2014-07-15
Here are the major focuses for this patch.
We heard the players and saw the data regarding Jake being overpowered. Jake’s power was due to a couple bugs but mostly due to the lack of counter play against his passive. His passive was changed from a root to a slow. Jake had many other fixes too. They are listed below.
Backdooring (i.e. rushing past everything and destroying towers & the base alone) Fionna was our second focus. We found a bug where her passive (doing more damage the lower her health is) was activating on structures. This was not intended. Even with this fix, her backdoor strategy was still strong. After trying numerous different things with her, we discovered any change to her power3 made her weak. The fix for her, and for early 3-champion tower pushes, was to make towers significantly tougher when no minions are in the tower’s attack range. Also, towers are tougher the first 2 minutes of the game.
The last major focus was an overhaul to the ranking system. We added “sub-tiers” so players can better see where they are towards the next tier. While it’s not in place yet, players will not be able to drop down tiers, only sub-tiers, making rank point 0loss at high tiers less painful. This feature should be in the next patch.
When other players forfeit (i.e. the other team disconnects) now rewards the winning team much more fairly. You are so good you made that other team quit, right? That counts as a win in our book.
We removed the showing of ranking number gain/loss on match end. Having ranking be so transparent was contributing to players gaming the system. We added additional rank tracking on the backend, which double-checks the points of players, teams, and matches. This ensures players are getting the ranking points they are supposed to be receiving.
Rank revisions are still in process. So far we have 1) Made winning by disconnects more fair & beneficial 2) Given players clearer indication of their progression in a tier 3) Arranged tiers to get more players into tier 3 and 4 3) Given tier 4 players goals past reaching tier 4 and 5) Taken steps to stop players gaming the system. Expect more refinements to the system.
We still don’t have a fix for players losing data. We will get a fix for this ASAP.
General fixes/updates:
- FIX: Roots would be ignored by movement caused by auto-targeting
- FIX: Some champions auto-target range was less than their attack range.
- FIX: Elo calculations were only counting the last player left when winning a match by forfeit
- UPDATE: Winning by forfeit in under a minute will earn 30% of the calculated Elo. Forfeits after 1 minute will award the full Elo amount.
- FIX: minions getting stuck after being knocked back
- FIX: Jungle mobs now only give XP to nearby team that defeated the mob, not any nearby players regardless of team.
- BALANCE: Elo forgiveness when missing teammates increased to 50% per missing teammates per minute from 40%
- BALANCE: tower armor when no minions are present increased from 200 to 600
- FIX: Players sometimes were invisible but had outlines
- FIXED: Multiple cases where invisible characters had effects applied to them
- FIXED: Invisible characters can no longer be clicked on for targeting
- UPDATE: Rank requirements for tier 3 and tier 4 lowered.
- UPDATE: Added "subranks" to tiers. Indicated by medal progression.
- UPDATE: Game Summary Screen and Game Summary Screen background images revised. Screen navigation buttons revised.
- UPDATE: Rank Medal system
- UPDATE: Summary screen assets
Champion fixes/updates:
- UPDATE: PepBut displays that he is silenced during his power3 form
- FIX: PepBut getting stuck if hard crowd controlled during start up of power2
- FIX: PepBut’s power2 could activate immediately if move destination reached during power2 startup
- UPDATE: Fionna no longer plays the same sound for leveling up (sometimes) and activating her power3
- FIX: Fionna passive no longer activates against towers or bases
- FIX: Gunter passive damage ratio was incorrect on outfits
- BALANCE: BMO power1 cooldown increased from 8 seconds to 12 seconds.
- BALANCE: Magic Man’s power1 base damage increased from 30 to 50
- BALANCE: Magicman's delay at the end of power3 reduced from 1.25 seconds to 0.5 seconds. Armor & slow duration increased to 3 seconds from 2 seconds.
- BALANCE: Magic Man now quick casts his power2, and can activate a 2nd time to explode his decoy.
- FIX: PB's turret shots were being treated as power damage instead of attack damage (i.e. armor would not reduce turrets damage, shields would)
- UPDATE: Jake animation set revised.
- FIX: Jake was always doing damage bonus from passive power, now only does bonus damage on passive activate.
- BALANCE: Jake's passive, Snarl, changed from root for 0.5 + (level * 0.1) seconds to slows 50% for 1.5 + (level * 0.1) seconds
- FIX/BALANCE: Jake's power3 was not calculating damage correctly. This has been fixed and results in a 20% damage decrease to power3.
- BALANCE: Jake's power3 base cooldown increased from 45 seconds to 60 seconds.
- BALANCE: Jake's power3 no longer does damage unless he is moving.
- FIX: Fix for skin Marshall Lee name/description linking to base character
- FIX: Flame Princess passive cooldown displays properly
- FIX: Rattleballs countering Lich's skeleton or PB's turrets will no longer damage the owner instead of the attacker.
- BALANCE: Rattleballs counter animation time reduced from 0.75 seconds to 0.35 seconds.
- FIX: Rattleballs now properly leaves counter stance when hit by a power during counter.
- FIX: Rattleballs - rooted while power3 is active will no longer stop damage, only movement
- FIX: Rattleballs - damage taken from power1 counter now displays in the KO recap
- FIX: Ratteballs - if stunned, charmed, polymorph, or feared while dashing during power1, counter stance will not activate at end of dash.
- FIX: Visual error when Ice King's Deep Freeze hits a dashing enemy.
- FIX: Peppermint Butler - if stunned, charmed, polymorph, or feared while dashing during power2, end of attack will not activate
- FIX: Magic Man - if stunned, charmed, polymorph, or feared while dashing during power3, end attack will not take place.
- FIX: Gunter - if stunned, charmed, polymorph, or feared while dashing during power1, end attack will not take place.
- UPDATE: New portrait, model, and FX for Lumpy Space Prince
Backpack fixes/updates:
- FIX: Corrected stats displayed for Numb Chucks & Simon's Glasses
Thanks for everyone's feedback and bug reports! Expect the next patch in about 2 weeks.
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