d2jsp
Log InRegister
d2jsp Forums > Other Games > Archived Games > Heroes of Newerth > Next Patch Notes
123Next
Add Reply New Topic New Poll
Member
Posts: 17,056
Joined: Nov 30 2007
Gold: Locked
Trader: Scammer
Warn: 30%
Jun 26 2010 07:03pm
Discuss, if any 1 wants i can get the notes for the rampage, gladiator (kunkka port) gaunlet, blood chalice etc changes


-------------
General

- Report a player added
* This is a VERY rough state, interface and more are still being tweaked/worked on

- Gave Vulture Lord's second ability an icon (means the aura no longer displays a black and white checkerboard)
- Tons of tool tip updates and fixes
- Stores will no longer remove the 'can buy from me' state if you or a courier goes invulnerable
- Decreased in-game font size slightly
- If a player has modified their resources0.s2z file, then they will be disconnected when they try to connect to a game
- Fixed a mac/linux crash
- Fixed issue preventing players from selecting a potential hero during the banning phase.
- Disconnected players will no longer random when it becomes their turn to pick, unless they run out of time.
* Disconnected players are not allowed to use "extra time" in BP mode (if it is their turn, and they are disconnected, then they will pick their potential hero or a random hero)
- Added a new message when the courier is killed by a non-hero unit, it will now show a minimap ping along with the appropriate game message indicating which team the courier was killed by
- Fixed an issue in duplicate hero mode where if two players had the same hero "potentially" selected, only one would get it and the other would random
- Misc server optimizations to improve stability
- News is hidden when choosing to follow a player
- The client will no longer display a message indicating the player will get a leave for disconnecting if they are in a replay or a practice game


Items
- New Item: Blood Chalice (Initiation)

- Puzzlebox Minions will no longer be able to attack towers unless the owner is within 700 units of them
- Geometer's bane now applies the 0.1 seconds of invulnerability to the illusions that spawn, in addition to the hero that uses it
- Fixed a bug causing Astrolabe to be able to affect a target twice in short succession if the target was purged
- Frostfield Plate can no longer be used by Couriers
- Whispering Helm can no longer be used by Couriers
- Ground courier can now be attacked by towers/well

Bottle
- Fixed it so when you have illusion bottled and use it, the illusions still don't have it bottled!
- Double Damage will now correctly last 45 seconds instead of 30 seconds when used out of a bottle

Loggers Hatchet
- No longer works on splash damage


Heroes

- New Legion Strength hero, Gladiator, based off DotA's Kunkka
* Note: No sounds or voice yet

Balphagore
- Balphagore's third ability will no longer consume gadgets. Nom nom nom.
- Hell on Newerth
* Cast time removed
* Expanding ring now 'sticks' on Balphagore as he moves and expands to max distance 300ms faster

Behemoth
- Shockwave will no longer hit couriers

Bubbles
- When toggled on, Take Cover will now automatically be used if the source of damage is owned by an enemy hero (enemy pets/gadgets will trigger it)

Blacksmith
- Fixed an issue causing Frenzy multicast to not apply to the correct number of targets (usually one less than it should)

Chipper
- Players are now deny-able if they are burning from the Tar + Rocket combo

Chronos
- Time Leap
* Damage removed
* Manacost lowered from 135 to 120
- Curse of Ages
* Buff/Debuff time lowered from 10s to 8.5s
* Agi steal increased from 1/1/2/3 to 1/2/3/4 per hit

Devourer
- Devour now reveals any target bit for the duration

Engineer
- Turret reworked
* Changed to a vector targetting ability to decide the direction it is facing
* No longer controllable and only lasts 6 seconds
* No longer gets a copy of Engineer's items
* Lays down suppressive cover fire in a cone shooting 6 times across the cone's 800 range, 400 unit spread, 30 shots total
* Each bullet deals 25/40/55/70 Physical damage and applyes a 7% stacking movespeed snare (5s duration) to the first target it hits
* Can only be hit by a max of 5 bullets
- Energy Field
* Will no longer hit couriers
* Duration lowered from 6/9/12 to 6/8/10
* Hits to kill lowered from 5 to 4

Forsaken Archer
- Crippling Volley
* Ministun removed
* Radius lowered from 225 to 200
* Damage done increased from 85/140/195/250 to 85/150/215/280

Fayde
- Lowered movement speed from 305 to 300
- Charges from Scythe/Shadow Stance lowered from 2/3/4/5 and 1/2/3/4
- Reflection
* Movespeed while stealthed rebalanced from 10/20/30% to 10/15/20%
* Duration rebalanced from 30/35/40 to 20/35/50

Gauntlet
- Partially Reworked (See forum post)

Legionnaire
- Int gain increased from 1.6 to 1.9
- Terrify
* Cast time removed (0.6 -> 0)
* Now grants vision of the target for the duration of the charge
* Now reveals target for the duration of the charge

Madman
- Barrel Roll
* Stun removed
* Applies a 30/37/44/50% snare for 3.5s
* Damage increased from 100/150/200/250 to 100/160/220/280

Pebbles
- Can no longer throw invisible units

Puppetmaster
- Puppeteer's Hold
* Fixed a rare bug causing Puppet Strings' floating handles to never disappear
* "Snare" effect while under the effect halved from 155 force to 80 force
* Negative Attackspeed removed
* Cast point sped up from 500ms to 300ms

Rampage
- Completely reworked (See forum post)

Slither
- Wards will no longer apply their movement speed slow when they miss

Soul Reaper
- Demonic Execution will no longer be usable on couriers

Soulstealer
- Demon Hand now has a better indicator to its actual radius

Tempest
- Purge should now affect tempest's elementals after they split

Vindicator
- Glyph of Silence will properly silence heroes that go invulnerable during casts (Magmus, Madman, etc)

Wildsoul
- Illusions will properly copy themselves when he is under the effects of Bear Form

War Best
- Illusions will properly copy themselves when he is under the effects of Metamorphosis
- Wolf minions will no longer be able to attack towers unless Warbeast is within 700 units of them

Zephyr
- Gust
* Stun Removed
* Damage increased from 75,125,175,250 to 75,150,225,300
Member
Posts: 21,643
Joined: Jun 14 2006
Gold: 2,310.27
Jun 26 2010 07:25pm
Did engineer just get nerfed? didn't quite understand the turret thing.. if engis items dont apply for the turret then he's useless isn't he, except for his ultimate?
Member
Posts: 17,056
Joined: Nov 30 2007
Gold: Locked
Trader: Scammer
Warn: 30%
Jun 26 2010 07:34pm
Quote (ImoK @ Jun 27 2010 01:25am)
Did engineer just get nerfed? didn't quite understand the turret thing.. if engis items dont apply for the turret then he's useless isn't he, except for his ultimate?


huge nerf

his turrent is so stupid

you drop it and it just fires for 6 seconds in the vector you aimed it in

even if nothing is there

soooo bad
Member
Posts: 6,100
Joined: Sep 30 2006
Gold: 295.00
Jun 26 2010 10:28pm
Engi got balanced, not nerfed, though I agree this was a silly way of going about it.

S2 took my advice that the metagame was completely busted, but then their way of fixing it was removing the stuns from all or most of the S2 heroes as opposed to simply reworking the skills a little bit to bring their heroes down from that retarded level they're at in comparison to DotA heroes.

I heard gladiator throws a chariot instead of a boat.
Member
Posts: 17,056
Joined: Nov 30 2007
Gold: Locked
Trader: Scammer
Warn: 30%
Jun 26 2010 10:51pm
Quote (Omniscious @ Jun 27 2010 04:28am)
Engi got balanced, not nerfed, though I agree this was a silly way of going about it.

S2 took my advice that the metagame was completely busted, but then their way of fixing it was removing the stuns from all or most of the S2 heroes as opposed to simply reworking the skills a little bit to bring their heroes down from that retarded level they're at in comparison to DotA heroes.

I heard gladiator throws a chariot instead of a boat.


yep.
Member
Posts: 6,100
Joined: Sep 30 2006
Gold: 295.00
Jun 26 2010 10:57pm
They hired Nome and put him in charge of hero design, so I'm pretty sure HoN is going to go downhill fast. Nome was probably the sole person to lobby for NA not getting a direct port because NA is "cheesy", but we all saw what happened when S2 span the hero.
Banned
Posts: 3,540
Joined: Mar 5 2010
Gold: 2.00
Warn: 80%
Jun 26 2010 11:06pm
its about fucking time engineer got nerfed

im kind of curious to see they reworked rampage....is he useful now?
Member
Posts: 17,056
Joined: Nov 30 2007
Gold: Locked
Trader: Scammer
Warn: 30%
Jun 26 2010 11:10pm
Quote (Tattoooo @ Jun 27 2010 05:06am)
its about fucking time engineer got nerfed

im kind of curious to see they reworked rampage....is he useful now?


Rampage

A ranger of the vast plains of Seradati, Rampage has captured in his human form the strength of the Beasts. Atop his mighty rhino Horatio, Rampage smashes through enemy lines and moves at times with unnerving speed.

primaryattribute="Strength"
strength="23"
strengthperlevel="2.5"
agility="17"
agilityperlevel="1.7"
intelligence="15"
intelligenceperlevel="1.8"
movespeed="295"
turnrate="450"

Stampede
Skill Mechanics: Long distance charge with a stun/pushback on impact

Rampage points out a target to his rhino, starting a Stampede that slowly builds in speed and power until he is close enough for his Rhino to pounce on them, stunning them and pushing them back.

* Target Unit
* Enemy Units
* Magic
* 9001 Range
* 100 Manacost
* 25 second cooldown

Issues an Order to attack the targeted Unit. Applies Stampede to self, gaining 1 charge every second.

When Rampage is within 450 distance of his target, he will pounce on them very quickly.

When Rampage reaches his target, he stuns and push back the target 140/180/220/260 units over 0.95/1.15/1.35/1.55 seconds, dealing 100/140/180/220 Magic damage.

Stampede
+25 Movement Speed
25 Movespeed per charge
Unitwalking
Treewalking



Might of the Herd
Skill Mechanics: Passive movespeed and bonus damage. Active AOE damage and stacking snare.


The rhino Rampage rides is a born leader, enhancing his movement speed and giving Rampage more damage the faster he is moving. Upon command, his Rhino can stomp the ground, dealing damage and slowing people around himself.

* Self Target
* Organic Enemy Units
* Magic
* 300 Radius
* 70 Manacost
* 15 second cooldown

Passive
Gains 3/6/9/12% of movespeed in attack damage.
+4/6/8/10% Movespeed

Active
On use, stomps the ground around Rampage every second for 1/2/3/4 seconds, dealing 50 Magic damage and applying Herded to all enemies in the radius for 4 seconds.

Herded
-15 Movespeed per charge


Horned Strike
Skill Mechanics: Passive. Gains a charge based on distance run, bashes on attack when a charge is active.

Rampage's Rhino is known to gain strength the more he travels, meaning the Rhino can unleash a devastating Horned Strike if they have traveled far enough together, doing bonus damage and pushing then enemy backwards.

This ability contains Bashing properties. Items and abilities with Bashing properties contain a shared cooldown time.

* Passive

Gains one charge for every 3500/3000/2500/2000 units traveled. Can only have one charge built up at a time. (1 charge max)

On Attack Impact
As long as the ability has a charge, stuns and pushes back the target 140/180/220/260 units over 0.95/1.15/1.35/1.55 seconds, dealing 100 bonus Magic damage.



The Chains That Bind
Skill Mechanics: Single target disable/control

Rampage can use chains he carries around to grab an enemy hero, stunning them and dragging them behind himself for a limited time.

* Target Unit
* Enemy Heroes
* 200 Range
* 175/200/225 Manacost
* 75 second cooldown

Stuns and binds the target to Rampage for 3/3.5/4 seconds and the target will be dragged behind him as he moves.

Rampage is Disarmed while dragging someone and the dragged target will take 15/20/25% of the distance they are dragged in Physical damage.

If Rampage and the target he is dragging get separated by more than 500 units, the chains are broken.
Banned
Posts: 3,540
Joined: Mar 5 2010
Gold: 2.00
Warn: 80%
Jun 26 2010 11:31pm
this rework sounds kinda fail to be honest, at least he has more use now, that herded shit sounds pretty insane
Member
Posts: 17,056
Joined: Nov 30 2007
Gold: Locked
Trader: Scammer
Warn: 30%
Jun 26 2010 11:35pm
Quote (Tattoooo @ Jun 27 2010 05:31am)
this rework sounds kinda fail to be honest, at least he has more use now, that herded shit sounds pretty insane


his ulti seems fun

drag them behind tower or to your team
Go Back To Heroes of Newerth Topic List
123Next
Add Reply New Topic New Poll