That would probably make him too OP though :D
Damn, getting the protopass capped kinda killed my interest in the game atm. Also feels like a waste to play and get achievements when the XP ain't going to anything. Only played couple matches in the last few days.
Juggernaut:
- Blade Fury:
- Juggernaut continues to attack his current target normally while spinning.
- Properly purges stuns, evens those applied by the hit that triggered Blade Fury.
Ogre Magi:
- Bloodlust:
- Mana cost is now 0. Cooldown is still 5 seconds.
Puck:
- Phase Shift:
- Will no longer trigger if Puck is hexed or stunned or force-attacking a target.
- Properly purges stuns, evens those applied by the hit that triggered Phase Shift.
Razor:
- Plasma Field:
- Fixed doing extra damage to units 1 cell away (was doing 50% more damage to them than it should).
- Fixed doing half damage to units 3 cells away.
- Fixed applying damage to units too early while the field is contracting.
Sand King:
- Caustic Finale:
- Reworked: Whenever Sand King damages an enemy with an attack or ability, the target is poisoned for 3.5 seconds. When the poison expires, it bursts and deals damage and slows the attack speed of all enemies adjacent to the target. Damage is halved if the target is still alive when the poison expires.
- Attack Slow Duration changed from 3.5 to 1.75.
- AoE Damage if the target dies changed from [60, 110, 160] to [50, 100, 200]
- AoE Damage on Expiration changed from [55, 100, 190] to [25, 50, 100]
Sniper:
- Is now Scrappy in addition to Deadeye and Hunter.
- Assassinate:
- Will not restart the cast if the target dies. He will simply switch to the next valid target and go from there.
Tidehunter:
- Armor changed from 5 to 10.
- Maximum Health changed from [850, 1700, 3400] to [1100, 2700, 5500].
- Attack Damage Minimum changed from [45, 90, 180] to [60, 120, 250].
- Attack Damage Maximum changed from [55, 110, 220] to [70, 150, 300].
ITEM CHANGES
Bloodthorn:
- No longer targets silenced/hexed/passive-ability units.
Helm of the Undying:
- Fixed undying units sometimes doing round damage to the opposing player.
- Fixed Bloodseeker both not activating the Helm but also not dying when he bleeds out (he now activates the Helm).
Refresher Orb:
- in addition to its current actions, halves the remaining cooldown time of active cooldowns of allies within 1 cell and restores 25 mana to them.
Summoning Stone:
- Fixed issue where the bonus health was not being applied to Arc Warden's clones.
it also got a huge buff in damage.
"maximum damage of [100/150/200]." previously
it's now "115/250/425 "
disruptor did not need buffs. lol
edit: the aoe is also bigger should mention. seems it's +1 radius.
Don't think they buffed his ability, just changed the description to match what it already did
Scrappy is going to be so crazy now
it got fixed already but it was bugged apperntly. it was doing it as dps rather over the course of the entire Static Storm.
If I go all-in on Brawny my BM gets ~100 kills
I try to force kills on it.
I was surprised to see not many people going scrappy, gonna see how those go next.
Scrappy Alliance Bonus
Armor and HP are doubled whenever you have fewer units alive than your opponent does.
Any gif of the new disruptor attack? Haven't seen it yet.
New Ogre is really nice, liking the buff.
No, the Summons benefit from Savage buffs, but you need two unique Savage Heroes to activate level 1 Savage buffSo if you have a lycan as the only savage unit and he summons his wolves, does this trigger the savage alliance bonus?
i cant remember,
I love how they made it to where you cant outposition disruptor anymore