Dota 2
Epic Boss Fight Reborn
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Opdatering: 6. mar. 2023 kl. 8:32

ITEMS
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- Added Sange and Kaya.
- Added Ghost Scepter. Upgrades into Ethereal Blade with Orb of Shadows. When used on allies, make the immune to physical damage, but does not disarm them. When used on enemies, disarms them but does not make them immune to physical damage. Also deals 1.5x your primary attribute + 50 in damage against enemies. Reduces magical resistance on any unit by 40%.
- Added Nullifier line. Can be cast on allies and enemies, dispelling them continuously. Goes up to Divine Tier. At Demonic tier, turns into a hard dispel. At Divine Tier, grants allies magic immunity.
- Added Blades of Prejudice. Recipe is Sange and Kaya, Ethereal Blade and Bloody Halberd. Combines the effects of both items. Allies no longer take increased magical damage.
- Added Heartwood Cutters, built out of Blades of Prejudice and Life Booster. Combines the effects of both items. Allies now gain restoration amplification instead of increased magical damage.
- Added Blades of Unity, built out of Heartwood Blades and Divine Nullifier. Combines the effects of both items. Allies become immune to spells and attacks.
- Fixed Sange and Yasha line getting less stats than intended.
- Reduced the spell amplification of the Aether Lens items.
- Reworked Bloodthorn line. Changed towards vanilla behavior, no longer provides critical damage on spells and attacks. Now reduces spell damage dealt by enemies attacked and increases magic resistance. Active component is unchanged.


HEROES
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- Added Pudge

Opdatering: 5. mar. 2023 kl. 9:11

HEROES
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- Fixed Spirit Breaker having 0s cd on Charge of Darkness
- Fixed Naga Siren now having 40% magic resistance
- Fixed Doom's Doom not being able to target ancients.
- Fixed Drow Ranger scepter reducing damage by 100% instead of 0%
- Fixed Vengeful Spirit missing a talent.
- Fixed Phoenix Icarus Dive.
- Changed Phoenix shard from 'Allows Sun Ray to be cast during Supernova, and slows affected enemies by 12%' to 'Sun Ray slows for 12% and all healing and damage is increased by 12%'


ITEMS
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- Fixed Blademail 4 and 5 not giving evasion.
- Fixed Scythe of Decay giving more spell amp than intended, especially when combined with Veil.

Opdatering: 27. feb. 2023 kl. 8:21

GENERAL
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- Melee heroes now have a 60% chance to block 50% of damage taken from attacks. Block is increased to 70% damage against non-hero units.
- Melee heroes now start with 40% magical resistance instead of 25%.
- Melee heroes have 12% bonus movement speed.
- Heroes are resurrected at the start of a round, as well as the end, incase they die during setup.
- Corrected intelligence giving more mana regen than intended (the full 0.05 per int instead of 0.01)

HEROES
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- Buffed Abaddon, Underlord, Axe, Bristleback, Disruptor, Ember Spirit, Huskar, Kunkka, Marci, Spirit Breaker, Sven
- Nerfed Alchemist, Beastmaster, Dark Willow
- Reworked Alchemist's Unstable Concoction to work on creeps.
- Reworked Axe Culling Blade to work on creeps. Axe Culling Blade no longer ends its cooldown on kill, instead the cooldown is reduced by 50%. Creep kills do not reduce the cooldown.
- Reverted Crystal Maiden's W to Frostbite instead of Crystal Spear.
- Reworked Ember Spirit's Sleight of Hand to allow the hero attack damage to apply to creep-heroes.
- Fixed Pangolier's ultimate having vanilla damage.

BOSSES
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- Overall tuned armor values down on bosses.

Opdatering: 23. feb. 2023 kl. 5:35

GENERAL
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- Combined hard and impossible difficulties together and made the difficulty somewhere inbetween the two. People looking for a challenge play Challenger, not Impossible and people looking for an easier time play Normal instead of Hard. By combining the two and sliding the difficulty upwards for Hard and downwards for Impossible, this hopefully creates a centerpoint difficulty for those who wish some challenge over Normal's easy route, without being as brutal as Challenger.
- Hard+Impossible uses Hard's map, Challenger uses Impossible's map.
- The combined difficulty uses Impossible's 2 lives, but gains new lives at the same rate as Hard (every 10 levels instead of every 15.)

HEROES
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- Fixed Lion
- The attribute talent no longer gives +20/+60/... all stats. Now increases your base attributes by 5% every levelup for a maximum of 35%.
- All hero base stats x 5 and stat gains x 10. As an example, Abaddon's Strength goes from 22 + 2.6 to 110 + 26
- Removed the secret stat scaling all heroes had based on their base stats and stat growths.
- Overall breakpoints, using Abaddon's Strength as an example: Lv 1. from 22 to 110 / Lv 30. from 743 to 864 (1166 with maxed attribute talent). This means heroes have more power in their hero and their stat growths.

ITEMS
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- Fixed Mjollnir not having an attack upgrader component in recipes.

Opdatering: 20. feb. 2023 kl. 9:50

asura's free shard giveway ended

Opdatering: 20. feb. 2023 kl. 4:31

ITEMS
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- Fixed Asura's Shard not being unlockable when disassembling, it also defaults to not being locked as a back-up.

GENERAL
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- Added some more data to statcollection, like difficulty distribution

Opdatering: 20. feb. 2023 kl. 3:22

BOSSES
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- Following Patch notes only apply to Impossible and Challenger
- Reduced spawn interval for bosses in Round 3.
- Nerfed Bash chance on Round 8's Slitherqueen
- Nerfed Cripple chance on Round 8's Baby Slithereens
- Reduced spawn rate of early Ogres in Round 12.
- Reduced spawn rate in Round 14 for Big Axe
- The Mini Axes have a weaker version of culling dunk that deals 10k damage instead of 100k.

Opdatering: 20. feb. 2023 kl. 2:19

GENERAL
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- Fixed Hard mode ending after wave 11.

HEROES
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- Fixed Spectre being vanilla
- Fixed OD's E

ITEMS
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- Reverted the changes to boots being neutral items, because of several dota engine bugs making it too inconvenient

Opdatering: 18. feb. 2023 kl. 10:08

oops made it so one player got turned into the boss master

Opdatering: 18. feb. 2023 kl. 9:38

THIS IS A BIG PATCH AND WILL BE TWEAKED AS WE GO

GENERAL
===============
- Reduced the amount of lives in Normal difficulty to 4, Hard to 3 and Impossible to 2.
- You now get 1 life for every 5 waves beaten in Normal, 10 waves for hard, 15 waves for Impossible and never for Challenger.
- Entering NG+ no longer adds lives, it instead resets your lives to the baseline, potentially lowering how many lives you have.
- Hero selection times normalized to 60s for all difficulties.
- Fixed wave XP and gold coming in clumps, instead of being consistent per enemy killed.
- Standardized gold rewards across difficulties, certain difficulties gave less or more gold per round.
- Fixed team difficulty scaling not applying properly, formula always assumed a full lobby of 7 players making games with less people harder than intended.
- Added a 3 second internal countdown before the game ends the round to give more leeway to buyback.

HEROES
===============
- Fixed Mirana not always insta-killing creeps.
- Fixed Void Spirit's Q not have damage values for all levels
- Fixed Shadow Shaman's Serpent Wards
- Nerfed heroes with an above 80% winrate, buffed heroes with a below 55% winrate
ITEMS
===============
- Base Midas gold gain slightly reduced, you now receive roughly 1-2 gold per hit instead of 4-5 as a Lv.1 itemless hero.
- Increased gold gain from Midas items for every player below 5 and decreased it for every player above 5.
- Midas gold gain scales better with attack damage to make it a viable alternative to attack speed stacking.
- Bloodstone no longer costs health.
- Fixed Bloodstone not providing mana when activated, but mana vamp reduced to 10% of the damage dealt instead of 100%.
- Fixed Bloodstone giving full lifesteal against non-heroes, only gives 20% of the lifesteal vs creeps (as per the tooltip).
- Bloodstone 4 and 5 (Heavenstone and Crystal of Bahamut) now provide magic immunity for the duration when activated.
- Increased Revenant Brooch upgrades poison damage based from int scaling from +0.25 per tier to +0.5
- Reduced mana regeneration on lategame items slightly, biggest loser is Octarine Core.

BOSSES
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- Normalized difficulty across the game, increasing the difficulty of easy waves and making hard waves less spiky in difficulty.
- Round 2, 7, 10, 12, 22 and 34 have been made slightly easier.
- Round 3, 4, 6, 8, 9, 14, 15, 16, 18, 19, 21, 24, 25, 26, 27, 28, 29, 31, 32 and 35 have been made harder either by number changes, new abilities, or merging the waves to make them more of an endurance run or both.
- Merged certain waves and their rewards together. For example, instead of 4 waves of treants, there is now a single wave of treants. Most if not all of the units still spawn. Total gold earned is the same.