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Lol Probius is a huge bit to strong at everything except teamfights when the enemy knows how to counterplay. I didnt expect the ptr version to make it to live lol. I guess the winrate will be padded by opponents being bad.
Also Oh yeah when you get two cards at the end of the match. A mage escaping death multiple times and you getting the clutch heal card. <3 Lucio
I also like the new artillery gazlow ... 3 people try to lane push you no worries you can poke them at safe distance and combo down the waves before they reach your tower. Frustration included that your team somehow manages to die all over the place.
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Lucio was nerfed in the new patch, but the changes weren't in the patch notes when they were released. The changes are below:
Stats
Base Maximum Health decreased from 1450 to 1380
Base Health Regen decreased from 3.02 to 2.88
Abilities
Amp it Up (E)
Healing amount reduced from 15.5 to 14.5
Reverse Amp (R)
Cooldown increased from 40 to 45 seconds
Mana Cost increased from 50 to 55
Talents
Level 16
Bring it Together (E)
Healing bonus increased from 40 to 45%
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Caldeum1976 Posts
On March 15 2017 20:23 Garbels wrote: Oh man, they removed sprint from Gaz without any mention of it in the patchnotes.
The turret targeting thing is very awkward (stopps hearthstone/mount, can still use while mounted). That's unfortunately how all pet retargeting works like for Jaina's Water Elemental too. It sucks.
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Anub gets more lulsy with every patch. Sure he isn't good vs autoattackers, but his matchup vs ming/kael/sonya/whatever is fucking hilarious
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Normally new heroes have been really strong and then nerfed but probius is really awful. I have single handedly lost every match for my team so far :p
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Feature requests and Blizz's answers:
- 1) Toggle option: make right-click a move-only action.
This prevents stealth heroes from accidentally attacking enemies, and makes it easier to move behind attack-able entities like siege giants.
- 1) I will re-ping some people about getting this in. It's been on our want list for over 2 years now.
- 2) Don't recenter camera on hearth.
We can press spacebar whenever we like. This is especially annoying for global heroes (bw, aba, daba, falstad).
- 2) This was actually ninja-fixed (non-patch noted) a few patches ago! Well for respawn at least. Will discuss internally on hearthstone.
- 3) Don't recenter camera automatically when holding space (clarified below).
When holding space to center the camera on the player hero (without camera lock enabled), you can move the camera to an offset position within x distance (x = approx half screen size). After roughly 7 seconds without adjusting the camera position, it will interpolate back to being centered on the player hero. This can be annoying or screw up important skill shots. Given that we can re-center the camera at will (repress space key), I see no good reason for this behavior.
- 3) I can talk with someone about this. Sounds like Spacebar is executing our logic that's on Camera Lock. I'll see if we can split that out.
- 4) Toggle option: make attack-move (A) target enemy closest to cursor.
LoL/DotA have it. It makes sense.
- 4) I believe this is in the works for a soon coming patch! We have some passionate people who similarly really want this internally.
- 5) Toggle option: Draft-start should seize window focus or play sound.
Currently when a HL/UR/TL draft begins, there's no sound or seizing of window focus (QM plays a sound on finding a match, and seizes focus on load).
- 5) This one I know nothing about! But I can ask! (I think we flash the icon in Windows10 though?)
- 6) Add a MISSING ping.
It would be useful to have a missing ping. Perhaps via ping-wheel, UI portraits, or key binding. LoL/DotA have it and I want it too.
- 6) I believe we're discussing having pinging an enemy in the party frame that's not seen (in Fog of War) do a Missing ping!
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On March 16 2017 01:30 Valiver wrote:Show nested quote +On March 15 2017 20:23 Garbels wrote: Oh man, they removed sprint from Gaz without any mention of it in the patchnotes.
The turret targeting thing is very awkward (stopps hearthstone/mount, can still use while mounted). That's unfortunately how all pet retargeting works like for Jaina's Water Elemental too. It sucks.
Blizz have since confirmed it was not intended to work like that for Gaz and will be fixed
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Maybe I missed it, but I thought they said they were fixing where you couldn't retarget turrets after death, not while mounting or hearthing?
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Just had a Probius+Alarak QM. That Alarak was evil. He got around 10 kills by pushing people into my Explodium charges. Also if you stun a Gazlow past 13 make sure there is actually a place you can run too. Silly Butcher ...
Past 10 it got really ugly though, every team fight was 5 people in a Gravobomb. And no you dont survive that if there is Nullgate + Probius AoE involved.
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On March 16 2017 03:53 karazax wrote: [*] 4) Toggle option: make attack-move (A) target enemy closest to cursor.
LoL/DotA have it. It makes sense.
That sounds weird. If you want to target a specific enemy, why not just click on them?
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just makes it easier to auto the intended target if you misclick
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Oh, okay. I can see how that could be useful.
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Balance patch released
Gall + Show Spoiler +Abilities - Shadowflame (Q)
Damage from 125 to 135
Talents Level 1 - Keep Moving (Z)
Increased Movement Speed duration increase from .5 to 1 second
Level 4 - Double Back (W)
Bonus damage to non-heroic targets increased from 100 to 200%
Level 20 - Psychotic Break (Passive)
Now allows the use of Gall’s Heroic Abilities.
Developer Comments: We have been actively reading the feedback for our friendly Ogre and cross-referencing it with our internal statistics. We are seeing great talent diversity and are happy with the new design, but feel that we can inject a bit more power into the duo. Today’s changes are focused on increasing Cho’s self-sustain and injecting a bit more damage into both ogres. Ragnaros + Show Spoiler +Stats - Basic Attack damage decreased from 180 to 171
Abilities - Empower Sulfuras (Q)
Damage decreased from 201 to 191
- Sulfuras Smash (R)
Cooldown increased from 60 to 80 seconds
Talents Level 13 - Resilient Flame (Passive)
Cooldown increased from 10 to 15 seconds Armor bonus decreased from 50 to 40
Tychus + Show Spoiler +Abilities - Minigun (D)
Damage increased from 2 to 2.5% Max Health
Talents Level 4 - The Bigger They Are (D)
Damage threshold decreased from 40 to 35% maximum Health
Varian + Show Spoiler +Stats - Base Health increased from 2150 to 2322
- Base Health Regeneration increased from 4.48 to 4.84
Abilities - Taunt (R)
Health bonus reduced from 40 to 30%
Talents Level 4 - Warbringer (E)
No longer increases the slow amount of Charge Cooldown reduction increased from 6 to 8 seconds
Level 13 - Juggernaut (E)
Damage reduced from 5 to 4% of a Hero’s maximum Health
Developer Comments: We think pushing the cooldown of Charge after taking Warbringer from 6 to 4 will push it further into the hyper-mobile style of gameplay that we want. We removed the additional slow since it didn’t add much to actual gameplay (most people didn’t move when they were slowed). Now Warbringer Varians will be zipping around the battlefield applying slows at a high frequency. By increasing Varian’s base Health but lowering Taunt’s Health bonus, Twin Blades and Colossus Smash will have about 8% more Health through the game, while Taunt will only have a little more Health before 10. Murky + Show Spoiler +Talents Level 1 - Egg Hunt (D)
Cooldown reduced from 6 to 3 seconds
- Fish Eye (D)
Vision bonus increased from 200 to 300%
Level 4 - Tufferfish (W)
Bonus damage increased from 35 to 50%
Level 7 - Slippery When Wet (E)
Movement Speed bonus increased from 40 to 50% Now also reduces the cooldown of Safety Bubble by 2 seconds
Level 13 - Fish Tank (Passive)
Armor duration increased from 2 to 3 seconds
Level 16 - Wrath of Cod (W)
Damage increased from 10 to 15% of maximum Health
Developer Comments: These tuning changes were made to add a greater variety of viable Talent builds. Overall each of these Talents weren’t performing to Murloc-Standard-Efficiency (MSE), so they’ve been buffed up to regulations. Probius + Show Spoiler +Abilities - Worker Rush (Z)
Cooldown reduced from 40 to 30 seconds Now automatically activates when Probius is in the Hall of Storms
- Warp in Pylon (D)
Cooldown reduced from 14 to 12 seconds
- Warp Rift (W)
Range increased by 15% Slow amount increased from 20 to 25%
- Photon Cannon (E)
Damage increased from 95 to 105 Duration increased from 11 to 13 seconds
- Null Gate (R)
Range increased by 12% Cooldown decreased from 40 to 30 seconds
Talents Level 4 - Turbo Charged (Z)
Cooldown reduction reduced from 20 to 10 seconds
Level 13 - Aggressive Matrix (D)
Damage bonus increased from 20 to 25%
- Shield Battery (D)
Shield amount decreased by 13%
Level 16 - Interference (W)
Duration increased from 3 to 5 seconds
- Quantum Entanglement (W)
Duration decreased from 3.5 to 3 seconds
Developer Comments: We’re making several small tweaks to Probius across the board, largely to make him a little more powerful and, more importantly, more engaging to play. Many of his abilities have had small tweaks to them to make them more usable, and we’re buffing the damage and duration of his Photon Cannons to make them more threatening. Tassadar + Show Spoiler +Abilities - Plasma Shield (Q)
Duration reduced from 8 to 5 seconds Life leech increased from 20 to 30%
- Archon (R)
Damage reduced from 175 to 166 Splash damage reduced from 87.5 to 83
Talents Level 1 - Khaydarin Resonance (Q)
15 Regen Globe quest Bonus Shield amount increased from 15 to 20% 30 Regen Globe quest No longer increases duration of Plasma Shield Now lowers the cooldown of Plasma Shield by 3 seconds
Level 4 - Khala’s Embrace (Q)
Bonus life leech increased from 40 to 50%
Level 20 - Shield Battery (Active)
Cooldown reduced from 75 to 60 seconds
Developer Comments: The duration on Plasma Shield has always matched the Cooldown, but we are ready to try separating them. Enemy teams will now have a small window of time to deal meaningful damage between Shield applications (unless Tassadar fully unlocks Khaydarin Resonance). Since he is currently over-performing we are also looking to bring down the damage of Archon slightly. Arthas + Show Spoiler +Stats - Physical Armor decreased from 15 to 10
Talents Level 16 - Remorseless Winter (E)
Root duration from decreased from 1.75 to 1.25 seconds
Developer Comments: We’re happy with the performance of Arthas, particularly as a capable solo-warrior that brings something unique to the team with Frozen Tempest. We’ve added a lot of power to this ability, so we’re reducing his Physical Armor from 15 down to 10 to better enable enemy heroes to get more value by poking him down. We’re also reducing the Root duration of Remorseless Winter to be more in line with similar effects. Cho + Show Spoiler +Stats - Basic Attack damage increased from 120 to 130
- Cho’s Basic Attacks now apply and refresh Consuming Blaze
Abilities - Consuming Blaze (W)
Healing amount increased from 30 to 40 Basic Attack reapplication on Heroes now extends to all targets currently affected by Consuming Blaze
- Upheaval (R)
Damage increased from 100 to 175
Talents Level 1 - Fuel for the Flame (W)
Minion quest reward increased from .2 to .3% amount healed Hero quest reward increased from 2 to 3% amount healed
Level 13 - Runed Gauntlet (Passive)
Heroic Cooldown Reduction per Basic Attack increased from .5 to .75 seconds
Developer Comments: See Gall’s dev comments. Leoric + Show Spoiler +Stats - Basic Attack damage increased from 138 to 150
Abilities - Skeletal Swing (Q)
Damage increased from 116 to 125
Talents Level 16 - Renewed Swing (Q)
Bonus swing damage increased from 50 to 80%
Developer Comments: All shall suffer.
Bug Fixes
+ Show Spoiler +General - Season 3 reward portraits have been updated to read “2016” instead of “2017”.
- Fixed an issue that could cause players to stall when Zarya was affected by certain attack speed modifiers.
User Interface - The observer user interface will now display Core health on Towers of Doom as raw numbers instead of as a percentage.
- Fixed an issue that could cause the observer user interface to fail to show Heroic ability cooldowns.
- Fixed several minor issues with button alignment and questing talent indicators in the observer user interface.
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I am always opposed to buffs to cho'gall, as I think the character is overall very bad for the game.
I wish they had done lighter touches to rag. Like most melee assasssins, decreasing his Q damage AND his resistance talent at 13 is a double-hit to his survivablity. I wish they had just tried nerfing the 13 and SS first, instead of hitting both the Q and 13 at once. My feeling is that frequently bliz talks about ways to nerf a hero, writes down all the ideas, and then does them all instead of just trying one at a time.
The notes on Varian make me think they don't know exactly what they want out of him. He never was a "hyper mobile" style of hero--- now they are actively transforming him from his release kit. Maybe that's fine, but it shows a bit of fickleness on the design teams' side.
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