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Face

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Posts posted by Face


  1. Bug Fixes:

    • Death Bringer: fixed heal blocking potentially carrying over through death (I think... :))
    • Elemental: ult now checks for ult immunity
    • Goliath: big swings hasn't been working for... a while apparently... it now works again (remember, left click only)
    • Pudge: fixed a bug where Pudge's hook was attempting to target allies but was unable to do so. Basically, if an ally was close to an enemy, your hook couldn't hit the enemy because it was trying to hit the ally.
    • Ruthless Mercenary: grenades can now be blocked by goblin alchemist
    • Yrel: fixed description to show the proper speed buff

  2. Fixed bugs:

    • Brewmaster evaded hits no longer add to "staggered damage"
    • Slow immunity on Bunnicula no longer prevents it from being slowed by itself for not jumping frequently enough
    • Forest Elf invis now resets if you die to the bomb during ultimate
    • Frodo Baggins no longer sets armor lower than your current armor with it's mithril armor skill
    • Lilith armor regen should now properly resets across lives/rounds/maps
    • Succubus Hunter should no longer have mask of death issues. Succubus Hunter headhunter damage is now magic instead of physical. The text prints for headhunter no longer print to console if it would deal <1 damage.

  3. Occasionally animations for races; IE Lord Jarax Ult, Shadow Hunter Ward, will not actually show up and be complete invisible. With the recent buff to Shadow Hunter Wards this is a really big issue that needs some looking into

    This is a known Csgo bug and not something that is really in our court afaik


    Sent from my iPhone using Tapatalk

  4. Multiple bug fixes for the new priestess race that is on tester. Radius of spells has been increased to 600 units (flashheal/mindblast was 400, holy nova was 500). Now restricted to p2k/usps.

    Dark Templar is on tester and no longer takes fall damage. It also does not appear on radar during the ult. Ult now lasts 2.5 seconds (up from 1.5 seconds).

     

    BUFFS:

    • Bulbasaur
      • now leeches up to 20% (up from 16%)
    • Hammerstorm
      • stun on ability is now 0.6 seconds (up from 0.3 seconds)
      • Dmg reduction is now 30% (up from 25%)
      • Splash damage now caps out at 60 (up from 40), get your awps out boys
    • Infected
      • Now spawns with 1300 bonus hp (up from 900 bonus hp, event was 1350 bonus hp for reference)
      • Now has 17hp/sec (up from 15hp/sec, there was no buff during event to this stat)
      • Now has 20% passive speed (up from 10% passive speed, event was 25% passive speed)
      • Future halloween events will grant it +650 bonus hp and +10% speed
    • Persnickety
      • now gains ult from 30 damage (down from 50)
    • Pyromaniac
      • Chance to engulf in flames on dmg is 80% (up from 50%)
    • SWAT Officer
      • 25% dmg resistance (up from 20%)
    • Shadow Hunter
      • Ward radius is DOUBLED (previously 125, now 250)
    • Trickster Assassin
      • now can spawn 15 barrels (up from 10)
      • Barrel cd is now 2 sec (down from 2.5 sec)

  5. I'd rather someone be thinking of ideas I don't like than not thinking about the server at all.

     

    I have to agree w/ Luna here though. Maybe there's another way to do something unique 1 day a week or something.


  6. Haven't posted the last couple weeks, but here's what's been changed:

    • Recoded the way auras work since it's always had issues (especially if we reload the race without restarting the server). Currently this isn't live on any races except a developer only race. I will slowly roll it out to other races as I confirm it has no major bugs.
    • 2 Races are currently developer only: Tracer and Dark Templar. Still working out bugs and QoL changes with Tracer, still working on balance with Dark Templar
    • Fixed bugs w/ Banshee slow aura not working consistently, this is what inspired the aura change that isn't live yet
    • Fixed bug with Bulbasaur's Vine Whip hitting the wrong players
    • Infected is now always stronger if the date is October 31, or if the halloween event cvar is set
    • Remilia now takes 100% bonus damage from knives, down from 250% - I know I made changes to the Remilia damage in the past that affected this damage calculation, and and before this new change, it appeared that nearly all knife attacks would deal 120-200 bonus damage.
    • Witch King is back as ROTD only, but has suffered some nerfs
      • 25% dmg reduc (down from 30%)
      • 20% chance to disarm (down from 25%)
      • 27% evade (down from 30%)

     

    Hope you all enjoy the Halloween event! Don't forget to type "goldtop10" to see the top players, or "gold" to see how you compare!


  7. Firstly : https://pastebin.com/6eEDNzSD

    That is every race's maxed KDR, sorted in order from highest KD to lowest KD. Some numbers may be wrong due to the method of input, but majority are accurate. This is just raw data for now, but eventually I'd like to turn this into a sort of monthly update. Showing where races stood last month to their current standing this month, aswell as other interesting tidbits of information. I'd be interested to hear feedback and see if anyone is actually interested or if I'd be doing it exclusively to waste a few hours a month.


    O.o you know we can pull this from the database in 5 mins with a query? It used to pull down every day for us automatically. I also have a spreadsheet where I can paste the raw data in and it does all the comparing for me.


    Sent from my iPhone using Tapatalk

  8. Just now, thorgot said:

    I like all of it except the cash prize. At that point it feels more like gambling and less like an incentive that lets you occasionally present your ideas in a way that will be paid more attention to.

    I thought so as well... just tossed it in there to see what people thought :D


  9. Current point I want to gather thoughts on:

    How do people feel about doing some form of raffle/drawing for supporters every month or every other month? We'd set a date (likely the last day of the month) and pull all active supporters at some point that day, then at a point in the future (next week or two) we'd draw a random name (or names) from that list and they would win something.

    I was thinking along the lines of:

    • design a race with Face
    • design an expertise with Face
    • additional level bank (50?)
    • small prizes ($10 steam card?)
    • other?? feel free to suggestion

     

    I would announce the drawing a week or two ahead of time, and I'd set some restriction (e.g. if you won the last drawing you can't win this one)


  10. Purchase a War3 Supporter package here.

     

    Description of Benefits

     

    • Access to the exclusive #war3_supporters channel on the JoinSG discord server, which frequently includes discussion of future changes to the server, brainstorming, and other War3 Staff discussions. See this post for more info and how to gain access to the server if you are a supporter.
    • When a supporter is in the game, all players gain 1% bonus experience (caps at 10% bonus experience, if more than 10 supporters were present).
    • You can access races up to 250 levels above your total level. e.g. if your total level is 500, you have access to races up to 750 total level required. You will also get an additional "New Races Unlocked" text print showing what races you unlocked because you are a Supporter.
    • You can use "/suppcash 16000" once per map to give cash.
    • This has the same rules as admin cash. Every 5 rounds, can only use it for 15 seconds after freeze time, and you cannot give 16k in addition to an admin giving 16k.
    • Ability to nominate maps, no matter how recently they have been played (currently must use /nominate <mapname>, it will still show on the nominate list as disabled).
    • You can use "#" in ALL chat to send special messages (similar to (ADMIN) or [STAFF]).
      • (W3 SUPPORTER) Face: Hey!
    • You can use "#" in TEAM chat to send messages that only supporters can read and respond to.
      • (TO W3 SUPPORTERS) Face: Hey!

     

    All players can type /supporter to see the active supporter XP bonus and a list of all supporter benefits.

     

    When Supporters join and leave, custom joining and leaving messages print:

    [W3 SUPPORTER] Face has joined the server! Supporter XP bonus for all players is now 1%

    [W3 SUPPORTER] Face has disconnected! Supporter XP bonus for all players is now 0%

     

    Other/Miscellaneous

    Feel free to use this thread as a discussion of supporter benefits, including suggested new benefits, changes to existing benefits, etc.

    All money earned from War3 Supporter packages goes to supporting the development of the server and prizes for events.

    I will use this thread to announce any changes to the supporter package.

     

    Thanks for supporting the server!


  11. Well, it's been over a year since I've updated this but I decided to do it with the 2 new items.

     

    My thoughts:

    • Tome still sucks, 65.42% wtf
    • It surprises me how popular boots are, I like them but apparently not as much as other people... it'd be probably 3 spots lower if it was my list
    • Surprised how popular ring of armor is - glad people are using it :)
    • Periapt seems to be getting more use since the change?
    • Man necklace is so under-utilized compared to where it used to be
    • I think Prismatic Signet is hands down the most under-valued item (holy shield would be a close second)... I honestly don't understand why it isn't more utilized, especially when you buy it with chain.

  12. Fixed a bug where Air Elemental smokes didn’t explode when they collide with players.

    Made it so when Smoke throws smoke grenades near the bomb, the radius in which they no longer do damage to enemies is much larger,


  13. Fixed a bug where molotovs could bash on the following races:

    • Emperor Trump (reflecting bash from a molotov when the molotov shouldn't bash)
    • Anti Mage (when attacking and mini-bashing a person with their knife out)
    • Damoi Tui (bash aura)
    • Dragon Knight (bash nearby enemy when hit)
    • Chronos
    • New Game +
    • Lina
    • Banshee
     

    Dreadknight now prints a hint when acute senses entangles a knife race.

     

    Ravinick now properly displays how much damage it deals with it's effects in hints and text.

     

    Thardy lifesteal no longer persists through death.

     

    Not live yet but should be live at some point in the next day:

     

    Fixed a bug where in some rare cases skills that deal magic damage (not "additional damage" or "critical damage") could get be critical hits. Thanks to [mention=23021]Hamburglar[/mention] for providing some "/debug" notes which were helpful 

    This may or may not negatively affect the following races. If you think one of them was "balanced" and this bug has significantly altered it's damage output negatively, please let me know and I will review it.

    • Blademaster
    • Dante
    • Khadgar
    • Soul Stealer
    This also fixed a bug where bonus damage to undead (Priest, Yrel) could count on magic damage skills. This includes Priest's Judgment, Yrel's Holy Shield, and Yrel's Judgment.

     

    Human invis was reduced from 65% to 50% to agree to the skillsinfo and what it has always been. Not sure why/when it was increased ...

     


  14. @ banshee having similar bug: Molotovs chain bash/stunning isn't something new though...? I don't think it would be changed for banshee when it doesn't have bonus damage from what I remember.
     
    Perhaps something to look at / consider is warlod's molotovs? Slow + dmg on the addition hits (forget the skill name) and stealing money too :D? They are fun on warlord, but I don't think it is too op.


    Chain bash on molly is never intended. If it happens it's a bug and should be reported.

    I'd have to look at Keldon numbers to see how I feel (e.g. Small dmg bonus or pct dmg bonus not really a big deal imo...). As for the slow, it's probably fine, isn't it like 30%? Don't get hit!


    Sent from my iPhone using Tapatalk

  15. Molly does not bash for the majority of races if not all... there might be a one-off where it does but if so that is not intended. +damage it depends on the race as to whether or not nades get (or should get) bonus damage applied. I'm tempted to say with cannibal at +30, it probably shouldn't work with molly as that's a very high bonus damage number


    Sent from my iPhone using Tapatalk


  16. All changes were discussed w/ ATTG and we both came to agreement on each change. Any usage of "I" is really more like "we".

     

    • Accuri - the goal here was to make Accuri more competitive with other sniper races, but not through more awp damage. I believe the changes will let Accuri score more "follow-up" kills with a pistol
      • Deadeye now deals 40% of a players remaining health as damage on awp shot (up from 20%) 
      • Speed bonus from precision now is always active (used to only be active if the awp was out)
    • Angel of Light - bug fix / buff
      • Bastion of Light (blind enemies when you are damaged) was way weaker than intended. It was buffed substantially.
    • Ares - this race was very strong, then it received a handful of nerfs (lower regen, slower ammo regen, lower bonus damage on M4 if I recall). I think the race is decent (at least mid-tier) but I think it was over-nerfed.
      • Bonus damage on M4 buffed to 22% (was 20% - please note 22% doesn't let the M4 headshot 1shot 100hp still)
      • Ammo regen speed reduced to 0.45 (from 0.5 - aka you will regen ammo 10% faster)
    • BF Pro - I think the C4 is too weak. In many cases, players can see the C4 while they are still out of it's range, and shoot it to destroy it.
      • C4 Radius upped from 375 units to 600 units. It still cannot hit through walls, and it does the same amount of damage as before. Damage is reduced the farther from the C4 you are, like with all explosions.
    • Black Mage - underplayed, average
      • Armor stolen per hit increased from 5 to 10
    • Blood Hunter - underplayed, very situational
      • Damage per tick on "Crazy" effect increased from 2 to 3 damage
    • Blood Mage - weak, underplayed
      • Banish is now marginally longer and also moves the enemies crosshair slightly when hit
    • Blu Scout - I think this is decently strong in the right hands, but could still use something.
      • Duration of ultimate increased from 8 seconds to 9 seconds
    • Banshee - Strong, but it relies so heavily on the ultimate to close the gap. In many cases, the ultimate still isn't enough.
      • View cone for player looking at banshee to get their screenshaken was increased from 23 degrees to 35 degrees
      • Banshee's slow aura was increased from 32% slow to 40% slow
      • Range of Banshee's slow aura was increased from 450 units to 500 units
    • Blademaster - always too weak or too strong, and always relies on the ultimate... I wanted to buff it without hitting the ultimate
      • Critical hit chance increased from 15% to 20%
    • Boreas - Stronger than people realize, but still woefully underplayed.
      • Upped the slow on hit from 25% to 30%
    • Bounty Hunter - weak, but not a lot of skills to buff (most revolves around the bounty). I believe these changes are a buff and will make the crit chance much more consistent.
      • Crit chance accumulation per hit ("Unrelenting Strikes") increased from 7% to 20%.
        • 0% chance to crit on first hit, 20% chance to crit on 2nd hit, 40% chance to crit third hit... etc. When you crit, the chance resets to 0. In most 52% of cases you will crit on hit #2 or hit #3.
      • Crit damage decreased from 100% to 50%.
        • Overall crit damage reduced because the crit chance was drastically increased
    • Brewmaster - A decent race, used to be obscenely tanky but now it is lackluster
      • Bonus health increased from 40 to 48
    • Bulbasaur - decent, but far from top tier. The vine whip is just another "chainlightning"-esque skill spam.
      • Leech increased from 15% to 16%
      • Vine whip is now a CONE instead of an AOE. You must be aiming at the target
      • Vine whip now has a 1.5 second 30% slow.
        • The overall goal is that vine whip is now more useful for scoring kills, and less about spamming, while overall likely better in a better players hands.
    • Bunnicula - weak, too easy to kill
      • Immune to slows and bash
    • Cannibal - Like all knife races, hit too hard by bullet tagging mechanic added to CSGO
      • Vanish when hit now lasts 2.5 seconds instead of 2 seconds
      • Ultimate duration is now 8 seconds instead of 7 seconds
    • Cursed Pharaoh - too easy to see in smoke grenade center
      • Gains up to 100% invis when in center of smoke (similar to Smoke)
    • Distortion - overnerfed previously
      • Cooldown on teleport reduced from 0.9 to 0.8
    • Dwarven Mage - decent, but needed something
      • Ult cooldown reduced from 2 seconds to 1.75 seconds
    • Elvish Enchanter - decent, but underplayed. The ult was inconsistent and rarely gave you a reason to heal more than yourself
      • The ult used to heal 15 (soloheal), 15 (you + 1 other), 30 (you + 2 others), etc. It now heals 15 (soloheal), 30 (you + 1 other), 45 (you + 2 others), etc.
      • There is now a much greater reason to seek out an additional player mid-combat to heal both of you instead of solohealing yourself. This also buffs the healing and makes the race more survivable.
    • Flame Predator - See cannibal
      • Speed increased from 40% to 45%
      • Burning blade now applies a 15% slow for the duration of the burn
    • Forest Elf - overnerfed previously? not played much
      • Gain 75% invis while climbing your tree, up from 60% (85% invis at top - same as previous)
    • Frost Giant - weak
      • Now gains 150 armor from Frost Armor - up from 100 - which reduces his damage taken by 50%
    • Fyndhorn - hasn't kept up with the power creep of gun races, was previously nerfed multiple times
      • Longjump increased from 200 to 225 (for reference, shop LJ is 225). Shout out to Link.
    • Goldentail - lol, this change has been made 100 times and reverted
      • Reduced ult cooldown from 0.95 to 0.9
    • Granthad - used to have a ton of bonus hp, was previously nerfed, possibly overnerfed
      • Bonus HP increased from 35 to 40
    • Gravitas - still lackluster after all these years. This change is BIGGER than you think...
      • The 25% speed buff when you attack allies is now ADDITIVE with other speed buffs
        • e.g. if a teammate has 150% speed and you hit them, they now have 175% speed (where previously they would receive no buff)
        • This will have a huge effect, especially on faster races (Archimonde now in your spawn before the round starts????)
    • Holy Paladin - still lack luster, underplayed
      • Healing per hit increased from 20% of damage to 25% of damage
    • Human General - underplayed
      • Bash length increased from 1.0 to 1.2. For reference, Human Alliance is 1.0.
    • Infected - early round HP nerf was too strong, especially combined with hit tagging csgo changes.
      • Infected now loses an amount of HP based on the round you are on
        • Round 1 is 240 less HP (previously was 350 less HP)
        • Round 2 is now 160 less HP (previously 350)
        • Round 3 has no reduction in HP (previously 350)
      • When you ult (BRAINNS!!!) you now break ALL stun and slow effects. The idea here is it gives infected more mobility without giving it some sort of immunity. It also increases the skill ceiling (good player waits for the ult before rooting, bad player roots immediately)
    • Keeper of the Grove - Decent but needed something small
      • Radius of slow increased from 1000 to 1200
    • Keldon Warlord - Good, but I think the first strike is too inconsistent (40% chance to slow). The slow really makes it a lot easier for players to score kills (especially combined with the gun choice)
      • Chance to slow increased from 40% to 60%
    • Khadgar - a problem race for the majority of the player base for a while now
      • Mage armor - magic resistance reduced from 90% to 80%. Skill is used in almost every build.
      • Ice block - Ice block is being used too offensively and is in almost every build. It's more of a defensive/last ditch effort type skill, but people run and gun and use it as a "I take 1 extra bullet to kill" mechanic. Ice block now reduces your speed to 0% for 1.5 seconds. It is NOT a bash/stun, which would affect your recoil.
      • Evocation - The overhealing (to 110) was too strong, so it now stops at 100 HP
      • Frost Nova - slow reduced from 4 seconds to 3 seconds. Cooldown on spawn increased from 15 seconds to 20 seconds.
      • Critical Mass and Evocation - cooldown on spawn decreased from 25 seconds to 20 seconds.
    • Krillin - solar flare was hard to know if it worked
      • Krillins screen now tints white while solar flare is in effect
      • Solar Flare is now slightly stronger, and a white blinding light instead of black
      • Boots of Speed no longer restricted
    • Lawnmower - see Cannibal
      • Attack speed increased from 300% to 340%
      • Disarm chance reduced from 10% to 9%
    • Lilith - hit too hard over multiple nerfs
      • Ult duration is now 2 seconds (up from 1 second)
      • Ult duration increase skill now adds 2 seconds to your ult duration (up from 1.5 seconds, total ult duration possible is now 4 seconds up from 2.5 seconds)
      • Now regens 5hp/sec in your ult (up from 3/sec)
    • Jaraxxus - underplayed
      • Lightning base damage is now 13 (up from 12 - keep in mind the damage increases per hit and also increases with your nether power skill)
      • Nether Power magic damage and magic resistance gained per hit is increased from 10% to 12%
    • Machinegunner - lol
      • Now uses negev
    • Malfurian - Very weak
      • Damage of moonfire increased from 6 to 8 - keep in mind it ticks multiple times
      • Regrowth healing over time now ticks 25% faster (0.75 vs 1.0)
      • Max HP increased from 125 to 150
      • All skills now heal to "War3 Max HP" (125 for default, 150 for Malfurian now) instead of "CSGO Max HP" (100)
      • More text prints, text prints more colorful
      • Regrowth now has a green beam showing who you healed
      • Tranquility now has a green circular beam so allies can see where it is coming from
      • Moonfire now has a very tall purple beam indicating where the enemy is that is being hit, similar to moonfire in WoW
      • Added healing bars
    • Marine - Somewhat weak
      • Damage reduction on your M4 changed from 30% to 25%
    • Master of GO - average, could use something
      • Cooldown on the jump-heal skill reduced from 0.2 seconds to 0.15 seconds
    • Molecule - since evade is now pseudo-random for some time now, molecule seems much weaker than before
      • Evade increased from 35% to 36%
    • Motoko - decent race, I really like the way the bonus knife damage is strong with the long jump, considering this is a gun race
      • Bonus knife damage increased from 50% to 55%
    • Nature Wisp - decent, but very difficult unless in the right hands. Also hit very hard by hit tagging
      • Evade increased to 65% from 60%
    • Neve - slightly weak, underplayed
      • Slow chance increased from 50% to 65%
      • Slow duration decreased from 4 seconds to 3 seconds
      • Overall the slow is stronger - more slow hurts fast races more and also allows you to land consecutive shots easier.
    • Night Elf Elder - Previously overnerfed, underplayed
      • Speed and Evade increased to 22% from 20%
    • Nithhogr - underplayed
      • Chance to ignite victims increased from 40% to 45%
      • Chance to ignite attackers increased from 25% to 30%
    • Orcish Chieftan - underplayed, slightly weak
      • Regen increased from 1.5 to 1.8
      • Speed when hit increased from 2 seconds to 2.5 seconds
    • Persnickity - underplayed
      • Leech increased from 20% to 25%
    • Priest - underplayed, slightly weak
      • Evade increased from 15% to 18%
    • Pudge - decent, but needs a little extra
      • Hook damage increased from 35 to 40
      • Hook cooldown reduced from 8 seconds to 7 seconds
      • Radius of "Flesh" skill where you gain HP and magic resistance when players die near you now has a 600 radius, up from 450 radius
    • Pyromaniac - damage inconsistent
      • Fire now ticks 4 times for 5 damage (up from 4 times for 4 damage) over 1.0 seconds (down from 1.33 seconds)
      • Can no longer buy venom orb
    • Quillfiend - Too weak after previous nerfs, very underplayed
      • Slow now stacks at 8% per hit instead of 7.5% per hit (this also includes the needle spray on nearby players as well as the ult)
      • Ult now has a 20 second cooldown, down from 30 seconds
      • The spray applies 3 "needles" to those in 250 units range (up from 200 units), 2 needles to those in 500 units range (up from 400) and 1 needle to those in 600 unit range (no change)
    • Ravinick - good but very underplayed
      • Chance on hit to generate a shield charge increased from 60% to 70%
      • Lightning shield returns 35% of damage (up from 33%)
    • Remilia - previously there was a bug with the "shoot remilia in the heart" effect, fixing it seemed to be a big nerf as play has dropped of drastically since then
      • Base damage resistance increased from 65% to 70%
    • Savage - see cannibal
      • Health regenerated from ult is now 25 (up from 20)
    • Siddhartha - Still very underpowered considering you effectively get 2 skills
      • Bonus damage for realm of titans increased to 36% from 30%
      • Damage resistance for realm of humans increased to 36% from 30%
        • Damage resistance now also applies to magic damage (previously only physical)
      • Leech from realm of ghosts increased to 30% from 24%
      • Regen for realm of gods increased from 2.5 to 3.0
        • Regen previously stopped for 10 seconds when damage was taken - now it only stops for 4
    • Stalker - weak, typically used only for it's ultimate
      • Invisibility now disappears for only 1.5 seconds when you are hit (previously 3 seconds)
      • Crit chance increased from 50% to 60%
      • Your ESP now works on enemies with up to 70% invisibility (previously 60%)
    • Super Soldier - Nerfed long ago, underplayed
      • Bonus speed increased from 20% to 25%
    • Swag 7 - underplayed, difficult to close the gap sometimes
      • Speed buff per kill increased from 7% to 9%
      • Max speed buff increased from 21% to 27%
    • Takeno - lol
      • Invis increased from 75% to 80%
    • Tatsu - good but underplayed with a unconventionally short bash length
      • Bash length increased from 0.7 to 1.1
    • Terongor - good but underplayed
      • Chance to slow increased from 60% to 65%
      • Long jump cooldown in death knight form when you have 1 kill was decreased from 6 seconds to 5 seconds
    • Thor - previously capped damage per taser hit to 60 to prevent headshots hitting for absurd numbers
      • can now hit up to 75 damage per taser hit (up from 60)
    • Transient Entity - Good but possibly the shortest bash in the game ?
      • Bash length increased from 0.65 to 0.9
    • Troll - Ult has been increase and decrease many times between 2.0 an 2.5... currently at 2.25 I think it is too weak, but shouldn't go back to 2.5
      • Ult duration increased to 2.35 (from 2.25)
    • Unholy Paladin - with changes in player count, this race is much weaker than intended
      • Multiples for all values drastically increased to improve all skills that depend on players
    • White Mage - banish on hit was weak
      • Banish blinding effect is now much stronger, lasts 0.4 seconds (up from 0.25) but has a 1.25 second cooldown (previously no cooldown).
    • Widowmaker - inspired by Blizzard changes in OW
      • Cooldown on hook skill decreased from 12 seconds to 8 seconds
    • Zergling - the balance paradox
      • Posthumous Mitosis (aoe dmg on death) upped from 3dmg per 0.5 sec for 5 seconds to 5 dmg per 0.25 sec for 5 seconds
      • Now loses 10 HP from Metabolic Boost (down from losing 20 HP)
      • Burrow cooldown is now 6 seconds (down from 8 seconds)

     

    Periapt now persists through rounds again, but it costs 7500 (up from 7000) and heals 40 HP (down from 50)

     

    We also reduced hit tagging (slow when hit by guns built into CSGO) ever so slightly (as much as we could manage, I wish I could more). It still stacks very quickly, but for example a Scout shot would take you from 250 speed (with a knife out) to 80 speed (with a knife out), now it's more like 170 speed when hit by a scout with knife out.


  17. I have since changed my opinion of italy - since nearly 50% say keep both I think that is a large enough percentage to not warrant a change.

     

    I've made changes to over 75 races that aren't live yet and even more will be changed - if you'd like insight into what will be changed please see this post:

     


  18. War3 Supporters can now join the #war3_supporters channel on sG discord.

     

    To join discord, click here: https://discord.gg/wPDJQWH

     

    Once you have a discord account in the sG server, visit this link and follow the steps: 

     

     

    You will then gain access to the #war3_supporters channel. If you have any issues with this process, please let me or another staff know.

     

    I've already posted preliminary patch notes for over 75 races to this discord channel, which won't be posted or live probably till this weekend or later. This will become the norm, in addition to publicly discussing potential future changes in the channel - giving you advance access to potential changes and a more transparent view into the War3 staff's thought processes. Obviously, some changes may still be discussed in private for various reasons.


  19. I think it's pretty easy to say without waiting any longer that the following will happen:

     

    • Crackhouse will be removed. Maybe it'll come back occasionally or maybe I'll find a way to cycle it in random days or something.
    • We will see a lot of minor (some bigger) race buffs. Some of them will be for things that are viewed as weak or underplayed, while some will be mid-tier races. The overall goal here is not to get closer to "perfect balance" but to encourage different/non-stale gameplay. I'm sure a few of the changes will probably get reverted at some point. I also will be a little generous with a few knife races that have seemed underplayed or weak for a while now.
    • I intend to slightly reduce the duration of the Frost Nova ult (4s to 3s) and reduce the magic damage reduction on mage armor (90% to 80%). The idea here is that Frost is the most popular because of the ult, and hands down the most popular non-frost skill to combo with your 3 frost is mage armor. Hopefully these two changes will tone it down enough. I almost left Frost Nova at 4s and removed the silence, but I think it becomes too generic and uninteresting at that point. Hopefully losing 1s on it is enough to tone down it's popularity a little bit.
    • Tick rate / player count won't be changing
    • T Hardy won't be changing
    • Italy is tough. I personally dislike having 2 italys, but I don't want to make the decision to remove one entirely out of bias. I'm going to let this poll question ride out longer, and it may inevitably result in cycling the 2 maps between being individually available or both available.
    • I'd like to add a war3_supporter discord channel, it shouldn't be impossible to do since we already have the bot that assigns roles based on rank. I'll have to get the help of others, but it's something I think would be a neat benefit for supporters.

    Feel free to post any other ideas or comment on the above points.

     

    Also, without rereading posts someone commented on bugs needing to be fixed instead of making other changes. Please make sure you are posting any/all bugs to the war3 bug tracker on the forum. Some bugs are much harder to fix than minor changes like the above, so keep that in mind. I do intend to take a swing at fixing bugs in the next couple weeks - so get them posted before I get to that point.


  20. Added 2 new items:

     

    • Blingtron 6000 Gift Package - $3,500 - player is given a random shop item (excludes wish, xp items, mask, jump, mole, necklace). The worse a player is performing, the better odds they have to get good items.
    • Shopkeeper's Cache - $5,000 - player is given a random shop item (excludes wish and xp items). The odds to get each item is not affected by player performance.

    Since any bugs or oversights could lend itself to being abuseable, I'd like to state once again to keep in mind if you feel there is a possibility either item is bugged or abuseable, please use caution and report it without abusing it

     

    They were somewhat thoroughly tested. If you see any text lines that start with "ERROR!!!" please screenshot your playerinfo and the chat error that posted and send to me or post a war3 bug report on the forums.

     

    I'd also say, similar to expertise, any attempt to publicly figure out the odds etc would heavily encourage me to alter them... if you feel compelled to do it, I recommend you keep it to yourself. The math is quite complex and easy to change drastically :)

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