Bloodspike Unchained - Release 1.2

SixOkaySixOkay Member, Master Founder, Robot Entertainment, Early Access
edited May 2016 in The Archive

Release 1.2 – Bloodspike Unchained

Now Available!

Players have been looking for more power and control over their Orcs Must Die! Unchained experience all over the game. On every episode of Insider Access, in tons of forum posts, and in every survey, we’ve made promises to listen to your feedback and make changes based on it. Release 1.2 is our biggest community feedback-driven update ever. There’s a lot in this release, but here’s a look at some of the biggest changes that affect your questions and concerns about the state of the Open Beta.

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New Hero: Bloodspike

With an axe in both hands and murder in his eyes, Bloodspike will stop at nothing to win--even if winning means sacrificing his own minions to gain strength.

  • Passive – Bloodhungry : Bloodspike's skills and abilities can damage and kill friendly minions. When friendly minions die near Bloodspike, they occasionally drop Delicious Meals which restore Bloodspike's HPs.
  • Primary Attack – Brutal Axe : Bloodspike swings his axe. For each allied or enemy minion it hits, the cooldown of Maiming Blow is reduced by 5s.
  • Secondary Attack – Bloodbath : A melee attack that grants a Bloodbath stack for each allied or enemy minion hit. Each stack buffs Bloodspike's attacks with +8% damage.
  • Stunning Execution : Executes an allied minion who then drops a Delicious Meal. Enemies in a radius around the execution are stunned.
  • Maiming Blow : A double-axe melee attack that deals damage and slows proportional to enemy hero HPs. Low HP heroes are dealt high damage but slightly slowed. High HP heroes are dealt low damage and significantly slowed.
  • Inspiring Frenzy : A battle cry buffs Bloodspike and allied minions with increased attack and movement speed, and temp HPs. More powerful on minions.
  • Glyph of Physical Armor : Increases the physical armor of minions by 20.
  • Weaver Upgrades:

RISE TO THE CHALLENGE

FINER DINING

BLOOD IN THEIR EYES

Guardians hit with Bloodbath yield triple Bloodbath stacks.

+50% drop rate for Delicious Meals.

Increases the duration of Stunning Execution by 33%.

PULLED PUNCHES

FORTIFIED MEALS

SUSTAINED FRENZY

-50% damage dealt to friendly minions.

Each Delicious Meal eaten increases Bloodspike's max health by +4 for the match's duration.

+50% duration to Inspiring Frenzy.

BLOOD-SOAKED ARMOR

ENERGY SNACK

UNQUENCHABLE BLOODTHIRST

Adds +2 physical and magic armor for each stack of Bloodbath.

Adds a +20%, 3s movement speed increase to Delicious Meal.

+40% max Bloodbath stacks.

SHOCKING EXECUTION

SERRATED EDGES

DEVASTATING ASSAULT

Adds lightning damage to enemies within the stun area of Stunning Execution.

Adds a 5s, damage over time Bleed debuff to Brutal Axe during Inspiring Frenzy.

Killing a Hero with Maiming Blow instantly refreshes its cooldown.

 

New Map: Banquet Hall

  • A battleground with a simple layout reminiscent of OMD 1 and 2 levels.

 

New Bosses Art

  • Our artists have worked to bring you two new, beautiful bosses: Grenwalde and Lyzander. Patterned after the siege versions of Tiklik and Vitality, these new bosses are there to help crush your enemies in siege matches. Many of you will already have access to these bosses with the patch; If you previously owned either Tiklik or Vitality, you will now own either Grenwalde or Lyzander respectively.

 

Razer Chroma Support

  • Razer Chroma gear will now dynamically change color based on what players are experiencing while playing OMDU.

 

General

  • The survival practice game has been removed from the new player introduction (the Survival Tutorial is still required).
  • The siege tutorial is now mandatory before playing siege.
  • We have significantly updated and improved low-end graphical effects.

 

11 New Traits Have Been Added

  • Execution Advantage: Grants a shield worth 10% of the hero's HP for 3s upon a kill or assist.
  • Guardian Vandalism: When attacking an enemy guardian, gain 10% damage reduction for 3 seconds.
  • I’m Not Touching You: -15% damage taken from guardians.
  • It's Mine: +10% damage for 10s when a cache is destroyed.
  • Setting an Example: Increases nearby allied minion speed by +25% for 5 seconds on enemy hero kills.
  • Like You Stole it: Grants +10% movement speed for 5 seconds after destroying a cache.
  • Oh, Wow! Bandages!: Regenerates +3.5% health after destroying a cache.
  • Oh, Wow! Potions!: Regenerates +3.5% mana after destroying a cache.
  • Large and in Charge: Grants +15% control effect resistance to nearby large minions.
  • Making It Rain: +15% more coin from combos.
  • Mob Mentality: When more than 12 friendly minions are nearby, their speed is increased by 5%.

 

UI

  • New tab score screen: Now also displays player damage dealt, minion damage dealt, guardian damage dealt, minion portal XP earned, and coin earned.
  • New post-game stats: Now displays all of the factors that are used in calculating a player's match rating. New icons in the report show the bonuses that were active during the match.
  • The workshop now highlights upgradable traps in blue, rather than orange.
  • Players can now add friends directly from the chat window.

 

Meta Game Updates

IMPORTANT: The Meta Game has been COMPLETELY reworked. Here are the basics, but for a more detailed look, click here.

  • Crafting materials reduced: There are now only 10 crafting materials (there were 20).
  • Recipes simplified: Everything you can craft now has a recipe that involves one crafting material and skulls. Every category also shares the same crafting material. For example, all traps are crafted with dwarven blueprints and skulls.
  • We have increased the total number of trap tiers to 7 from 4.
  • The total power granted by a level 7 trap is equivalent to the power currently granted by a level 4 trap.
  • Trap upgrades are now available much earlier, starting at account level 10, and the cost of upgrading has been reduced.
  • We have exponentially increased, improved, and overhauled future level-up rewards. If you've already leveled up, you will be retroactively granted the increased, improved rewards--AND keep your old ones. You'll be SWIMMING in loot.
  • Trap parts are no longer destroyed when replaced.
  • Players can now select a crafting material they wish to target during hero select. Selecting this material will cause you to receive an associated bonus reward at the end of a match.
  • Consumables are no longer dropped in chests.
  • Materials are no longer dropped by enemies during survival matches. However, players can now scavenge rewards after the match, which is similar to siege mode's system.
  • The first dye for a hero is now unlocked at rank 20, down from rank 50.
Designer Comment: We heard you--progression is too slow, it's too easy to fall behind in survival, and there are too many materials to keep track of. We also realized that forcing players to pick up materials in the middle of a match is frustrating, so we have removed this.

 

Survival Mode Rebalance

Survival mode has been COMPLETELY rebalanced:

  • Small minions now have 40% less health while large minions now have 12% more health.
  • In games with less than 5 players, player damage is now scaled up significantly (rather than scaling minion HPs down).
  • Enemy heroes are now significantly more powerful and have far more health and damage.
  • When a hero dies in survival, minions nearby become frenzied, gaining a speed boost and ignoring players for 10 seconds. This causes the minions to become rift-rushing maniacs that must be dealt with swiftly.
  • Rift lightning damage has been reduced by 50%.
  • Many heroes now receive a damage bonus to their primary attack while in survival mode.
  • Unchained now provides less bonus damage and is now harder to obtain.
  • Dynamite Archers, Kamikaze Kobolds, Gnomish Destroyers, Firelings, and Grenadiers have all had their damage against barricades reduced to 30 from 50-100.
  • Barricade destroying minions now have a yellow minimap icon.
  • All maps that previously had more than 16 waves have been reduced to 16 waves or less.
  • All maps have had their wave compositions significantly adjusted.
  • Waves now provide more consistent battle level XP.
  • Unchained Fortress, Cliffside Clash, Avalanche, and Surrounded have been added as level 100 maps.
Designer Comment: Before these changes, we felt like the player felt very weak in survival while the content was simultaneously too easy (assuming traps were matching the content level). The current changes are designed to make the player and their traps feel more powerful while simultaneously making survival mode more challenging. Note that the meta changes also make it easier to stay in line with the level of the content.

 

Ring of Last Stand

  • Cooldown increased to 210 from 180.
Designer Comment: Ring of Last Stand is currently available too often. Players are able to use it as a "get out of jail free" card whenever they need it.

 

Dobbin

  • Dobbin's tunnel now goes on a 90 second cooldown when killed.
  • Dobbin's tunnel can now only be seen on the minimap within 1500 range, down from 3000.
Designer Comment: Currently, when a tunnel is destroyed, Dobbin can immediately rebuild it, making destroying the tunnel feel meaningless and providing no option for players to counter it. By making the tunnel go on cooldown when destroyed, enemy players now have options to counter Dobbin's tunnel. However, when we made Dobbin's tunnel visible on the minimap, we went too far. He lost the fun capability to hide a tunnel in the enemy base and make sneaky plays. These changes should help amplify the fun of his tunnel, while reducing the frustration of playing against Dobbin.

 

Hogarth

  • Helping Friends! and Helping Minions! Weaver upgrades have been updated to properly provide 50% damage reduction (was unintentionally giving 35%).

 

Ivy

  • Base health regen increased to 4.0 from 2.5.
Designer Comment: The change to Ring of Last Stand nerfed Ivy's survivability. While we could buff her health, we like the fact that Ivy feels like she needs to be near her teammates to survive, and we want to maintain her weakness to burst damage. This change will allow her to stick around in fights longer and allow her to enter fights with more health. We are excited to see Ivy become less dependent on Ring of Last Stand.

 

Midnight

  • Glyph of Speed is now properly granting its bonus.

 

Smolder

  • Fixed a bug causing Freedom Trinket to not remove Incinerate’s Weaver slow.

 

Gabriella

  • Power From Control Weaver upgrade duration increased to 8 seconds, from 6.
  • Hit bloom expansion rate lowered by 20%.

 

Zoey

  • Chaos Blast width has been reduced.
  • Chaos Blast height has been increased.
  • Book Club now knocks enemies higher.
  • Chapter 2: Find Your Inner Strength Weaver upgrade now properly increases Book Club knockback distance by 30%. It was incorrectly giving nearly 80% increase to knockback distance.
  • Chapter 2: Find Your Inner Strength Weaver upgrade now also decreases the cooldown of Book Club by 2 seconds.
  • Epilogue: Pulling It All Together Weaver upgrade now applies a 2 second 60% slow, rather than a 1.25 second stun.
  • Feebee’s Wrath can no longer freeze enemies.
  • Feebee’s Wrath damage reduced by 20%.
Designer Comment: These changes are designed to allow players more options to counter Zoey's attacks by allowing enemies to more easily avoid her abilities. However, we are being very careful to not take her changes too far.

 

Traps

  • We have made a pass on all trap trigger times to make them behave more logically.
  • Fixed a bug causing fire traps to occasionally stack when they shouldn’t.

 

Shield Powerup

  • Damage blocked reduced to 60 base from 70.

 

Hobgoblin Healers

  • Health reduced to 225 from 300.

 

Battlegrounds

Unchained Fortress (Siege Map)

  • Neutral objective reworked
    • Crogon damage increased by 30%.
    • When the steak is picked up, it now becomes bound to that team.
    • When the steak is dropped, it can now only be picked up by the team it is bound to.
    • Picking up the steak now has a 2 second cast time but can be cast while taking damage.
    •  If the steak is not picked up within 10 seconds after being dropped, it will disappear and cause the Crogon to respawn on the map.
  • Layout Changes
    • The outer lane minion portal has been moved forward significantly.
    • There is now an escape path on the side of the map for players leading minions in the outer lane.
    • The first killbox on the inner lane has had its size reduced.
    • The number and placement of caches has been adjusted. In general, caches are more difficult to obtain. These changes were made to counteract the map changes which make the offense more powerful.
Designer Comment: Unchained Fortress previously made it difficult to stop a team that got ahead. This was for several reasons:
  1. The first killbox in the inner lane was so large that defense could continuously amplify their advantage by stacking traps in a single location, making this killbox impenetrable.
  2. The outer lane had only one escape path which made it difficult for offense to push that lane without getting killed.
  3. The difference in lane length gave defense players plenty of time to double defend one lane and then move over to the other lane. Conversely, offense could lead minions for an extended period of time on the outer lane.
  4. The large number of caches allowed offense to exercise map control too aggressively.
  5. The neutral objective was too risky and thus ignored.

 

Experience

  • Traps now only grant an assist on minions when another player is not involved.
Designer Comment: Players were able to gain assists on both waves easily, leading to some counterintuitive strategies with trap placement.
  • Caches grant 25% less battle level XP.
Designer Comment: This is a result of the larger XP changes (see below).

Previously:

  • Killing minions and leading waves provided 100% experience with 1 player and 200% experience with 2 or more players (evenly distributed to all players involved).

Now:

  • We changed this so that waves now always provide 150% experience, regardless of the number of players.
  • When 1 player is involved in leading or killing minions, 75% of the experience will go to that player while the other 25% will be distributed to the team (including the player).
  • When 2 or more players are involved, all the experience will be distributed evenly.
Designer Comment: These changes are pretty complex, but there are several reasons for these changes:
  1. This slows down leveling for all players before the second minion portal is opened, which helps the guardian in the main lane more easily fall in later waves.
  2. This discourages placing many people on offense or defense simultaneously, helping with early game rushing and late game turtling.
  3. This makes each lane a single resource, rather than lanes secretly supporting two players before receiving a battle level XP penalty.
  4. This reduces extreme level differences without dramatically affecting average level spread.
@SixOkay
Robot Entertainment | Marketing Manager
Post edited by SixOkay on
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Comments

  • LemonzOfWrathLemonzOfWrath Member
    edited May 2016
    They look like all around good updates, I'm a little bit unsure as to how the experience changes could impact survival tho. Its nice that you tried to make the survival a bit harder, however its a loosing battle, lets face it, until you fix sappers fetish for committing suicide on the coin gen and fixing the gold income from the coin gen every map will be easy. Every map in the entire game, I am able to take the coin gen, and afk after wave 3-4 or so. Fire elemental are always a pain, but whether I use coin gen or not has no impact on that, they will always be nearly no counter for them. For those of you out there who use the coin gen, I suggest you don't, ultimately its an un-fun way to play and your hurting yourself (me and my friends don't do it much anymore). Survival gets to the point where you have to literally set up the same kill box every time and wait for the minions to walk around the map 18 times till they get dizzy enough to walk through your kill box and kill themselves (yes, I'm exaggerating). But being able to afk the map really makes it un-fun. I've said stuff before about this and its really the biggest problem with survival. I sincerely believe that coin gen has no place on survival, I truly miss the days when coinforge was the only type of money maker and could be played by anyone because coin gen is way too strong. Multiple Power gen can be placed anywhere (infinite money? Why would I ever combo?) while coinforge is hard to abuse since it takes away a lot of trap options and the minion needs to die on that mat. Its good early game money while not killing the purpose of comboing. 

    To sum it up:

    Have you ever had your barricades destroyed? Are you tired of having to combo for money? Do do you ever get sick of playing the game? Well look no further, because we have exactly what you need! THE POWER GEN! For one easy payment of your soul.... i mean...  1k gold the sappers will feel inclined to ram themselves head first right into your power gen in a exquisite puff of gold confetti causing slight, sudden-death and you will never worry about money again, You will make infinite money, and hit trap cap at wave 5 so you don't have to touch a single minion afterwards! What about afk system you say? If you order now we will throw in a free strip of tape that you can put over your left mouse button to tape it down so you will also never be kicked from a game again for being afk. What if you like comboing for money you ask? Well it will still be the trap your gonna want to take, because the more money you make the more traps you get as-well as the power gen applies a combo point to the minion for what seems like an indefinite duration, that's right, the combo point on the minion doesn't expire and the trap never goes on cooldown! You also may ask, what if I want to have fun playing the game with a challenge and not use the power gen? Your stupid, stfu and buy my power gen already!

    We are not liable for any barricades destroyed due to power gen being placed too close to them. We also cannot be held liable to bombers, if your experiencing barricade destruction to bombers, stop playing immediately and afk at rift as the bombers wont target the barricades. Traps should be placed at a distance or when minions are not around for safety reason. Side effects include not having fun, becoming bored, and did I mention not having fun? 

    edit: Apparently they fixed the sapper part! WOOT! half way there!!!! :D
    Post edited by LemonzOfWrath on
  • MikeLemmerMikeLemmer Member
    edited May 2016
    SixOkay said:

    11 New Traits Have Been Added

    • Guardian Vandalism: When attacking an enemy guardian, gain 10% damage reduction for 3 seconds.
    • I’m Not Touching You: -15% damage taken from guardians. 

    Dobbin

    • Dobbin's tunnel now goes on a 90 second cooldown when killed.
    • Dobbin's tunnel can now only be seen on the minimap within 1500 range, down from 3000.
    Designer Comment: Currently, when a tunnel is destroyed, Dobbin can immediately rebuild it, making destroying the tunnel feel meaningless and providing no option for players to counter it. By making the tunnel go on cooldown when destroyed, enemy players now have options to counter Dobbin's tunnel. However, when we made Dobbin's tunnel visible on the minimap, we went too far. He lost the fun capability to hide a tunnel in the enemy base and make sneaky plays. These changes should help amplify the fun of his tunnel, while reducing the frustration of playing against Dobbin.

    Ivy

    • Base health regen increased to 4.0 from 2.5.
    Designer Comment: The change to Ring of Last Stand nerfed Ivy's survivability. While we could buff her health, we like the fact that Ivy feels like she needs to be near her teammates to survive, and we want to maintain her weakness to burst damage. This change will allow her to stick around in fights longer and allow her to enter fights with more health. We are excited to see Ivy become less dependent on Ring of Last Stand. For more information: LINK TO BLOG GOES HERE.

    Shield Powerup

    • Damage blocked reduced to 60 base from 70.

    Previously:

    • Killing minions and leading waves provided 100% experience with 1 player and 200% experience with 2 or more players (evenly distributed to all players involved).

    Now:

    • We changed this so that waves now always provide 150% experience, regardless of the number of players.
    • When 1 player is involved in leading or killing minions, 75% of the experience will go to that player while the other 25% will be distributed to the team (including the player).
    • When 2 or more players are involved, all the experience will be distributed evenly.
    Designer Comment: These changes are pretty complex, but there are several reasons for these changes:
    1. This slows down leveling for all players before the second minion portal is opened, which helps the guardian in the main lane more easily fall in later waves.
    2. This discourages placing many people on offense or defense simultaneously, helping with early game rushing and late game turtling.
    3. This makes each lane a single resource, rather than lanes secretly supporting two players before receiving a battle level XP penalty.
    4. This reduces extreme level differences without dramatically affecting average level spread.

    Thoughts:

    • I hate the new anti-Guardian traits; I already thought players bumrushing the Guardian was too much of a thing and these 2 new traits will only encourage it.
    • How far away on the minimap do I need to be to see Dobbin's tunnel? I don't know what 1500 range is.
    • You may want to replace LINK TO BLOG GOES HERE.
    • I hope the 70-to-60 shield reduction is just the first change to the Shield buff.
    • When 2 players are involved leading a wave, is the experience distributed evenly between those 2 players? Or every player on that team?
    • Finally, when are the Blackpaw nerfs coming? Seriously, I have a friend that refuses to play the game until Blackpaw's nerfed, after an excruciating game on Unchained where Blackpaw managed to pillage, defend, and escort minions all on the same wave thanks to his jump.

    Appendeum:


    Quoting quotes get rather screwy.
  • Rys4kRys4k Member
    OMG, OMG, OMG. /faints.

    So, this is kind of massive... IA today to discuss?
  • ExhayleExhayle Member, Master Founder, Early Access
    So many awesome changes.  :)  Can't wait to try it all out! 
  • BragdrasBragdras Member, Master Founder, Early Access
    Man I don't want to sound like a party pooper but damn Bloodspike is so disappointingly underwhelming, either I'm really bad at handling this new version of him or he's just sub par at best, either way I'm actually really sad to see my absolute favorite hero turned into one I don't find any enjoyment out of at all :confounded:
  • Is NA server still down? I can't play, neither some friends :confused:
  • leens86leens86 Member
    So for those who already have T4 traps, and spent  A LOT of materials on upgrading them to T4.  With this update, are we gonna get a refund of the materials we used to upgrade the traps??
  • JacowboyJacowboy Member, Early Access
    leens86 said:
    So for those who already have T4 traps, and spent  A LOT of materials on upgrading them to T4.  With this update, are we gonna get a refund of the materials we used to upgrade the traps??
    Your previous T4 traps will become T7 (max level) traps, so no need for a refund.
  • PhoBOTPhoBOT Member, Moderator, Robot Entertainment
    leens86 said:
    So for those who already have T4 traps, and spent  A LOT of materials on upgrading them to T4.  With this update, are we gonna get a refund of the materials we used to upgrade the traps??
    Traps that were already upgraded should have been converted. Tier 4 traps should have been converted to Tier 7 traps.
  • leens86leens86 Member
    Is it just me or to the bombers don't run into the Power gens anymore? o.O  I had 3 power gens at the entrance, they ran right though them and destroyed my barricades
  • ZartonZarton Member, War Mage Founder, Early Access
    90 second cooldown on tunnel is kinda harsh. 30-45 woulda been better. its not an ult but his Q.  Makes defense much harder to do.
    Student in the Center of Orc Tolerance & Understanding. http://www.orcsmustlive.com/index.html

    Orcs are our friends and we must learn to not kill on site.
  • ZartonZarton Member, War Mage Founder, Early Access
    hmmm think his final level weaver shoulda had his delicious meal triggering on either friendly heros, or on enemy minion and heroes
    Student in the Center of Orc Tolerance & Understanding. http://www.orcsmustlive.com/index.html

    Orcs are our friends and we must learn to not kill on site.
  • leens86 said:
    Is it just me or to the bombers don't run into the Power gens anymore? o.O  I had 3 power gens at the entrance, they ran right though them and destroyed my barricades
    Aparrently this bug are now fixed   :/
  • JacowboyJacowboy Member, Early Access
    Uhm... were potions taken out of chests? I'd sort of like to buy a couple of chests, but don't want to until the potions/scrolls are out of the question...
  • PhoBOTPhoBOT Member, Moderator, Robot Entertainment
    Jacowboy said:
    Uhm... were potions taken out of chests? I'd sort of like to buy a couple of chests, but don't want to until the potions/scrolls are out of the question...
    SixOkay said:
    • Consumables are no longer dropped in chests.
    Yep!
  • kn0ckkn0ck Member
    edited May 2016
    SixOkay said:

    Ring of Last Stand

    • Cooldown increased to 210 from 180.
    Designer Comment: Ring of Last Stand is currently available too often. Players are able to use it as a "get out of jail free" card whenever they need it.

     


    Ivy

    • Base health regen increased to 4.0 from 2.5.
    Designer Comment: The change to Ring of Last Stand nerfed Ivy's survivability. While we could buff her health, we like the fact that Ivy feels like she needs to be near her teammates to survive, and we want to maintain her weakness to burst damage. This change will allow her to stick around in fights longer and allow her to enter fights with more health. We are excited to see Ivy become less dependent on Ring of Last Stand.

          

    So ring of last stand is bad, I'm an ivy main and I never used it. Freedom Trinket + ivy passive speed proc let you avoid death, AND teamfight better.

    IMO make ring of last stand just give temporary armor buff instead of invulnerability for 2 seconds. This would let you make it viable and worth bringing instead of an insanely long cooldown gimmick that only bad players tend to run.

    Also 4.0 health regen? kind of neat I guess, a trait that provides health regen when no enemy heroes nearby is objectively better than this (Afraid to leave home, now called Needs Time Alone), I guess they just stack now? Do you realize that Ivy has a 22 second self heal that heals to full? How about some mana? Don't need more health regen on ivy, she has some of the worst mana problems in the game, so...rip.

    Lol, less dependent on ring of last stand, if you want to increase Ivy's skill ceiling change her passive to be: Moves 20-30% faster, replace Celerity Weaver (which gives her more speed) and this will force ivy to either position herself well at all times or get ganked/CCed to hell. Moving faster than all other players except when CCed/Snared would allow better players to position well and 1v1 /2v2 better, while avoiding her cheap become the flash and escape death forever passive (which feels OP and inconsistent when pushing). Ivy is a tall and skinny elf who looks like she should move fast, she also has the LOW HEALTH POOL TO MATCH WHAT SHOULD BE A PASSIVE FAST MOVEMENT SPEED. But instead, a short tanky melee hero, Dobbin, runs inherently faster than a tall elf with low health pool (wut?) But it's cool, because she decides to run fast when near death. 

    Traveling quickly when near death encourages hit and run tactics with a solid push class, while making Ivy inherently fast would enable her to commit to combat more and use her speed as a weapon (which is very needed given the fact that most if not all killboxes force Ivy to fight in close quarters and in a short range.)

    Can you make an option to disable enchanted effect visuals like how certain traits that regenerate your health and mana create visual effects? The visual noise makes it harder to see in combat as there are typically a lot of flashing lights and nonsense making it difficult to see overall, less visual noise the better, also discolors dye and looks bad.
  • JacowboyJacowboy Member, Early Access
    PhoBOT said:
    Jacowboy said:
    Uhm... were potions taken out of chests? I'd sort of like to buy a couple of chests, but don't want to until the potions/scrolls are out of the question...
    SixOkay said:
    • Consumables are no longer dropped in chests.
    Yep!
    Oh you're right, thanks!... I missed that single line both times I went throguh... =/

    Well, there's a lot of patchnotes this time, so forgive me =P
  • YokiYoki Member
    Zoe nerfed again... you guys LEAVE ZOE ALONE!!!! >_<
  • Question about the new trait:
    • Making It Rain: +15% more coin from combos.
    Is that +15% more coin for only the bonus coin added by the combos, or for the total gold including the combo bonus?
  • xGpZxxGpZx Member
    @yoki Good nerfs imo and i main Zoey. More skill less cheese from defensive main Zoeys.
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