Release 2.3 for PC - Deadeye

HarmoniaHarmonia Member, Administrator, Moderator, Robot Entertainment, Featured Developer

Release 2.3 for PC - Deadeye - Patch Notes


July 26, 2017


New Hero: Deadeye

Deadeye is an infamous outlaw with a bounty on her head. With each kill, she becomes stronger and more infamous. Her dual crossbows and explosive arrows make her a force to be reckoned with.

Half elf and half orc, Deadeye was adopted into the elven community of the First Grove as a child and raised as Galadra the trueshot. Accused of her adoptive mother High Warden Naya’s brutal murder, Galadra was narrowly apprehended by Ivy, Warden of the First Grove, losing her right eye in the process and becoming Galadra the Deadeye.

Get the full details on her abilities and development in the Designing Deadeye blog!


New Feature: Community Challenges

Exciting news, War Mages! In-game events have been a frequent question and discussion topic within the OMDU community and this update finally delivers a lot of the technology we need to create fun in-game events.

We'll have a lot more to share about this in the coming weeks as we run a few smaller events before rolling out an Endless Summer event later this year. Well, later this summer to be more specific!

Here's what we can tell you now. We will be running some events in the future that will provide increased rewards to players. Bonus XP, bonus skulls, that sort of thing. We'll also be running collaborative events for the entire community that will provide extra chests or even unique vanity rewards for participation or successful completion.

New Feature: Pause

A highly requested feature has finally arrived!  We have added the ability for solo and non-matchmade games to be paused by any player.  Due to the game being online, we cannot pause forever, but you have a significant amount of time to grab a snack!

New Feature: Discord Integration

Discord has remained one of the most popular modes of communication for OMD!U.  This integration will make communication and collaboration easier than ever!  

Important note: Discord integration will not be included with this update for PC. As mentioned on Insider Access there was a small chance that this component would not be approved in time, and unfortunately, this is the case. We look forward to bringing Discord integration to the game very soon!

New: Sabotage Map 

  • Stables of Eventide

New: Base Set Consumable 

  • Polymorph Chicken (Earned by using Polymorph Chicken 75x)

New: Chaos Trial Modifiers

  • Health Drain (Master and Rift Lord Only)
  • Mana Drain (Master and Rift Lord Only)
  • Coin Drain (Master and Rift Lord Only)
  • Minions Drop Grenades
  • Periodic Healing Aura

New: Sabotage Consumables

  • Armored Satyrs
  • Control Resist Buff
  • Control Immunity Staff

General:

  • Go-Breaks in solo play have been increased to 4x the group play length (from 2x).
  • Banquet Hall has been made more challenging in Sabotage (Master and Rift Lord Only).
  • Apprentice Baths, Eventide Ramparts, and Banquet Hall now have more go-breaks and fewer kobolds.
  • Apprentice Baths, Eventide Ramparts, and Banquet Hall now have fixed loading screen tips.
  • War Mage Temple Graveyard wave 8 has fewer minions.
  • War Mage Restricted Section waves 3-6 have fewer minions.
  • Master Stables of Eventide wave 2 difficulty reduced.  Final wave made more challenging.
  • Master Falling Folly difficulty reduced across most waves.
  • Master Orc-rila difficulty increased SLIGHTLY on most waves.
  • Control immunity now blocks all knockbacks.  Control resistance continues to NOT modify knockbacks.
  • Stables of Eventide pathing updated.
  • Confluence and Crogon Keep have had metal grates added to the Rift Room to prevent exploits with barricades.

Chaos Trials:

  • 1 Rift Point modifier increased to 5 Rift Points.
  • "No Go-Breaks" will be paired with easier modifiers, on average.
  • "No Go-Breaks" and "Additional TNT Archers" will no longer appear in Apprentice or War Mage Chaos Trials.
  • "Double Cost Floor Traps" will be paired with easier modifiers, on average.
  • "Double Cost Floor Traps" and "Double Cost Barricades" can no longer roll together.
  • Several bonus minion modifiers will be paired with harder modifiers, on average.
  • "5 Rift Points" and "Rift Point Loss on Death" can no longer roll together.
  • "5x Unchained Drops" increased to 10x.
  • Persistent Barricade Rubble, No Health Drops, and No Mana Drops will roll less often.
  • Fast Minions, Fast Heroes, and Bonus Rift Points will roll more often. 
  • "Spudging Pickups" debuff duration reduced to 5 seconds (from 10).  Slow amount increased to 40% (from 20%).
  • "Additional Shield Trolls" now properly spawns all shield trolls, rather than half shield trolls and half dwarf shaman.

Developer Comment: In general, we want to avoid rules that prevent certain modifiers from rolling together.  However, in this case, we believe a few overly powerful combinations can be toned back.

UI:

  • Players can now buy bundles of chests in addition to individual chests.
  • Party members can now see their party leader's Chaos Keys.
  • High-resolution dashboard now displays more cards within the workshop and store simultaneously.
  • When you do not receive a modifier after upgrading a chaos key, "Free Pass" will be displayed.
  • Whispers have been split into multiple tabs.  
  • Whispers no longer automatically close when a player logs off.
  • Whispers can now be manually closed.

Audio:

  • An announcer line has been added for "Our traps are being disabled".
  • The iMage now has multiple lines upon death, conveying whether or not you killed the real iMage or not.
  • Remastered OMD2 music has been added to OMD!U.  Even MORE music improvements are coming in the future.
  • The post-game screen for Chaos Keys have new sound effects!

Balance Changes

Fire/Frost Ogres:

  • No longer have 50 physical armor.
  • Health increased by 10%.

Gnoll Breeder:

  • Health reduced by 10%.
  • Teacup gnoll damage reduced by 20%.
  • Teacup gnolls will now enter the rift (but not score rift points).

Bionka:

  • Primary attack now deals 30% increased damage.
  • Primary attack damage fall-off increased to 45% (from 33%).

Developer Comment: The previous Bionka nerfs went a bit too far against single targets.  This change maintains Bionka's area damage, while increasing her single target damage.

Gabriella:

  • Blink now restores 30% of Gabriella's health.
  • Devious Allure now slows enemies by 40% for 2 seconds if canceled early by damage.

Developer Comment: Gabby's skillset is a fun one - However, as many people have pointed out, her skills are too conditional.  These changes are aimed at providing buffing Gabriella in a way that provides her skills with greater opportunity for use.

Hogarth:

  • Speed increased by 10%.
    Developer Comment: We heard your feedback regarding the recent Hogarth jump change.  As a result, we have decided to increase his mobility to compensate.

Ivy:

  • Penetrating Shot is now capped at 8 targets (from 10).
    Developer Comment: Ivy very rarely hits 8 enemies with her penetrating shot, so this change is very small.

Smolder:

  • Heart of Flame mana cost lowered to 10 per second (from 12).
  • Dragon's Breath mana cost lowered to 16 per second (from 18).
  • Range on Incinerate increased to 5000 (from 1500).

Developer Comment: Smolder is a fun hero to play for many people.  However, her overall damage is a little low given her lack of control.  We have decided to buff her ability up-time.

Stinkeye:

  • Stinkeye's double Zephyr of Oasis weaver upgrade has been reworked: Now causes the totem's stun to slow minions by 50% after the stun ends.
  • Attack totem damage reduced by 30%.  We fixed a bug in the last patch that caused stinkeye to deal FAR more damage.  As a result, he is now over-tuned.

Developer Comment: It was very hard to gain the benefits of Stinkeye's previous upgrade.  However, this new upgrade is easier to use, but provides less peak power.

Tundra:

  • Primary attack is now capped at 8 targets (from 10).
    Developer Comment: Tundra very rarely hits 8 enemies with his primary attack.  Furthermore, the damage falloff on his primary attack makes this change incredibly small, and only noticeable in rare scenarios.

Oziel:

  • Oziel passive reworked: No longer gains max mana with each soul stack.  Instead, Oziel now deals high damage from the beginning of the game.  Upon acquiring 75 soul stacks, Oziel may consume them to use his "Haunting Spirits" ability.
  • Haunting Spirits no longer has a cooldown.
  • Base mana increased to 300 from 160.
  • Weavers 8 and 12 swapped position.  Vexing Surge now provides a soul upon hitting an enemy.

Developer Comment: We initially designed the soul mechanic to make Oziel to play as a carry.  However, in the current incarnation of the game, this design doesn't really fit.  These changes should make Oziel more powerful at the start of the game and more enjoyable to play.

Bug Fixes:

  • Fixed an issue where using consumables would be blocked by other actions.
  • Fixed several issues related to kill-screen information being incorrect or missing.
  • Fixed an issue where barricade rubble could disrupt destroyer pathing.
  • Fixed an issue where movement abilities could break camera disabling effects.
  • Fixed an issue where trap projections would remain after a player disconnects.
  • Fixed a bug where Sabotage could randomly select consumables that shouldn't be available on waves 1-4.
  • Fixed an issue where the iMage would loiter behind purple barriers.
  • Alt-K no longer activates Smolder's passive.
Robot Entertainment | Community Manager
Post edited by Harmonia on
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Comments

  • EffingWormsEffingWorms Member
    edited July 20
    All looks good.

    Any news on throne room bug?

    Insider Access today, probably discussing these patch notes.

    Also I'm assuming this patch comes out on 25th?
    Keep it secret, Keep it safe.
    New? Here are some Game Tipz.
  • DominoEDominoE Member
    edited July 20
    Not really liking the idea of these Oziel changes or the continued Tundra nerfs. Damage falloff is irrelevant when his main use generally comes from how many enemies he can freeze at once and for how long. But hey, maybe this'll indirectly make Hogarth more viable for certain situations Tundra used to monopolize, and I love all these other patch notes anyways. Especially the music additions and Smolder changes.
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    All looks good.

    Any news on throne room bug?

    Insider Access today, probably discussing these patch notes.

    Also I'm assuming this patch comes out on 25th?
    Throne room bug is fixed.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • DonnerstagDonnerstag Member
    edited July 20
    Nice patch. Only thing I would have liked is more maps, be it completely new ones or some already existing maps in new difficulties. Some interesting maps from the tutorials and weekly challenges are still not in the regular game, like the Library or the frozen version of Graveyard. Though I suppose the devs have been very busy with the PS4 launch... Now I hope we'll get some on the next patch. Can't wait to play as Deadeye though, and the Chaos Trials balances look nice. :)

    EDIT : «Confluence and Crogon Keep have had metal grates added to the Rift Room to prevent exploits with barricades.»
    "Exploits"... -_-
  • SeanPoeSeanPoe Member, Early Access
    edited July 20
    Do enemies get knockback immunity from control resistance once the control resistance is equal to (or greater than) 100% (e.g., wave ~65+ on endless)?

    Edit: Question answered on the live stream. It works as expected: 100% control resistance doesn't grant knockback immunity like control immunity does. 

    Several bonus minion modifiers will be paired with harder modifiers, on average.
    This might be problematic.  Personally I feel like extra shield trolls, extra armored ogres, and extra forest giant modifiers are the three hardest modifiers overall once you get over T10 and the health scaling is really starting to kick in.  This is mainly because the starting money on wave 1 is usually not even close to enough to build enough traps to deal with these extra heavy minions.  This is especially true on maps with very low starting money like RL Baths, RL Gates of Thuricvod, and RL Confluence.  This ends up making the additional heavies a numbers check (i.e., players lose/leak simply because of the heavies' massive health pools that are mathematically impossible to deal with with the limited starting money) rather than a skill/knowledge check.  These extra heavy minions also completely change what setups are viable on certain maps.  For example, on RL Eventide Fortress heavy minions never spawn from the right gate and bottom dock spawns.  This means players can rely on physic traps to clear those lanes.  However, with extra heavy minions these strategies no longer work otherwise you'll be leaking the heavies every single wave.  This also happens on RL Gates of Thuricvod (the sides usually have no heavies except for the 2 fire ogres on 1 wave) and RL Highlands (both the left and right spawns, 0 heavies usually).  Most other maps are also balanced around the heavy minion spawn points.  For example, on one wave one lane might have heavies but then on the following wave a totally different lane, and only that lane, will have the heavies.  The player is supposed to play musical chairs and run to each high priority lane to handle the heavies.  With extra heavy minions you have the normal heavies the players are expected to handle PLUS random heavies coming out of any other lane too. So this is another aspect that makes the additional heavies substantially harder. 


    Post edited by SeanPoe on
  • SafewordSafeword Member
    I bet alot of people love that Pause was added.
  • Will keys already set up with no go breaks and other such "difficult" modifiers such as no go breaks on apprentice automatically update? Or will keys in apprentice or war mage continue to have no go breaks and other such difficult modifiers that they would not normally have continue to remain on them?
    I like mostly survival and am looking to five star the rest of the RL maps that I need. I don't want to focus CT until those are done.
  • LemartesLemartes Member, Early Access, Apprentice Founder
    So is this a straight 30% reduction to Stinkeye when he shoots a totem ?
  • TimeMasterTimeMaster Member, Early Access
    Lemartes said:
    So is this a straight 30% reduction to Stinkeye when he shoots a totem ?
    Yes, but keep in mind that last patch a bug about its damage was fixed and it was buffed probably more than the 30%.
  • lordbeeflordbeef Member
    Good stuff but was really hoping for new maps.
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    Darklokey said:
    Will keys already set up with no go breaks and other such "difficult" modifiers such as no go breaks on apprentice automatically update? Or will keys in apprentice or war mage continue to have no go breaks and other such difficult modifiers that they would not normally have continue to remain on them?
    Existing keys will not be changed.  This only affects new keys.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • xpendersxxpendersx Member
    edited July 21
    hope the "metal grates" on crogon keep wont prevent us from funneling all the orcs in one lane... the endless version would suck balls then.
  • Ok thank you robot and plz give me back the Skulls for Oziel i dont want that new piece of orc you made
  • LemartesLemartes Member, Early Access, Apprentice Founder
    Lemartes said:
    So is this a straight 30% reduction to Stinkeye when he shoots a totem ?
    Yes, but keep in mind that last patch a bug about its damage was fixed and it was buffed probably more than the 30%.
    Stinkeye was good.  Hes on par with Smolder now as the 2 top DPS. (At least in my groups).  Usually Smolder will edge him out in damage yet Smolder is getting a buff.

    30% is way too much.  Char will be ruined like Bionka now.

    No one was complaining about Stinkeye doing too much damage.  I don't buy the bug thing - I saw no difference in his single shot or the totem shot.

    Devs should have learned from Bionka.  How many people play her now ?

    @DesMortes This is a good change for Oziel.  Collecting skulls to launch his Ultimate makes way more sense than the way he currently is.  I am looking forward to this change.
  • GustavoMGustavoM Member
    Does the coin and health drain modifiers are constant? Or do they happen in certain intervals?

  • DominoEDominoE Member
    edited July 21
    Lemartes said:
    Lemartes said:
    So is this a straight 30% reduction to Stinkeye when he shoots a totem ?
    Yes, but keep in mind that last patch a bug about its damage was fixed and it was buffed probably more than the 30%.
    Stinkeye was good.  Hes on par with Smolder now as the 2 top DPS. (At least in my groups).  Usually Smolder will edge him out in damage yet Smolder is getting a buff.

    30% is way too much.  Char will be ruined like Bionka now.

    No one was complaining about Stinkeye doing too much damage.  I don't buy the bug thing - I saw no difference in his single shot or the totem shot.

    Devs should have learned from Bionka.  How many people play her now ?

    @DesMortes This is a good change for Oziel.  Collecting skulls to launch his Ultimate makes way more sense than the way he currently is.  I am looking forward to this change.
    No offense, but it honestly just sounds like you're salty over a hero you like or are dependent on being nerfed. You don't buy the "bug thing." Okay. I don't buy that Smolder was beating your Stinkeye in damage in your little group. Even if that's true, it was likely because of either account level differences, or whoever was playing him went with the wrong weaver upgrades. Yes, there is a right and wrong for a significant (as in, approximately 100% or more) damage boost with him. And there still will be even after this patch, unless there's a hidden change to how his Wrath totems work that's not mentioned in the patch notes.

    Also, if you really want to say that no one was complaining about Stinkeye doing too much damage, which is already a spurious claim to make, you should check the Steam forums.
  • A question, when will be it? 
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    A question, when will be it? 
    If all goes well, then next week, but there are some last minute things we are trying to resolve.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • LemartesLemartes Member, Early Access, Apprentice Founder
    DominoE said:
    No offense, but it honestly just sounds like you're salty over a hero you like or are dependent on being nerfed. You don't buy the "bug thing." Okay. I don't buy that Smolder was beating your Stinkeye in damage in your little group. Even if that's true, it was likely because of either account level differences, or whoever was playing him went with the wrong weaver upgrades. Yes, there is a right and wrong for a significant (as in, approximately 100% or more) damage boost with him. And there still will be even after this patch, unless there's a hidden change to how his Wrath totems work that's not mentioned in the patch notes.

    Also, if you really want to say that no one was complaining about Stinkeye doing too much damage, which is already a spurious claim to make, you should check the Steam forums.

    You have prolly just never seen a good Smolder player.

    And no not salty at all - I actually play most of the chars and thought they were all in a pretty good place (Slight tweaks needed here and there but not 30%).

    Stinkeye filled a role - like Bionka did.  Some players want a slower playstyle and not run around the map - not everyone wants to play midnight.  They were both high damage but slow.  Now both useless as there dmg is lower than everyone else but they still are slow and other negatives.

    Not to mention the dmg screen isn't really indicative of overall usefulness.  Im sure there's lot of over-damage computed, or one player can be on a lane with different mobs.

    Its all good.  The steam forums will move on the next hero now they think is OP because they are still losing and the nerf/buff will continue.  I vote midnight next.  40% across the board - she will be top dmg in most games now.
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