Patch 2.2 Notes

Patch 2.2 - Rifty Business - May 20, 2015
Contents
Overview
Patch time again! Here are some important things:
- New Deckbuilder UI!
- Cygnus has his unique weaver!
- Third Guardian added to every lane!
- Chest-opening is now much more streamlined!
- Glory Seeker Ballista, Healing Well, and Mana Well reworks!
- Basic weaver pass for every hero!
- Matchmaking numbers!
Heroes
- All Heroes (except Ivy) have had their health reduced by 10%.
- Note from the devs: The additional Guardian and removal of the Guardian armor penalty caused lethality to drop. This should help compensate for that.
- Instant ranged attacks now have a damage fall-off. The damage penalty applies from 5000 to 10000 range, scaling from 100% to 50%.
- Note from the devs: There are specific spots on the map that allow ranged heroes to be overly effective. This change helps balance those situations.
- All weaver upgrades that reduce control effects have been increased to 50%.
- All weaver upgrades that affect coin trickle have been increased to 3/sec from 2/sec.
Blackpaw
- Kindred Surge weaver upgrade has been changed to provide 20% damage reduction.
- Spirit Armor weaver upgrade has been replaced by the Vigor weaver upgrade, which provides +3/s health regeneration.
- Shadow Escape weaver upgrade has been replaced with the Vengeful Tide weaver upgrade, which grants 0-25% increased damage based on low health. Lower health results in more damage.
- Force of Will weaver upgrade increases additional maximum health to 80, up from 60.
Cygnus
- New ability! “Rift Shard” Cygnus summons a miniature unstable Rift wherever he is. He receives the benefit of his passive near these mini-rifts. Allies also regenerate health and mana near them.
- “Meditate” has been removed.
- Rift Lord passive: Damage bonus reduced to 15%, down from 25%.
- UNIQUE WEAVER ADDED!!
| Tier 1 | Assisted Walking | +10% Movement Speed. |
| Conductive Materials | Shooting Pylon with "Chain Lightning" increases the damage buff by 20%. | |
| Sneaky Old Fart | Control effects on you are 50% less effective. | |
| Tier 2 | Paternal Instinct | Your Rift Shards last 20% longer. |
| Elderly Urging | Increase summon speed for "Rift Shard" by 20%. | |
| Riftway | Your allies can use the Rift Shard to teleport back to the Rift. | |
| Tier 3 | Price of Power | +50 to Maximum Mana and -10 to Maximum Health. |
| Dead Useful | Allies can use the Rift to teleport to you during "Feign Death". | |
| Ornery | +15% Damage to Boss minions and Large minions. | |
| Tier 4 | Get Off the Lawn | When "Rift Lord" is active, Chain Lightning hits +2 additional targets. |
| Young at Heart | You are no longer affected by the 'Old' debuff. | |
| Rift Mastery | Your team's Rift shoots Rift Lightning at +2 extra minions. |
Dobbin
- Coin Forge trap: Now costs nothing, down from 1000 coin.
- Melee attack time has been reduced to 0.8 seconds, down from 1.0 second.
- Primary attack damage lowered to 42, down from 55.
- Primary attack animation is much faster.
- Note from the devs: These changes shouldn't affect Dobbin's melee DPS, but should allow him to chase enemies much more effectively.
- Strike it Rich! weaver upgrade increased to 8000 coin, up from 5000.
- Overstocked weaver upgrade lowered mana cost reduction to -10, down from -15.
- Sparky weaver upgrade lowered cooldown reduction to 1.5 seconds, down from 2 seconds.
- Demon Dust weaver upgrade increased additional slow to 25%, up from 15%.
- Bug Fix: Dobbin properly receives the Strike it Rich! weaver upgrade coin if he selects it while dead.
- Tunnel health now scales with the player’s battle level.
Gabriella
- Fancy Perfume weaver upgrade now increases the duration of “Devious Allure” by 0.75s, down from 1s.
- Effortless Blink weaver upgrade now reduces the mana cost of “Blink” by 15, up from 10.
- Improved Summoning weaver upgrade now increases maximum retainer health by 25%, up from 20%.
- “By My Command” now affects Cygnus’ Pylon trap.
- Bug Fix: Some instances where you could teleport out of the world using “Blink.”
Hogarth
- “Ambush!” no longer puts you in combat.
Ivy
- Elven Swiftboots passive now triggers at 20% health remaining, up from 15%.
Maximillian
- Done This Before weaver upgrade changed to display percent, and now increases primary attack damage by 14%.
- Chiseled Abs weaver upgrade increases max health to 80, up from 60.
- Overpowered weaver upgrade changed to a 5 second minion slow.
Midnight
- Hard to Kill weaver upgrade has been changed from max health to +3/s health regeneration.
- Shadow Lover weaver upgrade changed to reduce slow penalty by 10%.
- Hide in Plain Sight weaver upgrade has been replaced with the Resurgence weaver upgrade, which grants +100 health and +100 mana on kill or assist.
- Skirt the Edges weaver upgrade has been reworded to be a percent, and buffed. Move speed increase is now 5%, up from 2%.
- Skirt the Edges weaver upgrade and Shade Cloak weaver upgrade switched places. Skirt the Edges is now tier III, Shade Cloak is now tier II.
Smolder
- Naptha trap: Now sprays continuously for 10s, and resets after 4s. Trap cost has been increased to 1000 coin, up from 250.
- Feisty weaver upgrade changed to 5% damage and 20% increased projectile speed.
- Red-headed weaver upgrade changed from adding max 40 health to adding max 60 health.
- Endothermia weaver upgrade changed to reduce the mana cost of “Channeling Dragons.”
- Stolen Tinder weaver upgrade changed to "Fire form is now free.”
- Sapper weaver upgrade improved to 35% slow to “Incinerate”, up from 25%.
- “Fireball” can now damage Cgynus’ Pylon trap.
- “Heart of Flame” no longer triggers chandeliers.
Stinkeye
- Totem cast range increased to 3900 units, up from 3500.
- Distant Chant weaver upgrade now provides at 35% increase in cast range, down from 50%.
- Zaftig Zoomer weaver upgrade increases Totem of Speed by 35%, up from 25%.
- Motivation weaver upgrade has been replaced by the Demotivation weaver upgrade. It increases the enemy slow by +20%, rather than increasing the speed boost.
Maps
Unchained Fortress
- More art and lighting passes.
- Player passage hallway coming out of the front of the rift rooms only lead to your defensive lanes now. This was to reduce confusion.
- Player starts and respawn locations moved to back of rift room.
- Escape area added to center of map for when offensive players are gated.
- Strategic trap boxes added to hallways that are not in the default path for minions but can be used if barricades redirect the minions.
- New Minimap.
Insider Access: #35 - Unchained Fortress Live Playtest
General Gameplay Changes
- The Rift now provides restoration whenever it is not attacking, rather than when the player is out of combat.
- Offense now gains experience 15% slower.
- Defense now gains experience 35% faster.
- Trickle experience has been increased by 25%.
- Trap cap and resource trickle are more consistent when there are less than 5 players on a team.
- Trap cap and resource trickle are no longer reduced in games with less than 5 players on a team.
- Escort leadership has been lowered from a base of 35 per second to 30 per second.
- Note from the devs: Overall, the balance between offense and defense leveling should remain roughly equal, albeit slightly faster for both.
- Escort Aura has been re-balanced. The amount of trap armor has been significantly increased, but there are large diminishing returns on stacking. In general, the curve is much more flat and unchanged for those escorting with 3 players.
- Note from the devs: This change was made to help fewer people push a lane. We want to make it easier to play offensively and allow split pushes to become more effective.
- Player kills are now worth 50% more coin and leadership than before.
- Note from the devs: While Orcs Must Die is not about player killing, the advantage of killing an enemy was too intangible.
- Changed terminology of Crowd Control to “Control effects.”
Traps
- Changed terminology of ‘Glory-seeker’ to ‘Hero-seeker’ to more effectively communicate their functionality.
Hero-seeker Traps
- All will now deal flat, scaling damage. (Damage adjusts based on battle level of the owner.)
- Hero-seeker Ballista traps can only lock on to a single Hero at a time.
- Hero-seeker Ballista traps deal 30-49 damage, based on the battle level of the owner.
- Hero-seeker Ballista traps now deal physical damage.
- Note from the Devs: This change makes Hero-seekers deal roughly 75% more damage in small numbers, but significantly less effective in large numbers.
Shield Power-up Trap
- Now reduces damage by 50%, down from 100%.
- Reset time increased to 60s, up from 30s.
- Still blocks the same amount of total damage before expiring (100 damage)
- Note from the devs: This should only affect strategies that involved chaining the shield power-up.
Boulder Chute Trap
- Damage increased by 20%.
- Reset time lowered to 5s, down from 9s.
Healing and Mana Well Traps
- Both wells now grant a 10 second buff that restores 6% health (or 6 % mana) per second for 10 seconds. The Buff is lost upon taking damage.
- You are no longer required to stand next to the well to gain its benefit.
- Note from the devs: These traps are intended to be about restoring the player quickly. However, because the trap was being used in combat, we had to make the values low. Unfortunately, this resulted in the trap being used exclusively for damage mitigation, rather than restoration. Because we already have a mitigation trap (the shield power-up), we decided to redesign these traps to have a more unique role.
Quarter Pounder
- Damage increased to 300, up from 270.
Swinging Mace Trap
- Reset time reduced to 5s, down from 6s.
- Damage reduced from 175 to 150.
Gear
- Fireball Ring can only hit one target.
Minions
- The health of the following minions has been increased by 15%:
- Bears
- Shield Bears
- Soldiers
- Kobolds
- Light Orcs
- Dwarf Shaman
- Gnoll Hunters
- Note from the devs: These changes complement other gameplay changes made and also help tier 3 minions from feeling like such a drastic step in power.
- Dwarf Shaman shields now lasts 3.5s, up from 3s.
- Ogre health increased to 670, up from 640.
- Trolls are now worth 3 Rift Points.
- Shielded Trolls have a slightly increased collision radius.
- Replicated units will continue to rush for the Rift.
- Time between minion spawning has been adjusted for several waves.
- Adjusted some minion pathing to keep them from spreading out so much.
- Bug Fix: Fixed issue preventing some minions from showing that they were receiving the trap armor buff.
Mages
- Health increased to 400, up from 300.
- Attack cooldown decreased to 3s, down from 4s.
- Score 4 Rift Points.
Medium Orcs
- Speed lowered to 500, down from 575.
- Health increased to 360, up from 315.
Bosses
- Score callout is now implemented.
- Bug Fix: Captains should not attack shielded doors.
Orfum
- Should now attack Barricades and players more intelligently.
Urza, Fire Lord
- Should now properly disappear when he dies, allowing firelings to be more easily seen.
Guardians
- A third guardian has been added to every lane.
- The first guardian has 22% less health than before.
- Guardians can now only use their Whirlwind attack 4 times, down from 6.
- Note from the devs: The first guardian was previously balanced to fall around wave 5 or 6 in an equally skilled match. However, we weren't fond of offense feeling a lack of progress for the first 10 minutes of the game. By adding an additional guardian, we can make the first guardian fall earlier, without causing defense to feel pressed up against their rift (back guardian) after wave 3. In addition, this change enables defense to spread their traps more evenly amongst the lane and play forward more easily. Lastly, because the early game is more threatening, cheap traps will become more useful.
- Now has a de-aggro range of 2500.
- Ranged attack now deals 75 damage, up from 45.
- Guardian damage stacks now last 10 seconds, up from 5.
- Mana regeneration aura decreased to +6/s, down from +10/s.
- The -40 guardian proximity armor penalty applied to enemies has been removed
- Note from the devs: Previously, melee heroes weren't noticeably tankier than ranged heroes when fighting the guardian due the the armor debuff. If defense has a hard time after this patch, we will search for alternative ways to improve their experience
- Guardian now heals and restores mana when he is not in combat, rather than when the player is not in combat
- Note from the devs: We don't particularly like how hidden his current healing mechanics are. In general, in-combat vs. out-of-combat isn't obvious. However, it is very obvious when the guardian switches from attacking enemies to healing his teammates.
- Rift Room Guardians have been removed.
Insider Access: #34 - New Guardians
War Camps
- Under-leveled minion cards have red indicators around them.
- The War Camp HUD in the lower left corner now remains visible while in a War Camp menu.
Bots
- Bots decks have been adjusted.
- Adjusted Bot priority system so the bots won’t do non-combat things if they need to be in combat.
- Bug Fix: Bots now use the correct trap cap.
- Adjusted bot trap selling and trap placing.
Dashboard and UI
- Chests! Pretty! Shiny! Full of fun!
- More specifically, we changed the chest-opening sequence flow to be shorter.
- Sound improvements.
- Bug Fix: Rifts should now always show up on the minimap.
- Bug Fix: Fortress team color effects should display properly.
Matchmaking and Co-Op
- Bots on teams with other human players have difficulties, either normal, intermediate, or nightmare. They always match the difficulty of the enemy team bots.
- Note from the Devs: From the previous patch. the bots you played against in a co-op game were “intermediate difficulty” and the ones you had on your team were “normal difficulty.” Now, all bots will be the same difficulty in this situation. You will have intermediate bots as allies and you will be fighting against intermediate bots.
- Trap cap is now set by map, not by player. If a player drops out or is disconnected, you will still have the maximum trap cap.
@SixOkay
Robot Entertainment | Marketing Manager
Robot Entertainment | Marketing Manager
Post edited by SixOkay on
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Comments
Robot Entertainment | Marketing Manager
Robot Entertainment | Director of Marketing
When I first started reading Smolder's changes I was like "Ugh, why would they do that..", then I read "Stolen Tinder weaver upgrade changed to 'Fire form is now free.' " and I was like "Wait, what?!". Does this mean fire form can be used indefinitely when using Stolen Tinder?
Robot Entertainment | Director of Marketing
Also, we did not nerf Smolders damage or mana costs. The patch notes included an incorrect change by accident. Her incinerate damage is unchanged.
And yes, permanent fire form.
Robot Entertainment | Lead Balance Designer
Robot Entertainment | Director of Marketing
- B.B. 1984
- B.B. 1984
Patch notes 2.2 TL;DR: (Thanks for the satire idea LoL blakinola)
Heroes:
Damage fall off on long range shots added. No more taking full damage shots from the Sorceress across the map! Take that Sorceress players.
Crowd control resistance weavers boosted. You thought blackpaw was hard to lock down? Try now if he upgrades that!
Blackpaw:
Blackpaw didn't really feel like an assassin, more of a hyper mobile, tanky, high damage, near impossible to lock down, self healing, defense killing hero. So a weaver was added to increase his assassination potential once he hits level 8.
Cygnus:
Now has a real weaver and can plop down mini rifts all over the place!
Master hung out with Dobbin too much, and some how learned the ability to teleport people through his addiction to rifts.
Dobbin:
People were tired of getting welcomed to the slam jam, so both TnT weavers were nerfed. Sorry my slam dunk loving buddy, your balls got deflated.
Tunnels aren't made of iron at earlier levels.
Coin forge is now free. Coin forge still super awkward to use, but now easier to justify earlier on!
Ivy:
She can now pretend she's Sonic with her passive at a higher health percent. Gotta go fast.
Midnight:
Now you need to choose between lower cd on traps, or more out of combat move speed. Pick wisely!
Smolder:
Naphtha sprayers cost increased. No more naphtha spam everywhere!
Can now spec into becoming a real human torch. Fire form is love, fire form is life. Unless you're against Winston. You're ruining my fun, Winston.
Stinkeye:
Reduced his ability to zig, instead can now reduce enemy's ability to zag.
Maps:
Unchained fortress is prettier and now harder to backdoor enemy killboxes.
General Gameplay changes:
2 Guardians weren't enough, now a third is invited to the defending lane party.
Player kill coins are now worth more, maybe the kill coin traits might be worth something now.
Traps:
Hero-glory traps now deal flat damage instead of percent.
Hero ballistas now do physical damage and can only target one person at a time. Hogarth can now tank them easier with his face. What are hero ballistas? Zapper master trap.
Shield power-up: Sorceress made this too strong, blame her for ruining the fun
Boulders: Even better, still awkward to use effectively outside of being sorceress.
Healing/Mana wells: You were still too good after your last nerf. No more in combat healing for you!
Gear:
Fireball ring can only hit 1 target. Sorry Zinwrath, time to hop on another gear train.
Minions:
Lower tier minions have more hp. Still explode just as fast.
Trolls worth 1 more rift point. A new troll spam age incoming?
Guardians:
Guardians get tired of your shenanigans earlier and for longer. They deal more ranged damage, and damage stacks last longer.
Guardians don't care if you're in or out of combat anymore, only themselves. They became selfish with their healing, you can only get healing aura when you're exclusive with them.
Bots:
Now match enemy bot difficulties. Co-op players rejoice.
Everything else in these notes doesn't matter! Oh baby.
_______general_______
- love the extra guardian but here imbalance comes: always open helm first.
helm is longer so more scouting points and the first and second guardians are on a non-trappable area while those from tower can be trapped all the way long.
- gloryseekers and healing wheel rework: hope they are fine now but honestlly i dont belive so.
- all CC weavers to 50%? holy shee..
- money weaver: 2 increased to 3. still a bad weaver, i don't see how can a good player even consider leveling it.
- mages, gnolls and medium orcs hp buffs: good, they needed that.
- ranged attacks get a fallout: brilliant, just hope it is balanced.
- boulder chute and swinging mace: great changes, hope we can now un-dust them out ! (but you shoulda still make chute activable with the interaction key so meele heroes can use it aswell)
- rift room guardian have been removed: why u fired him????! i used to chat with that fellow, he's a good man, always protected me from bloodspike and winston, those henti !
- fireball ring can only hit one target: why is that? the area was really small anyways... bad\unnecessary change imo.
- orfum: no, not this time... maybe in a further patch...
his nerf, of course! (just a small one but yea, hes the stronger and most popullar boss atm... trolls be trolli'n)
_______heroes_______
- balckpaw is my main offense hero but seriouslly, does it look like he needs a buff? now he can beat up both warwick and rengar on a 2x1 battle... and he can even escape them in a jump if necessary, lol
- midnight still underpowered wish we could use the "human ward" joke but this is not even her case, not in this game at least lol
- finally no meditation on cygnus but, if one dobblin tunnel weren't enought, now we have 2 of it to complain about
- smolder\eye\gabi: looks good changes.
- dobblin weaver: 5k to 8k... seriouslly? u guys want him richer than Gilgamesh it seems.
- max's weaver attack damage rework to 14%: the 4 damage from before was about a 20% total increase, so about a 6% nerf this change.
- offense going to eat defense alive now (just like i do with kinkan oranges, delicious!)
__________
Gibi ur moni or i report u...
Apart from adding the difficulties, are additional character bots & AI tweaks being made?
Assuming that people don't feel comfortable with the lower level difficulty and see this as a reflective experience of the game, are you guys worried you might lose the initial pick up of users due to the at times frighteningly bad decisions & trap layouts from the bots?
Other than that, is there additional functions coming through the client side in 2.2 other than chests lookin' shiney?
Other than that, looking forward to testing things out in 2.2, getting more people into this game and will hopefully be able to start streaming content in a week