Balance Changes 01/16/2013
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Balance Changes 01/16/2013
Hey everyone! I'm currently testing and publishing some balance changes (and some bug fixes). The patch will be out pretty soon here. Here's the balance changes:
Reaper: The Freebie Shield no longer regenerates its cooldown while in use. Instead, when the shield is destroyed it will start its cooldown. The cooldown has been lowered from 45/40/35 to 36/30/24 to compensate.
Ghost: EMP's missile travels faster, from 7 speed to 8. It's always had a slight delay from impact before the stun set it, and that delay has been lowered from .25 to .15. In bigger news, the Ghost's Cloak provides 50% damage reduction, and it has become a 15 second duration with a 40/30/20 cooldown.
Stalker: Blink's range has been nerfed from 6/7/8 to 5/6/7.
Immortal: Upgrading Phase Disruptors no longer affects the cooldown or charge on it. I felt this ability, now that it can connect near 100% of the time (originally right-clicking on an enemy wouldn't work well for this ability), was too powerful and didn't need a reduced charge.
What do you guys think? Fair changes?
If you have any other balance complaints, please post!
rut
Reaper: The Freebie Shield no longer regenerates its cooldown while in use. Instead, when the shield is destroyed it will start its cooldown. The cooldown has been lowered from 45/40/35 to 36/30/24 to compensate.
Ghost: EMP's missile travels faster, from 7 speed to 8. It's always had a slight delay from impact before the stun set it, and that delay has been lowered from .25 to .15. In bigger news, the Ghost's Cloak provides 50% damage reduction, and it has become a 15 second duration with a 40/30/20 cooldown.
Stalker: Blink's range has been nerfed from 6/7/8 to 5/6/7.
Immortal: Upgrading Phase Disruptors no longer affects the cooldown or charge on it. I felt this ability, now that it can connect near 100% of the time (originally right-clicking on an enemy wouldn't work well for this ability), was too powerful and didn't need a reduced charge.
What do you guys think? Fair changes?
If you have any other balance complaints, please post!
rut
Re: Balance Changes 01/16/2013
Wait... on reaper, you reduced the cooldown time, yet started cooldown after? I feel that's worse because they can have it up MORE often.
IDK, just seems backwards to me. Guess we'll find out in the public arena and see how the balance change effects the game.
IDK, just seems backwards to me. Guess we'll find out in the public arena and see how the balance change effects the game.
TurdPile- Posts : 14
Join date : 2013-01-11
Age : 30
Location : Massachusetts
Re: Balance Changes 01/16/2013
I like the changes - it'll be interesting to see how the reaper one plays out. Turdpile, in my opinion, the problem with the reaper was that you could forego health entirely because of how forgiving the shield was.
Also, in round 1, you could have a lot of power, speed, small hitbox, and potentially be extremely tanky (3 hits to die). There wasn't incentive to try to kill the reaper for +minerals because you could rarely hit him in the first place with such low base power on the majority of the heroes.
Later on, reaper becomes less of a dominant force, but if reaper has a good round 1 (which wasn't that hard in public games) then the entire team starts to snowball which was a problem IMO.
Also, in round 1, you could have a lot of power, speed, small hitbox, and potentially be extremely tanky (3 hits to die). There wasn't incentive to try to kill the reaper for +minerals because you could rarely hit him in the first place with such low base power on the majority of the heroes.
Later on, reaper becomes less of a dominant force, but if reaper has a good round 1 (which wasn't that hard in public games) then the entire team starts to snowball which was a problem IMO.
noxn- Posts : 6
Join date : 2013-01-16
Re: Balance Changes 01/16/2013
I think Reaper's shield makes perfect sense.
RuffRidah- Posts : 48
Join date : 2013-01-05
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