazie wiedzy

          Major Blessing

          Komentarz deweloperóworyginał ENLotus continues to blur the lines between offense and defense as a catch-all Eternal thanks to the variety of stats it offers. While this is largely part of the Eternal’s identity that makes it accessible to a range of Heroes, for Mages and Bruisers especially, it is providing too much durability in combination with the rest of its effects. As a result, we’re pulling down the Health on offer, ensuring there is a greater durability tradeoff for Lotus compared to other tankier Eternals.
          • Max Health
            1.5%1.25%

          Immaculate

          Komentarz deweloperóworyginał ENImmaculate continues to contribute to unhealthy all-in stat check scenarios, both in the early lane, and in late-game catch scenarios. Once again we are reducing the DR, and will monitor it further to assess if larger changes become necessary.
          • Damage Reduction
            12%10%

          Aion

          1 zmian
          −1Eternale w bazie wiedzy

          Philosopher

          Komentarz deweloperóworyginał ENWe have seen a rise in the uptake of Philosopher on Heroes such as Shinbi and Countess that simply seek to accrue gold throughout a match, allowing them to freely scale up and accelerate. Given that Heroes do not need to interact with opponents to benefit from Philosopher and is therefore low risk, it is simply granting too much free gold.
          • Gold
            54
          Zmiany balansu

          Tryby gry

          15

          Bottomless Vial

          EternalsPoprawka błędu
          Komentarz deweloperóworyginał ENBottomless Vial suffered from an issue where it was granting more Magical Power than we intended in the 3v3 mode. This has now been resolved.
            • Magical Power per River Buff decreased from 15 to 5.

            Recall

            Systems1 zmian
            Komentarz deweloperóworyginał ENRecall Speed is being reduced in Crucible to improve the overall pacing of the mode.
            • Recall Time
              8s7s

            Hero Passive Stacking

            SystemsPoprawka błędu
            Komentarz deweloperóworyginał ENSevarog and Renna were not gaining stacks passively as they do in other game modes. This has now been implemented into Crucible.
              • The following Heroes now correctly gain Passive Stacks: Sevarog, Renna.

              Item Stacking

              SystemsPoprawka błędu
              Komentarz deweloperóworyginał ENItems such as Overlord or Azure Core were not receiving stacks passively as they do in other game modes. This has now been implemented into Crucible.
                • Various Stacking Items now passively gain Stacks (E.g: Overlord), like they do in ARAM.
                • Various Crests Stacking Items now gain multiple charges per use (E.g: Obelisk), like they do in ARAM

                Hero Damage Modifier

                Systems1 zmian
                Komentarz deweloperóworyginał ENWe’re removing the custom damage modifiers from Crucible. These modifiers were originally designed around the 5v5 ARAM experience and did not translate well to the 3v3 environment, resulting in some Heroes having unintuitive power spikes, be that excessive damage or durability. Heroes will now be using their standard live values instead of having additional Damage Amps/Reduction Modifiers, and we hope this change provides a more consistent experience. We’ll be monitoring this change closely as the goal is to allow all Heroes to be playable and find success in Crucible, but this may cause some fallout. Naturally, we’re open to re-introducing custom values if it’s needed in future, but for now we’ll assess how the mode plays without them.
                • ±
                  Heroes no longer have adjusted Damage Output, Healing/Shielding Output, and Damage Taken modifiers in Crucible 3v3, and their stats now match their defaults.

                General

                Jungle1 zmian
                Komentarz deweloperóworyginał ENWe’re adding a small delay before Jungle Monsters spawn on match start. The goal of this change is to reduce the immediate rush at the start of the game and allow players more time to navigate the shop without the threat of the Enemy team taking Jungle Buffs before you’ve had time to even move.
                • Various Jungle Monster’s Initial Spawn Time
                  00:05s00:20s (See below for full details)

                Blue Buff

                Jungle4 zmian
                Komentarz deweloperóworyginał ENSmall adjustments to Blue Buff that aim to decrease its damage potential in the early game whilst increasing the HP mid to late game to prevent the camp being cleared too quickly as the Heroes get stronger, and to be less punishing to kill solo.
                • Health
                  950 (+200 per Level)1000 (+300 per Level) at Levels 1-6, (+100 per Level) at Levels 7-11
                • ±
                  Health Scaling now increases to Level 11 (increased from 6).
                • Current Health Damage
                  6%4%
                • Initial Spawn Time
                  00:05s00:20s

                Red Buff

                Jungle4 zmian
                Komentarz deweloperóworyginał ENSimilar to Blue, Red will be receiving changes to decrease its damage potential in the early game whilst increasing the durability across the match. With this change, Red Buff will be able to take a few hits and allow teams more time to contest it before it’s killed.
                • Health
                  950 (+200 per Level)1000 (+300 per Level)
                • ±
                  Health Scaling now increases to Level 11 (increased from 6).
                • Current Health Damage
                  6%4%
                • Initial Spawn Time
                  00:05s00:20s

                River Buff

                Jungle1 zmian
                Komentarz deweloperóworyginał ENGiven how quickly they can be killed, River Buff spawning at the start of the match felt a bit disconnected from the intention of players fighting around the larger buffs. We’ve adjusted its initial spawn time to be slightly later than other Camps, meaning there is a better bridge in decision making between invading the Enemy River Buff, doubling back for your own, or going to the lane.
                • Initial Spawn Time
                  00:0000:30s

                Brown Camp (5)

                Jungle1 zmian
                • Initial Spawn Time
                  00:05s00:20s

                Seedling

                Jungle1 zmian
                • Initial Spawn Time
                  00:05s00:20s

                Shaper

                Jungle1 zmian
                Komentarz deweloperóworyginał ENWe’re reducing the duration of the Orb Prime buff to prevent it from influencing the game for an excessive amount of time, and give the defending team higher odds of making a comeback.
                • Prime Buff Duration
                  180s150s

                Fangtooth

                Jungle5 zmian
                Komentarz deweloperóworyginał ENThe Fangteeth are receiving large amounts of changes aimed at reducing their damage potential and increasing their mid/late-game durability. We’re also reducing the stats gained from defeating Fangtooth, as the current rewards provide too much power and make it difficult for teams to recover after falling behind. Additionally we’ve adjusted its initial spawn to spawn later into the match to ensure players are strong enough to fight the demonic dinos.
                • Fangtooth Current Health Damage
                  6%4%
                • Stats Gained per Fangtooth Kill
                  2%1.5%
                • Magical Armor
                  25 (+1 per Level)25 (+2 per Level)
                • Health
                  3000 (+500 per Level)3000 (+625 per Level)
                • Initial Spawn
                  150210

                Shadow's Eve Map

                0 zmian
                Komentarz deweloperóworyginał ENIt wouldn't be Shadow's Eve without a map makeover! Sanctuary has well and truly been petrified, complete with haunting new lighting, jack o' lanterns, candles and more!

                  Store News

                  0 zmian
                  Komentarz deweloperóworyginał ENShadow's Eve skins have returned for a limited time only, along with a whole bunch of brand new variants! It's time to crash the ball! 3 exclusive skin variants are being added to the Debutante Ball Bundle Core
                    Zmiany balansu

                    Poprawki błędów

                    32
                    • Fixed an issue where picking a Hero too fast would result in incorrect Eternals being assigned to the User.
                    • Fixed an issue where extra stats from Items and Augments were not being reflected correctly on the Shop Stats Column.
                    • Fixed an issue where Soulbearer was not granting its Shield on activation to Rage Heroes.
                    • Fixed an issue where Grim’s Instant Reload Augment would reset his Ultimate cooldown against targets that enter a Resurrection state.
                    • Fixed an issue with Lt. Belica’s Ultimate Description where it did not state there was a small forgiveness window on Hero Deaths resetting its cooldown.
                    • Fixed an issue where Eden’s Heat Bar would not visually reset after using her Ranged Ultimate.
                    • Fixed an issue where Steel’s Passive could result in a negative Armor value in specific scenarios.
                    • Fixed an issue where Valmont’s bats would remain active in the world after tracking an untargetable target.
                    • Fixed an issue where Pinging “Crest Ready” whilst on cooldown would incorrectly ping your Blink progress.
                    • Fixed an issue where Pinging “Blink Ready” whilst on cooldown would incorrectly ping your Crest progress.
                    • Fixed an issue where the Damage Hit Markers Reticule/Crosshair was not centralised on the screen.
                    • Fixed an issue where Orb Prime’s Buff VFX would not display if gained while Invisible.
                    Treść i grafiki patcha należą do Omeda Studios. Komentarze deweloperów podajemy w oryginale (EN).