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Champions of Warcraft - Changelog

Vunjo

Hosted Project: SC
Level 14
Joined
Jul 1, 2010
Messages
1,340
[box]Changelog:



v.1.2.0:

General Changes
  • Map has been renamed to Champions of Warcraft as a request from another member of the Modding community.


  • A new class, Shaman has been added to the Tavern.
  • 2 additional Arenas have been added, with a new theme, Lordaeron Fall.
  • Terrain changes to the base have been made.
  • Treasure Chest mode has been added. This mode can be turned on and off before the match. When enabled, a Treasure Chest will spawn at a random time and a random place in the Arena. The player who deals the killing blow to it gets a Legendary item reward.
  • 2v2 match dynamic has been changed, it now ends when both players of the same team are defeated.
  • Minor quality of life changes.
  • Item Store has been (temporarily) removed.
  • Pressing [Spacebar] now pans the camera to your Hero.

General Balance Changes

[box]
Starting Gold

BTNChestOfGold.png


  • Players now start with 1200 Gold up from 1000.

The game currently offers 15 different Stats to choose from in the Shop, and usually players would find themselves in a situation where they simply cannot afford to buy multiple Items. Although this is a minor power-creep to the game, which is something that I as a designer am not a fan of, this change should help the players be more efficient in their building, and it will allow them to customize with different Items in the same build.[/box]


[box]
Sudden Death

BTNDeathAndDecay.png


  • Sudden Death mode has been added. This mode is permanent and cannot be disabled. It reduces the Healing Done of all players, and deals True damage per second to all Heroes. The Sudden Death starts 45 seconds after a match starts as Tier 1, upgrades to Tier 2 at 90 seconds, and fully upgrades to Tier 3 at 150 seconds.

This change has been long overdue and I'm happy to finally see it coming live. There are 2 parts that make this mode great. The first one is to prevent scenarios where 2 players with low DPS and high sustain would never be able to end the match. The second part is to prevent Healers and Tanks from winning every attrition match, without even building anything offensively. All builds should have some form of a "win condition", where you as a player rely on a specific mechanic/spell/trait that will help you kill the opponent. Prior to this change, Healers and Tanks did not need a win condition, as they could easily outsustain anyone and eventually win the game, making it very frustrating for the opposing team.[/box]


[box]
Axe (Wrath) Item

BTNSpiritWalkerMasterTraining.png


  • The base value and value per level of Axe (Wrath) item has been increased from 2% to 3%.

Pure auto attacker builds, who rely on physical damage from Auto attacks and nothing more, are very underwhelming compared to their counterpart, on-hit builds. The primary reason for that is the lack of mechanical support, as most talents and traits help the on-hit build instead. The base and incremental value of 2% was there back when there were multiple Wrath sources from traits, which made the build much stronger when paired with those specific traits. This was addressed some time ago, and even though this change on its own won't bring glory to the build, it will certainly bring it closer in balance to the on-hit builds. Heroes like Warden, Blademaster, Vampire, and Shaman may consider going for this playstyle again.[/box]


Traits


[box]
Crypt Lord

BTNHeroCryptLord.png


  • Maximum Health scaling reduced from 0.35% to 0.18%. Base value is unchanged.
  • Now deals only 60% of the damage back to non-Hero units.

This Trait was way too high on the power level, able to decide mirror 1v1 matches in a short time. The base value is fine, but the potential Tank build players could come up with by stacking Health was overwhelming, to say the least. The second change, where it deals less damage to non-Hero units, was made to prevent it from completely destroying Ward build Blademaster, and summoner Paladin. This is arguably a band-aid solution, which will be monitored in the future.[/box]

[box]
Lich

BTNLichVersion2.png


  • Now properly adds a stack of Cold Heart when used by a Lich.

Just a minor change, arguably a bugfix, to make the game more consistent.[/box]

[box]
Spellbreaker -> Crusader

BTNSpellBreaker.png
- >
BTNHeroPaladin.png


  • Trait renamed to Crusader, which has the same effect.
  • The cooldown of the effect has been increased from 20 seconds to 24 seconds.
  • The Trait now provides following stats: +15% increased Healing Taken, +24 Maximum Mana.
  • The Trait not longer grants +30% Spell Damage Reduction.

Lots of new traits are added in this version, including a different version of Spellbreaker, so don't worry about countering spellcasters. This effect is highly valuable for multiple classes, and against just about any build, so it should have proper stats to reflect that. However, now that it has really good stats against any match-up, the cooldown of the effect was slightly too low, and the Divine Shield effect triggered too frequently.[/box]

[box]
Mountain Giant

BTNMountainGiant.png


  • The Mastery scaling of this trait has been reduced to 60% against non-Hero auto attacks.

Similarly to the Crypt Lord Trait, this one was too powerful against multiple small units. This effect in particular, made it so that in certain situations, the user actually gains Health after all calculations are made from specific non-Hero units. The main effect of the Trait already functions differently for non-Hero attacks, so it does not need a change here.[/box]

[box]
Kodo Rider

BTNKotoBeast.png


  • On-hit Hero damage reduced from 12 to 8.
  • Mastery scaling reduced from 0.8 to 0.5.

This Trait has a wide variety of usage; you can use it as a Support, Summoner, or On-hit. While the Summoner build with this trait is fine, other builds were carried too hard solely by Kodo Rider Trait. Now that there are even more Trait options, it's time to nerf some of the predominant ones.[/box]

[box]
Fel Stalker

BTNPurpleFelhound.png


  • Mana destroyed reduced from 1.8 to 1.5.
  • Mastery scaling reduced from 0.20 to 0.18.

Fel Stalker has been slightly too difficult to deal with when used by a high attack speed class with a lot of Flurry in the build, especially Warden and the new Shaman.[/box]

[box]
Chaos Grunt

BTNChaosGrunt.png


  • The passive Attack Damage stat provided by this Trait has been increased from 13 to 15.
  • Damage taken has been reduced from 1.5% Maximum Health to 1% Maximum Health.
  • The cooldown of the effect has been increased from 3 seconds to 4 seconds.
  • The effect is now disabled until you attack an enemy Hero for the first time in the match.

Following the change to the Axe (Wrath) item, this Trait is staple in any pure auto attacking physical build. While it provides a lot of stats, the stats were not high enough to make it worthwhile, and the cost was really difficult to deal with. With all of these changes, the players should have a much easier time using this Trait, and they no longer have to rush at the opponent as soon as the match starts. They can now take their time, rethink their strategies, and then initiate.[/box]

[box]
Blood Elf Lieutenant

BTNBloodElfPeasant.png


  • Health threshold of the effect has been increased from 20% to 30%.
  • Mastery scaling has been increased accordingly.

At first I was very careful when designing these low-on-Health effects, as if you pair them they can become very resilient and nearly unmatched when the condition is met. This, however, has not been the case, and I'm more than happy to do some changes about it. This trait in particular was too difficult to activate. While the healing is decent when it's enabled, prior to this change the players were susceptible to burst damage, making it too difficult to use.[/box]

[box]
Shade

BTNShade.png


  • Stealth duration increased from 2.5s to 3s.
  • Cooldown increased from 12s to 16s.
  • Description properly updated.

To clarify, the duration was always set to 2.5 seconds, the description was wrong and it said 2 seconds. This Trait has a couple of purposes, mainly disengaging, and initiating combat. It has been too good at disengaging combat due to its short cooldown, while its short duration also made it difficult to engage. After testing with the increased duration, engaging felt a lot easier to manage, and in future, if necessary, I will further improve this Trait's engage potency and reduce its disengage potency.[/box]

[box]
Peasant

BTNPeasant.png


  • Cooldown reduced from 28s to 22s.

Peasant Trait has not been performing as well as it should, and its high cooldown certainly did not make the effect itself justified. It has a somewhat clunky mechanic, you need to auto attack an enemy Hero, which means you have to go to melee range as someone like Blademaster and Paladin, who both like to use this Trait, but going melee goes against those specific Summoner builds. On the other hand, the current mechanic can have interesting usage outside of Summoner builds, so for now there are no changes to its mechanic. Future versions will likely include balance changes to the Trait, as of right now the reduced cooldown might not be enough to make it a powerful pick.[/box]

[box]
Warden

BTNHeroWarden.png


  • Maximum Range increased from 500 to 600. Minimum Range unchanged.
  • Now properly states that it only triggers on issued attacks and not spellcasts.

As one of the main mobility Traits, Warden was certainly underwhelming. While its cooldown is alright, the range was not very pleasing to use.[/box]

[box]
New Traits

BTNSpellBreaker.png
BTNBanshee.png
BTNHeroDeathKnight.png
BTNHeroBloodElfPrince.png
BTNHeroFarseer.png
BTNJaina.png
BTNEredarWarlockPurple.png
BTNAvatar.png
BTNTauren.png
BTNDragonHawk.png
BTNInfernal.png
full
full


  • The following Traits have been added to the game: Spell Breaker, Banshee, Death Knight, Battlemage, Far Seer, Sorceress, Warlock, Avatar, Tauren, Justicar, Infernal, Doomsayer, Ragnaros.

Some of these are build defining, for example Far Seer and Warlock for Spellcasters, Battlemage for Q builds, while others are just here for more situational options.[/box]

Classes


Lich

BTNLichVersion2.png


[box]
Freezing Impale & Shatter

full

full


  • Icons have been updated for Freezing Impale and Shatter.
[/box]

[box]
Freezing Impale

full


  • Base damage reduced from 160 to 130.
  • Maximum Mana scaling reduced from 40% to 32%.


Lich, along with a couple of other classes, have been doing too much damage lately. Some of these changes are a follow up to the last version, where I overall reduced the damage dealt of most classes. This spell has been dealing too much damage, and due to its clunky mechanic, it was single handedly deciding fights. Missing the skill shot was a huge downside, hitting it gave you too much advantage.[/box]

[box]
Frost Nova

BTNGlacier.png


  • Area of Effect reduced from 300 to 240.


While Frost Nova doesn't deal too much damage, it's the easiest tool to Chill the target, as well as gain Movement Speed to disengage the fight. Frost Nova has been too easy to hit, and players were completely careless, which made Lich too easy to play. Reducing its AoE will provide enemies more chance to come back, and potentially to even dodge the spell.[/box]

[box]
Chilling Blast

BTNOrbOfFrost.png


  • Maximum Mana scaling reduced from 20% to 15%.
  • Reverted the changes from last version: No longer grants bonus Attack Speed.


Chilling Blast was dealing too much damage for a Q spell in a full spellcaster build. Reducing its Maximum Mana scaling will help resolve the issue. Last time I've gone too far with the buffs to the auto attacker build, and since I'm nerfing the power level of all classes in general, it's time to revert some of the changes.[/box]

[box]
Conjure Ice Shard

BTNColdArrows.png


  • Attack Damage bonus reduced from 15 to 12.
  • Reverted the changes from last version: No longer grants bonus Attack Speed, maximum Stacks reduced to 7.


Read above.[/box]

[box]
Advanced Magics (Talent)

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  • Bonus multiplicative scaling reduced from 40%/60%/80%/100%/120% to 20%/30%/40%/50%/60%.


This talent has been by far the most powerful one in Spellcaster Lich's arsenal. Many Spellcaster Talents in other classes will get the same treatment.[/box]

[box]
Refilling Cold (Talent)

74643-eb7a82a676c4381e74f8eb33ae17422c.jpg


  • Mana restored increased from 9/12/15/18/21 to 10/15/20/25/30.
  • Now restores 40% of the total value against non-Hero units.


Much like other effects of this kind, this talent was extremely good against Summoners and anyone who can spawn vulnerable units. However, it was very underwhelming when used against Heroes, especially when used by a class that tends to build a lot of Mana. This talent should be a lot more attractive to players who wish to have more Mana during fight, without resorting to building Mana Regeneration.[/box]

[box]
Infused Strikes (Talent)

91440-656b822adec5d82c6ec15eaa5fd7e0f2.jpg


  • Maximum Mana scaling reduced to 2%/3%/4%/5%/6%.
  • Now has a base value of 6.


As a talent primarily meant to fit on-hit auto attacker build, having it only scale with Maximum Mana felt very un-intuitive. The on-hit build should not be building a lot of Maximum Mana in order to deal damage. Giving this talent some base value while reducing its scaling allows auto attacker Lich to make use of this talent without investing a lot in utility resources.[/box]



Warden

BTNHeroWarden.png


[box]
Dark Veil

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  • Increased trigger interval from 0.75s to 1s.


Dark Veil was slightly too difficult to use for newer players, and even experienced players would occasionally mess the timing up. While generally I want classes to be difficult to play, these kinds of changes are welcome in times of need.[/box]

[box]
Shadowstep

BTNBlink.png


  • Bonus damage gained after casting the spell reduced from 35% to 30%.
  • Cooldown reduced from 15s to 12s.


Warden's potential burst damage was slightly too high, and getting trades with Shadowstep was too difficult to deal with for the opponent. At the same time though, the spell had quite high cooldown, so these trades would happen rarely, and Warden's catching power is not very good at the moment. Warden's mobility is still not set in stone, so further changes might come in future.[/box]

[box]
Sunburst

80886-117c345fabfc803d8544a9c07d6ce93e.jpg


  • Mana cost reduced from 75 to 70.
  • Cooldown reduced from 10s to 9s.
  • Base damage reduced from 50 to 40.
  • Maximum Mana scaling reduced from 35% to 30%.
  • Missing Health scaling on the target reduced from 2% to 1%.
  • Now additionally refunds 30 Mana if used while Warden's on less percentile Health than the target in addition to Healing.


While Sunburst has an interesting dueling mechanic, the current design is somewhat problematic. The damage dealt was too high when the target was really low on Health, but it was barely noticeable if the target was high on Health. This is the main reason to nerfing Missing Health scaling that the spell has. The Mana restoration is experimental, and as is the case with the rest of the Warden's kit, changes in future are likely to happen.[/box]

[box]
Mana Burn

106659-dae4b928826452219d8d077647a7df36.jpg


  • Mana cost increased from 50 to 60.
  • Cast Range increased from 500 to 650.


The low mana cost of Mana Burn made it a very "spammable" spell to any Warden player, which lead to much less decision making, especially when combined with her passive Empowered Moonblade. On the other hand, the cast range of the spell was too short for a character who is meant to counter Spellcasters.[/box]

[box]
Lunar Strike

79108-0d868be3b2fff1c74470e6bbf66cc187.jpg


  • Cooldown increased from 4s to 4.5s.


Empowered Moonblade consistency has been slightly too high lately, and as a class that does not support a Q build, along with her Day/Night mechanics, increasing Lunar Strike's cooldown is the ideal slight nerf to the consistency of the passive effect.[/box]

[box]
Mana Destruction (Talent)

106659-dae4b928826452219d8d077647a7df36.jpg


  • Maximum Mana scaling reduced from 0.20%/0.40%/0.60%/0.80%/1% to 0.18%/0.36%/0.54%/0.72%/0.90%.


As mentioned previously in the Fel Stalker Trait part, Mana disruption has been too high lately, with the rise of more Attack Speed and Flurry sources in the game.[/box]



Paladin

BTNArthas.png


[box]
Lightbringer

full


  • Cooldown increased from 10s to 11s.
  • Bonus Movement Speed decreased from 100 to 70. Duration unchanged.


As a class with low mobility and crowd control, Lightbringer was slightly too good to ever justify Paladin's "weaknesses".[/box]

[box]
Holy Light (Spell & Mastery)

BTNHolyBolt.png


  • Mana Cost reduced from 60 to 50.
  • Mastery Mana cost reduction reduced from 20 to 10.
  • Mastery bonus Healing per percentage of target's Missing Health increased from 0.70% to 0.75%.


The Mana cost change overall does not affect when Mastered, as it still costs a total of 40 Mana. The *base* Mana cost has been reduced as the spell does not reward highly when cast without Mastery, therefore the Mana cost should not be high either.[/box]

[box]
Divine Shield

BTNDivineIntervention.png


  • Mana Cost reduced from 80 to 50.


Divine Shield is meant to save the Paladin at no high cost, whenever he sees danger. That has not been the case for a while, and its 80 Mana cost was way too high to ever actually make a come back whenever the Paladin was facing death. This change should not only allow you to cast Divine Shield sooner, but also allow you to quickly heal yourself back up with Holy Light afterwards.[/box]

[box]
Cleansing Mastery (Talent)

101078-1ab3143b3f9d786515e04e42e5e57261.jpg


  • Bonus damage dealt reduced from 100% to 50%.


Cleansing Mastery has been way too effective at making Paladin a strong damage dealer. At the same time, it also discouraged him to go for the alternative offensive build, Summoner build. With the addition of Battlemage Trait, this talent deserves a nerf.[/box]

[box]
Divine Fury (Talent)

full


  • Bonus damage to Divine Storm reduced from 20%/40%/60%/80%/100% to 20%/30%/40%/50%/60%.
  • Divine Storm spell now has updated description when accompanied by this Talent.


Much like other Spellcaster Talents, Divine Fury was doing too much at a low cost, and with the addition of new tools via Traits, the Paladin should not worry about his potential damage output as a Spellcaster.[/box]

[box]
Vital Force (Talent)

58208-d70a33530f042e84a5e47f93fab3f8c4.jpg


  • Damage dealt increased by 0.15% of Paladin's Maximum Health across all levels.


This Talent is currently oddly placed, and does not fit many builds. Stacking Health on Paladin is primarily a Spellcaster thing, not an on-hit think like this Talent suggests. However, with the addition of Tauren and Death Knight Traits, stacking Health in an on-hit build for Paladin might be a thing now, and is currently a subject of testing.[/box]



Blademaster

BTNHeroBlademaster.png


[box]
Storm Meditate

BTNTranquility.png


  • Mana cost increased from 40 to 50.
  • Cooldown increased from 6s to 7s.
  • Missing Health scaling decreased from 1.1% to 1%.
  • The first tick of Storm Meditate now restores three (3) times as much Health.
  • Updated description.


Blademaster has been healing himself out of combat a bit too much recently, so minor changes across the whole spell have been made. On the other hand, Storm Meditate's power was not high enough if the Blademaster was to use it simply to block some damage and get quick healing. The damage reduction on its own is fine, and can be very powerful when used properly. The healing, however, does not go far if the Blademaster does not channel the spell for long. Storm Meditate now has three times as high healing on the first tick, allowing the Blademaster to use it quickly during combat, as a trading tool.[/box]

[box]
Thundering Strike

BTNChainLightning.png


  • Base damage increased from 35 to 50.
  • Buff duration increased from 3s to 4s.


Although the Blademaster has somewhat decent DPS, his Q build was not performing well when the enemy built just a tiny bit of general damage reduction, or specifically Spell damage reduction. The buff duration is a bonus that will be applied to most Q based spells that were used on classes who relied on it too much.[/box]

[box]
Serpent Wards

BTNSerpentWard.png


  • Now have 75% Spell damage reduction.


Just a small thing to make them more resistant to certain hard-counters.[/box]

[box]
Samurai's Fury

PASBTNCriticalStrike.png


  • Thundering Strike bonus damage reduced from 40% to 35%.


The additive increment of Samurai's Fury with Lightning Mastery was not intuitive, and it was difficult to keep track of, and "judge" when building and playing. A slight nerf is also favorable on both ends to make them less oppressive now that Thundering Strike's base damage has been significantly increased.[/box]

[box]
Lightning Mastery (Talent)

BTNChainLightning.png


  • Thundering Strike bonus damage reduced from 40% to 35%.
  • Now stacks multiplicatively with Samurai's Fury, instead of additively.


Read above.[/box]

[box]
Blink Mastery (Talent)

BTNMirrorImage.png


  • Now additionally increases the damage dealt of the next auto attack after casting Blink from by 75 (Total bonus damage is 150).


Blink Mastery, and a Blademaster build focused around bursting targets down and disengaging afterwards, have not been very welcoming to their users, and were overshadowed by Lightning Mastery and classic Q based builds. This is also slightly an issue due to unfavorable Traits to choose from for the said build, and in future there will be more options for burst builds found in Traits.[/box]



Druid

BTNFurion.png


[box]
Forest's Embrace (Spell & its respective Talent)

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  • Mana cost increased from 60 to 70.
  • Base damage reduced from 10 to 7.
  • Its talent, Planted Seeds, had its bonus damage reduced from 20%/40%/60%/80%/100% to 10%/15%/20%/25%/30%.


As is the case with other high damaging spells, in this version Forest's Embrace gets it highly anticipated nerf.[/box]

[box]
Imbue Weapons (Spell & its respective Talent)

100923-be4308c61a985913b92d241b5be9577f.jpg


  • Attack Damage bonus reduced from 10 to 6.
  • Attack Speed bonus reduced from 24% to 15%.
  • Renewed Weapons, its respective talent, had its bonus Attack Damage increased to +1 base +1 per Level up from +1 per Level.
  • Renewed Weapons' Attack Speed bonus reduced from 6% per Level to 4% per Level.
  • Renewed Weapons' tooltip has been updated.


Druid's offensive supporting power has been way too high, considering his Healing power is not low either. His auto attacking build has also been performing too well, making it significantly easier to play one of the most difficult classes in the game. Druids should win their matches wiht proper Wisp position, and clever usage of spells, and not by "right-clicking" enemies.[/box]

[box]
Thorns Armor (Talent)

82620-9a8928451d9d184bd08b6a8000d2dae8.jpg


  • Base value reduced from 2/3/4/5/6 to 2/2.5/3/3.5/4.
  • Health scaling halved across all levels.
  • Now deals 60% of the total damage to non-Hero units.


Alongside the heavy Crypt Lord Trait nerf, this talent was also causing just as much trouble.[/box]

[box]
Empowerment Mastery (Talent)

67790-2a666525b7f3e9cc08628b0a26ccf311.jpg


  • Bonus on-hit damage reduced from 12 to 9.


The whole Support and auto attacker build requires a sizeable nerf to both its spells and its Mastery.[/box]

Blood Mage

BTNBLoodMage2.png


[box]
Heart Strike

BTNOrbOfFire.png


  • Base damage increased from 20 to 35.
  • Buff duration increased from 3s to 4s.


Blood Mage is not in a good situation at the moment. He heals for way too much Health, but cannot deal nearly enough damage compared to other classes. This is just a small change to keep him somewhat competitive in his Q based build, as it wasn't performing as well as it should. Future versions will include heavy reworks to the Blood Mage's Talents, and a large balance change across all of his spells.[/box]

Bugfixes

  • Druid Trait now has a proper list of spells that can activate it.
  • Peasant Trait's description is now properly updated.
  • The game now properly checks your build requirements before entering each match. This, however, does not include Treasure Chest mode, which will by default add Frostmourne if left unchecked.
  • Fixed a bug where you could buy Traits during the match.
  • Fixed a bug where certain Traits would replace your ability icons.
  • Fixed a bug where multiple Vampires in the same match would reset each other's Consume stacks.
  • Fixed a bug where Dark Ranger Trait did not work for Warden's spells.
  • Fixed a bug where Warden's Final Hour requirement would only be fulfilled for Player 1 (Red).
  • Fixed a bug where Warden's Mana Destruction was scaling with the level of the previous Talent.






v1.1.1:

Classes

Blood Mage

BTNBLoodMage2.png


  • Updated sphere and auto attack visuals.


Special thanks to Rodrigooo for the new effects.

[box]
Store Globes

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  • Spawn time reduced from 8 seconds to 7 seconds.
  • Cooldown reduced from 2.5 seconds to 1.5 seconds.
  • Now deal 4% less damage for each Blood Globe that the Blood Mage controls on the map when picked up by an enemy Hero.


The lack of Blood Globes to store, as well as the high cooldown of the Store Globes spell reduced the play potential that Blood Mage players could make. By reducing the cooldown on Store Globes, the Blood Mage will be able to surprise his enemies more often with much quicker rotations of spells.

On the other hand, the current Blood Globe mechanic can easily lead to snowball scenarios where Blood Mage avoids fights at any costs, and then just buys time to spawn more Blood Globes. Once he does that, especially with the new change to the cooldown of Store Globes, there would be very little enemy players could do against it, unless they pick up the Blood Globes, in which case they take a lot of damage. By reducing the damage taken per Blood Globe controlled on the map by the Blood Mage I'm reducing the snowball potential this mechanic can lead to, and allowing enemies to come back from tough situations.
[/box]

Blademaster

BTNHeroBlademaster.png


[box]
Thundering Strike

BTNChainLightning.png


  • Attack speed scaling reduced from 50% to 45%.


While attack speed should still be a favorable stat to the Blademaster, it is currently outshining attack damage, to the point where the Blademaster can get away without building attack damage at all. This small change, along with more changes below, should help resolve the issue.[/box]

[box]
Samurai's Fury

PASBTNCriticalStrike.png


  • Bonus damage to Thundering Strike while low on health reduced from 50% to 40%.


Thundering Strike becomes too powerful when paired with Samurai's Fury passive effect, and Lightning Mastery. These nerfs should slightly lower the potential DPS that this build can provide, and give the Blademaster a chance to also make use of high mobility Blink build.[/box]

[box]
Lightning Mastery (Talent)

BTNChainLightning.png


  • Bonus damage to Thundering Strike reduced from 50% to 40%.


Read above.[/box]

Paladin

BTNArthas.png



[box]
Holy Light

BTNHolyBolt.png


  • Reduced the maximum Mana scaling to 13% down from 15%.


Both Paladin and Druid are healing a bit too much recently. Since Holy Light is the main pillar of Paladin's healing source, reducing its Mana scaling should slightly tone down his healing potential in a support build.[/box]

[box]
Restoration Mastery (Talent)

BTNHolyBolt.png


  • Reduced the bonus healing per 1% of target's missing health to 0.7% down from 0.8%.
  • Now properly updates the description of Holy Light spell.


Slight changes to both maximum Mana scaling and the Restoration talent should in combination reduce the potential healing that the support Paladin can dish out.[/box]

[box]
Glory of Battle (Talent)

94484-ce25be47cfaa7a8a31cb49d8a20a3933.jpg


  • Reduced the healing done by this talent by 4 across all levels.
  • The description is now properly updated and the base healing increases by 8 per level.


This talent has been overperforming when used by a summoner Paladin, or attack speed Paladin, and its power gets over the roof when used as a summoner who also builds a lot of attack speed. The very small nerf to the base healing should very slightly help the situation, while not destroying this talent as a potential healer talent.[/box]


[box]
Holy Fervor (Talent)

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  • Now properly states that it only affects your summoned units. (Talent mechanics were unaffected.)


Tooltip bugfix.[/box]



Lich

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Chilling Blast & Conjure Ice Shard

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  • Chilling Blast and Conjure Ice Shard now grant 20% bonus attack speed for 3 seconds upon cast.
  • Increased the base amount of stacks Conjure Ice Shard provides from 7 to 9.


Lich's auto attacker build has been struggling to deal enough damage. While the bonus Attack Damage from Ice Shard is high enough, there are not enough arguments to support the said auto attacker build outside from that. The Lich will now also gain increased Attack Speed to help him dish out more damage, and encourage new players to try a non spellcaster build. The amount of stacks from Ice Shard have been increased to compensate for the Attack Speed increase, as he will now lose those stacks faster than before.[/box]

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Hasting Shards (Talent)

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  • Increased the Attack Speed bonus provided by this talent from 12%/18%/24%/30%/36% to 14%/21%/28%/35%/42%.


This talent had a Gold value of (100 + 100x Level) when converting the amount of stats it provides to the gold cost of the stats. Other Talents that increase stats permanently have the gold value of (100x Level), however, this Talent is not permanent, and it is very specific to the auto attacker build, as opposed to talents and their respective stats that can be used in any build. This talent has been underwhelming for these reasons, which is why it is getting a slight buff.[/box]

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Infused Strikes (Talent)

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  • Increased the Maximum Mana ratio from 3%/5%/7%/9%/11% to 4%/6%/8%/10%/12%.


Auto attacker build for Lich usually does not build a lot of Mana, and as a class that has a spell casting kit, it's difficult to create an auto attacker reliant build without having powerful talents to support it. This small boost of 1% maximum Mana scaling should help Lich deal more damage when auto attacking whenever he does not build Spell Power, and builds Flurry instead.[/box]

Druid

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Healing Spring

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  • Reduced the maximum Mana scaling to 6% down from 7%.


As mentioned above in the Paladin tooltip, Druid is also healing a bit too much lately. Healing Spring should still be a powerful healing spell considering it also regenerates Mana to your opponents, but the biggest contender here is the Forest's Embrace spell.[/box]

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Forest's Embrace

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  • Reduced the maximum Mana scaling to 5% down from 7%.
  • Fixed a bug where the second area, around the Wisp, was healing for more than intended.


Forest's Embrace was really powerful, especially when the Wisp is on top of the target area, so you benefit from the effect twice. While this is the ideal scenario for Druid, it's hard to achieve it and it has to be very rewarding, whenever this would happen the Druid would instantly win all the trades for the duration of the spell. The damage dealt has counterplay, it can be mitigated by the enemy player, or completely dodged, but the healing needed a sizeable nerf.[/box]



Warden

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Lunar Strike

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  • Now correctly states that it increases the bonus damage taken by the target by 15% instead of 20%.


Tooltip bugfix.[/box]

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Shadowstep

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  • Reduced the bonus damage provided after casting Shadowstep to 35% down from 50%.
  • Selecting and teleporting to a Moon Mark will now also trigger the Empowered Moonblade effect.


Shadowstep has mostly been an offensive burst spell usually used in high damage builds, and less so in defensive builds. It also provided a lot more bonus damage than intended. This change should allow the Warden to play more around the Empowered Moonblade effect in defensive builds, while also allowing her to make a quick unexpected teleport to activate the bonus effect.[/box]

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Moonblade

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  • Reduced the attack speed bonus during night to 40% down from 50%.


Warden's burst and consistent DPS potentials were both too high during the night, and very few classes could hope to trade with her in that time. While this change doesn't affect her combat power upon casting Final Hour, it should help tone her down a bit outside of that time.[/box]

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Masteries:

Moonblade Mastery (Talent)

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  • Reduced the healing bonus to the on-hit provided by Moonblade during the day to 45% down from 60%.

Nighthunter Mastery (Talent)

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  • Reduced the damage bonus to 18% down from 20%.

Daybreaker Mastery (Talent)

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  • Reduced the damage reduction to 22% down from 25%.


Warden's Masteries were slightly overtuned and dictated her build path a lot more compared to other Masteries. The difference in her power level during the night and day were also heavily impacted by these strong Masteries. These minor nerfs should show the Warden that her Masteries should help her choose, but not dictate, her preferred playstyle.[/box]




v1.1.0:

General Changes
  • A new class, Warden of the Moon has been added to the Tavern. More information regarding the class below.
  • Fixed a bug where healing bonuses were incorrectly added up on certain Traits.
  • Fixed a bug where Shaman, Warden, Shade, and Dark Ranger Traits were not giving proper stats after a round restarts.
Classes

Warden of the Moon


Warden of the Moon
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Warden is a melee Assassin/Fighter who harvests the power of the Moon and Sun in combat. Her spells have different effects during the night and day.




Range: Melee
Role: Damage Dealer/Fighter

Stats:

Physical Damage: High
Magic Damage: Medium
Healing: Medium
Supporting: Low
Crowd Control: Medium
Mobility: High



T


Moonblade

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(Passive) Warden's abilities have different effects depending on the time of day. During the day her auto attacks restore Health on hit, and during the night she gains increased Attack and Movement Speeds.

Additionally, spellcasts grant her
Empowered Moonblade buff, increasing her Attack Speed by 60% for the next 3 attacks. These attacks also restore 2% Maximum Mana on hit.

Day Time Healing: 4 (+4% Maximum Mana)
Night Time AS Bonus: 50%
Night Time MS Bonus: 12%



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D


Sunburst

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(Active) Throws a celestial essence at a target enemy, dealing magic damage and interrupting it. If the Warden's percentile health is less than or equal to her target's, Sunburst restores life based on damage dealt. Damage dealt is increased by 2% for every 1% of target's missing health.

This spell can only be cast during the
day.

Cast Range: 500
Damage Dealt: 50 (+35% Maximum Mana)
Healing Done: 50% of the damage dealt
Cooldown: 10 seconds
Hotkey: D



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F


Shadowstep

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(Active) Teleports you to a target area while leaving a Moon Mark behind for 3 seconds. While the Moon Mark is up, you deal 50% bonus damage from all sources. If you select the Mark, the Warden will teleport back to it and destroy it in process.

This spell can only be cast at
night.

Range: 750
Cooldown: 15 seconds
Hotkey: F



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Q


Lunar Strike

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(Active) Warden's next attack deals bonus magic damage on hit. If cast during the day, the target will also be Silenced for 1.25 seconds. If cast during the night, the target will be affected by Lunar Hunt debuff, decreasing their Movement Speed and increasing their damage taken from the Warden for 3 seconds.

Damage: 20 (+20% Maximum Mana)
Slow: 30%
Damage Taken Increase: 20%
Cooldown: 4 seconds
Hotkey: Q



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W


Dark Veil

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(Active) Activate to gain Night's Veil buff for 0.75 seconds, that activates when an enemy Hero casts a spell. During the day, the Warden will restore Health and stun the caster, while during the night she will instead hurl a deadly missile at the target that deals magic damage.

Healing: 60 (+30% Maximum Mana)
Stun Duration: 1.25 seconds
Damage Dealt: 150
Cooldown: 9 seconds
Hotkey: W



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E


Mana Burn

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(Active) Target an enemy Hero to destroy 20 + 20% of their current Mana, while dealing magic damage equal to twice the amount consumed. If the target is below 25% of their maximum Mana afterwards, they will be affected by Mana Leak debuff, which deals periodic damage until they cast a spell.

Damage Per Second: 2% of their Maximum Health
Cooldown: 8 seconds
Hotkey: E



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R


Final Hour

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(Active) After a short delay, locks the time to Midnight and empowers the Warden with Maximum Attack Speed and 20% increased Movement Speed for a short duration.

This spell can only be cast during Midnight.


Duration: 8 seconds
Cooldown: 45 seconds
Hotkey: R



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Talents


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Blademaster

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Blink

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-->
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  • Icon has been updated.
Just a small visual change to match the theme better and to differentiate from the new Warden release.
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Traits
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Raider, Warden, Chaos Grunt

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,
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,
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  • Now grant Attack Damage instead of increased damage dealt of auto attacks.
With the release of the Warden class, as well as the possible builds of Blademaster and Vampire, the multiplicative bonuses of these traits could have easily lead to snowbally scenarios where the potential DPS output would be unmatched. Changing the stats to Attack Damage allows me to reduce the potential power of these traits when combined, in the exchange of boosting their power when they are separate.[/box]



v1.0.1:

General Changes
  • Updated Map preview picture.

Classes

Lich

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[box]
Chilling Blast

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  • Chilling Blast now deals 50% increased damage to Chilled or Frozen targets.


Chilling Blast wasn't a powerful spell in Lich's kit. Most of the power was in the form of Chill effect, which Lich already had an abundance of, usually in the form of Conjure Ice Shard. With no talents that directly support it, the spell was left behind. This change should allow Lich to use it for damage purposes if the target is already chilled, while still keeping the Chill effect otherwise.
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Paladin

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Wisdom in Numbers (Talent)

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  • Now restores 0.3/0.45/0.6/0.75/0.9 Mana per second for each nearby allied unit instead of 0.22%/0.29%/0.36%/0.43%/0.5% of Paladin's Maximum Mana.


Wisdom in Numbers has been a go-to Talent for the Paladin regardless of the situation. Healers have been massively abusing this talent due to the Maximum Mana scaling, while it's meant to be more of a Summoner/2v2 Talent instead. By changing the formula to flat mana instead of scaling with Maximum Mana, this talent will provide less power to the Healer Paladin who builds a lot of Mana, while still being powerful in a classic Summoner build.
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Traits
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Shaman --> Chaos Grunt

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--->
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  • Renamed and icon changed to Chaos Grunt.

This change fits the theme better, and allows me to make a new Shaman trait, more information below.[/box]
[box]
New Trait: Shaman

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  • Your attacks empowered by your Q spell will grant Bloodlust, increasing your Attack Speed by 30% and Movement Speed by 10% for 4 seconds. Targeting an ally with a spell will grant them the same Bloodlust buff instead.

    Each point of Trait Mastery increases the Attack Speed bonus of Bloodlust by 2%.

    Stats:
    +18% Attack Speed
    +24 Maximum Mana


The map currently lacks Q empowering traits, as well as versatile offensive traits. The Shaman trait can be used by any character in Q-defining build, or in 2v2 matches as Paladin, Druid, and Vampire.[/box]
[box]
Lich

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  • Now also increases the damage taken of Chilled targets by 8% from all sources.

Lich trait was, ironically, worse when used by the Lich than any other class, due to the overwhelming amount of chill sources that he has. The trait also pales in comparison to Raider trait. This change should make it more attractive to pick up by Lich players, while also being more attractive to burst characters or supports.[/box]



v1.0.0:
  • Released.


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