Dota 2
Epic Boss Fight (Discontinued)
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Update: Oct 19, 2016 @ 3:18pm

hotfixed evil core breaking as part of a fix to make solo evil core easier; evil core will now receive more damage the less players are in the game (this includes when people abandon or leave for 5+ minutes)
fixed treant little tree doing 10x it's intended dps
fixed treant q, necro r and dispersion benefiting from octarine heal after the octarine rework

Update: Oct 19, 2016 @ 2:42pm

fixed normal map not spawning money
nyx carapace reflect damage is now capped at 80% your max health meaning you don't die unless you eat two in a row or get combo'd
boss right click damage is now capped at 25% for normal, 33% for hard and boss master and 50% for impossible and challenger mode meaning you can't be one shot by autoattacks any more; leaving you reflex time to use ghost scepter or other

Update: Oct 19, 2016 @ 1:17pm

moved wave 6 to wave 5, combined old wave 4 and 5 into new wave 4 and replaced wave 6 with a new boss
added vanish ability to kobolds (go invisible briefly, bonus damage when exiting invis)
replaced abba frostmourne on ghouls with toxic weaponry (does dot) and added javelin throw ability (javelin throw increases their damage and attack range for one attack)
fixed upgrading octarine breaking damage
buffed tinker's rearm channel scaling at early levels, untouched later on
buffed melee/range inherent bonuses from 2 to 2.5 per level

Update: Oct 17, 2016 @ 2:54pm

fixed ai issues with wd ult and boss master; boss master is therefore available again

Update: Oct 17, 2016 @ 12:51pm

reworked piercing damage calculations and how owned units interact with the damage.
This means medusa splitshot, gyro flak, luna glaives have piercing damage if owner has piercing damage (only piercing, no splash)
medusa splitshot no longer gives bonus damage (80% reduction every level)
this means all summoned units have piercing damage equal to their owner's piercing damage (lycan wolves, np treants, veno wards, etc)
octarine healing is now properly based on actual damage; before it healed damage based on original dota spell amp, meaning it healed 2-5x as much as intended; no longer works on regular auto-attacks

Update: Oct 16, 2016 @ 4:26pm

reworked naga, replaced mirror image with spring tide; like rip tide it works on illusions but provides -magic resistance instead of -armor
replaced ensnare with dead tide; like rip tide but lowers damage instead of armor
added innate ability ebb and flow; for every ability naga has on cooldown she provides %health regeneration to all allies in aura range
fixed wr skillshot not proccing
fixed timbersaw bonesplitter not damaging

Update: Oct 15, 2016 @ 8:52pm

zeus reworked
static field is now static shock, effectively does the same but every time an enemy gets shocked they receive a stack of static charge, which increases the damage static shock does.
thundergod's legacy replaced by voltaic aegis; zeus grants all his allies and himself a shield that shocks everyone that attacks a shielded unit and has a chance to heal the shielded unit for a percentage of their max health
added zeus scepter; units damaged by voltaic aegis have a chance to get hit by zeus's current level of Lightning Bolt

Update: Oct 15, 2016 @ 5:09pm

tweaked elementalist damage, steam trail and tempest should no longer do absurd damage; every ability has received base damage based on the current level of element combine (caps out at 64k base maxed). Elementalist now also receives 2 element combines.

blood gem no longer uses demon mask as an ingredient, demon mask replaced with an helm of mithril will and orb of shadows; +stats up from 120 to 150 to fit new build.
Self heal from blood gem/booster/paleblood up from 35/42.5/50 to 40/60/80; damage from 100% of health gained to 50%
fixed a bug in heal calculation, causing blood gem+ to heal less than intended

Update: Oct 14, 2016 @ 11:24am

fixed asura shop not showin up sometimes

Update: Oct 14, 2016 @ 8:50am

lina dragon inferno can now only hit an enemy again after a 0.15s delay, meaning an enemy can't be hit by multiple infernos at the same time any more
light strike array provides a magic resistance debuff on the target equal to the stun time while Enkindled.
fixed lina self combustion refreshing the duration of Enkindled status rather than extending it.
Fixed lina aghs not dealing pure damage any more due to damage type handling after techies rework
fixed lv2 lina Q dealing more damage than intended
updated lagunarok blade particles to be orange and black like the tooltip mentions

nerfed base damage per int from 0.75 to 0.5
nerfed mana regen per int from 0.035 to 0.01
buffed agility attackspeed from 0.035 to 0.04
nerfed bloodthorn+ mana regen to 150% for every upgrade
to accompany damage creating less threat all non-tank hero ability's threat generation has been lowered appropriately
updated threat tables to include new abilities