Chaos Theory - Patch 2.5 Notes

SixOkaySixOkay Member, Master Founder, Robot Entertainment, Early Access
edited October 2015 in The Archive

Chaos Theory - Patch 2.5 Overview

Releasing October 6, 2015

It seems like it was only yesterday we were posting the last Patch Notes for you guys. Let’s see what’s in the patch box this time!

  • New Hero! Welcome to Zoey, the Chaotic Apprentice. (Or not welcome, considering the damage she’s already done to the Order fortress…)
  • New Post Game Stat screen! It’s very pretty.
  • Radial Communications! Makes communicating with your teammates MUCH easier.
  • Lots of bug fixes. Every patch. If we ever DON’T say this, we just assume you know.
  • Endless Boss Hero Roulette! Get a random boss Hero every time one spawns!
  • AND MUCH MORE!

The new party system is in, which will allow you to view other dashboard screens while in a party. However, there's a bug you need to know about. If the party leader launches the matchmaking search while other party members are in the middle of navigating to another screen, there’s a chance that those party members will not be transitioned to the matchmaking dialogue. If this happens, the party leader should cancel matchmaking and start again once the player has finished transitioning to a screen. If a party member doesn’t transition into the Hero Select screen, you should close the dash to ensure that the party isn’t in a bad state.


Heroes

  • New VO events have been added for almost everybody. The downside: Some of them are in Rippybot’s voice for now.
  • Weaver upgrade icons, if they modify a Hero ability, will be that ability’s icons.
  • The Apprentice makes her return as Zoey! Check out all the details below.

Zoey, the Chaotic Apprentice

Zoey is a powerful yet, yet unpredictable magic user. Her slow fire rate and unpredictable damage types are offset by her ability to dramatically increase her rate of fire after using an ability and her wave annihilating E ability, Feebee’s Wrath. Read her full ability list below and check out the blog about her development here.

  • Chaos Tome (LMB) - Whenever Zoey spawns, Chaos randomly selects a school of magic (Fire, Frost, Arcane, or Lightning). Zoey draws energy off the Chaos Tome casting a ranged spell of the current school. Whenever Zoey changes schools of magic her attack speed is greatly increased.
  • Book Club (RMB) - Zoey uses the Chaos Tome as a club, inflicting physical damage and knocking enemies to the side. If she hits an enemy Chaos chooses a new school of magic.
  • Chaos blast - Zoey fires off a powerful blast, then Chaos chooses a new school of magic.
  • Feebee's Wrath (Q) - Zoey disappears into the Chaos Tome. Scared she won't return, Feebee loses control, rapidly firing high damage attacks in all directions until she returns.
  • Trial and Error (E) - Zoey rips a page out of the Choas Tome receiving a random buff, then Chaos chooses a new school of magic. There is a very small chance the spell backfires causing a debuff.
  • Feebee (Passive) - Zoey's pet Firebat, Feebee, occasionally attacks a nearby enemy using the current school of magic. Feebee cannot be hit or killed.

Blackpaw

  • Cooldown on “Call to the Beyond” increased to 120s, up from 75s.
  • Maximum health reduced by 5%.

Gabriella

  • “By My Command” no longer ignores enemy disabled traps.

Hogarth

  • “Axe!” recovery time reduced.
  • “Ambush!” slow increased to 25% for 3s, from 15% for 5s.
  • Maximum health increased by 10%.
  • Stay Put! Weaver upgrade lowered to 20%, down from 35%.
  • All the Feels! Weaver upgrade lowered to 40/s health, down from 50/s.

Ivy

  • “Elven Swiftboots” passive now triggers at 25% health, up from 20%.

Maximillian

  • Recovery times reduced for all abilities.
  • Slightly increased cast time for “In Your Faces.”
  • “Can’t Touch This” duration lowered to 3s, down from 4s.
  • “Can’t Touch This” cooldown increased to 16s from 15s.
  • Health and Physical Armor weaver upgrades have been removed, and are replaced by new versions of Spiffy Cravat and Chiseled Abs.
  • Spiffy Cravat Weaver upgrade now increases the duration of “Can’t Touch This” by 1s.
  • Chiseled Abs Weaver upgradenow reduces the cooldown of “Can’t Touch This” by 25%.

Oziel

  • “Wraith Surge” projectile speed increased to 8500, up from 6500.
  • “Desecrated Ground” baseline slow increased to 20%, up from 16%.
  • “Desecrated Ground” damage increased to 15/s, up from 10.
  • “Vampiric Burst” damage increased by 10%.
  • Extra Vampy Weaver upgrade increased to 15%, up from 10%.
  • Unholy Mire and Diabolic Efficiency Weaver upgrades were moved to Tier IV.
  • Vexing Surge Weaver upgrade has been changed. It now reduces cooldown of “Haunting Spirits” by 10s each time he hits an enemy hero with “Wraith Surge”.

Smolder

  • When using “Dragon’s Breath”, she moves at 60% speed, up from 50%.
  • Smolder deals 120 damage upon returning “From the Ashes”, up from 100.

Stinkeye

  • “Totem of Speed” now provides a 30% speed boost for 1.5s, down from 50% for 3s.
  •  “Totem of Speed” slow on enemies lingers for 1.5s, up from 1s.
  • Healthy Helpers Weaver upgrade increases totem health by 75%, down from 100%.


Account Changes

  • Hero Progress is now measured by Level/XP instead of wins.
    • The prior hero victories model has been replaced.
    • Any time a game rewards XP for playing, the same amount of XP is granted to the hero played.
    • Heroes start at level one and can advance to level 100. Each level requires 100 XP to attain the next level (this does not scale over time). This is roughly equivalent to one victory (a typical Siege victory is around 100 XP).
    • At hero level 5, 10, 15, and 20, for each hero, we reward 2000 skulls.
    • At hero level 50 and 100, we will award special dyes – these are not currently rewarded. (Previously, we were rewarding skins for 50 and 100.)

General Gameplay Changes

  • Dynamic Gameplay Help (center-screen messages) defaults to ‘off’. You may turn it on again by going into the options.
  • Miscellaneous bug fixes.

Radial Communications

  • New! If you hold down ‘C’ [Default], you will see the new Radial Comms menu. Simply hover over the circle with your mouse, and let go of the ‘C’ key to ping a message.
  • F1-F4 still work, don’t worry.
  • You can also send a ping by clicking a comms ping button, which automatically closes the Radial Comms UI for you.
  • More functionality is coming for this menu in the future, but for now you will notice one of the pings changes based on game-mode: GO UNCHAINED in Survival changes to CAPTURE OBJECTIVES in Siege.

PVE Changes

  • Cliffside Clash is coming to PvE, and is the new default map!
  • Hero Roulette! When a hero is set to come out as a PVE Wave Boss, you get several options and one (or more) will be randomly chosen to fight you!
  • Changes to how combos are scored to prevent overflow.
  • Difficulty adjusted.
  • Bots and players no longer drop coins in PVE. Bots will drop from a loot table (but won't always drop something).
  • Minions thrown by physics traps now take 4x damage while in the air.
  • Bots no longer gain XP in PVE.

PVP Changes

  • Changes that primarily impact the balance and gameplay of PVP only.
  • All Heroes have 20% less health and damage at the start of the game. This maintains the previous Hero lethality.
  • Escort Aura is now full strength at all Battle Levels.
  • Players gain twice as much coin from waves before the second Minion Portal opens.
  • Starting coin decreased to 6000 total, down from 9000.
  • Caches grant 10% less leadership and 10% less experience.
  • Cache XP now always goes to the killer of the cache.
  • Escort experience increased by 10%, while escort leadership generation is reduced by 10%.
  • Minion kill experience reduced by 20%.
  • Leadership trickle increased to 12/s, up from 10/s.
  • Cost to open a new Minion Portal increased to 3600 leadership, up from 3000.
  • 100% of Player Bounty is guaranteed to the killing player. There is no more kill medallion for player kills.
  • Player kills in the late game grant less experience.
  • Fixed a bug with minions and experience. Previously, minions were stealing XP from heroes, whereupon the XP would disappear into the ether. That doesn’t happen anymore.
  • Unchained Fortress has been temporarily removed from PvP for some bug fixes.

Gear

Ice Amulet

  • Damage reduced to 18, down from 22.

Flame Bracers

  • DoT duration reduced to 3s, down from 4.

Vegetable of Mending

  • Total health restoration increased by 66%.
  • Health effect now lasts 5s.
  • Health effect breaks when damage is taken.

Mage’s Clover

  • Total mana restoration increased by 66%.
  • Mana effect now lasts 5s.
  • Mana effect breaks when damage is taken.

Mage’s Picnic

  • Restores mana at a rate of 6/s, down from 12/s.

Traps

  • You may now sell another person’s traps if they get disconnected or kicked from the game.
  • Traps with charges decrease in resale value with fewer charges left.

Coin Forge

  • Increases damage taken by enemies standing on it by 10%

Speed Pad

  • Now costs 750 coin, up from 500.
  • Cooldown reduced to 4s, down from 10s.

Wall Charger

  • Damage reduced by 10%.

Minions

  • Any Shielding- or Healing-type minions will now attack gates.

Order Mages

  • Increased projectile collision radius.

Satyrs

  • Damage increased by 25%.


Bosses

Swiftyhooves

  • Damage increased by 100%.


Guardians

  • Killing a Guardian now grants 750 leadership and 500 coin.
  • Guardians now have different damage values based on their proximity to the Rift. Previously 70, now 40/70/90 in order of farthest-shortest distance.

Minion Portals (Formerly War Camps)

  • That’s right, we changed the name of War Camps to ‘Minion Portals’. All text has been edited to reflect this change.
  • Announcer callouts still say War Camps. These will be fixed soon.
  • The announcement for the first Minion Portal opened has been removed, since it is already open at the beginning of the game.

Bots

  • Bug Fixes. Fixes to Bugs.

Dashboard

  • Scroll arrows allow you to easily browse cardbacks when accessed in the dash.
  • New card rollovers.
  • New Hero Skin videos. Right-click on a vanity skin card and press play to check out how it looks in the game!
  • New Card overlay and notification on the “My Stuff” tab. If you get a new card from a chest or a level, it will appear sorted first in your collection with a ‘New!’ label on it.

Parties and Chats

  • Global Chat is now accessible from the lower left hand corner of the Dashboard.
  • Profanity filter has been updated. It should no longer needlessly censor words like ‘those’ and ‘Hogarth’.
  • Adjustments were made to the party creation interface.

Post Game Stats Screen

Developer Commentary:

The original post-game screen was a good example of UI elements/ layout that has been pieced together through many iterations of design. Things like buttons and button states that didn’t match buttons on other screens, or tabs for chats and iconography there that didn’t really exist elsewhere in the game. By redesigning it, we made things friendlier and more intuitive, with relevant information that players want to see.

  • MASSIVE IMPROVEMENTS (This needed its own bullet to impress upon you their magnitude)
  • There is a new post-game screen, with two views- overview and team.
  • “Best Values” are highlighted across the post-game stats screen for both team, and your team.

Decks

  • Traits are now a part of the deck editor. You add them in when you create your deck.
  • In the deck selector on the Hero select screen, a deck will now always be selected.
    • If no deck is selected (e.g. fresh login), it will select first deck in the list.
    • If there was already a deck selected (e.g. coming back from the deck editor), that one will be selected instead.

In-Game UI

  • Health bars on allies are now blue. Mana bars are smaller and teal.
  • Improvements to the colorblind system.
  • Bug fixes.

Matchmaking

  • You may rejoin a game after going AFK. Your resources are no longer split to the team.
  • Changed MMR thresholds for Co-Op
  • Changed the default MMRs used for Bots. Games that include bots in PvP will no longer adjust player skill rating.

Maps

  • Neutral objective icons on the minimap have been improved.
  • General adjustments to trap placeable areas.
  • Adjustments to art and object placement.
  • Unchained Fortress has been temporarily removed from PvP for some bug fixes.

Cliffside Clash

  • NEW FOR PVE!
@SixOkay
Robot Entertainment | Marketing Manager
Post edited by SixOkay on
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Comments

  • What is "MMR" in this statement? Jargon & Acronyms confuse the masses =0P
    • Changed MMR thresholds for Co-Op
  • Rys4k said:
    What is "MMR" in this statement? Jargon & Acronyms confuse the masses =0P
    • Changed MMR thresholds for Co-Op
    Matchmaker ranking? I guess?
  • AstraeaAstraea Member, War Mage Founder, Early Access
    While I process these changes, there's two things I noticed were missing.
    1) Zoey's weavers! What are these? I must knowwwwwwwwww.
    2) I feel like some of these less obvious changes could do with some developer insight comments in the notes. In example: "We noticed that Swiftyhooves really was not living up to what something swift and with hooves was meant to do. He did not bring that same type of boss impact as others due to repairable gates, so we doubled his damage to push his niche boss role."
  • MashpotatersMashpotaters Member, Early Access
    Osarusan said:
    Rys4k said:
    What is "MMR" in this statement? Jargon & Acronyms confuse the masses =0P
    • Changed MMR thresholds for Co-Op
    Matchmaker ranking? I guess?
    Close. Matchmaking rating.
  • osdo1osdo1 Member, Early Access, Apprentice Founder
    I am bit curious on the rationale about three of these changes. 
    Why did Stinkeye need nerfing?
    Why does Apprentice need rng?
    Why were the guardians changed to deal 40/70/90 instead of 70 for all of them?
    Don't get me wrong, I like these changes for the most part, especially the Oziel changes and pot/minion portal changes. My opinions will definitely change once I get a good bit of matches in. 

  • StarPilotStarPilot Member, Early Access
    "Traps with charges decrease in resale value with fewer charges left."
    Didn't they already do that? I swear I could've stared at a brimstone that was reheating and its value would increase back up to the 50% cost of placing it.


    "Swiftyhooves

    Damage increased by 100%. "

    That's kind of scary, but I suppose it's needed with the way barriers have changed with their introduction in 2.4.

  • LuznocheLuznoche Member, Early Access, Apprentice Founder
    edited October 2015
    what are Zoey's  weavers plz
    so far i like the changes just really what to see her weavers plzzzzzzzzz
  • LuznocheLuznoche Member, Early Access, Apprentice Founder
    can we now change the starter deck or delete it from the list to get a another slot for decks
  • Did I get it wrong or now the first-to-die guardian deals 40 and the last-stand-one 90; - or is it the inverse?
    Ayudame por favor, meine english sind bad as hell :(


    Won`t do a full analysis like I usually do on the patch notes threads; but, as usual, here are some suggestions of mine:


       1- Allow the players to choose the starting minion portal war camp.

       2- Make the Atk - Def balance around the 'second killbox in the back' meta.

    It is funnier to def as 2 man insted of alone, and that would also make players to find counterplays for the strategy (yes, there are some). Also, that allow more synergies between different defenders x killbox setup, and, gives room for the second defender go offensive if enemie`s is weak.

       3- Allow to disable the chat filter, is it really that hard ?!

       4- Nerf Ivy`s healing on minions and buff her somewhere else

    It`s way beyond OP if you do the healing build, and it takes 0, zero, keine, sefer, nulla, nenhuma skill to to so.
    As she is now, imho, she feels pathetic. She either do the aforementioned with a help of a teammate and is HYPER efficient by doing so, or she goes solo just to be wrecked by the enemy. IMHO, she needs a big remake to adress those polarities while opening new flavours / mechanics, here is what I suggested previouslly just to give some insight:


    I like that robot made her weavers so that she could do different builds but, honestlly, she feels like the same on any build.

    That`s how she works now:

       1- If she goes root, she gain damage and that`s all: 0 fun 0 customization.

       2- She can go damage and right click faster, wich is ok but still needs something else (like a bleeding effect on right click or armor debuff on each basic attack; faster move speed when attacking heroes...)

       3- She can go heal, wich is actually OP as long as she have support from her team but, her heals are already OP at minions even if she don`t get any healing weaver.


    I suggested on the video to make something similar to WoW on wich you could build the same character (Paladin) as 3 completelly different play-styles (HOLY, for heal; PROTECTION, for tank; RETRIBUTION, for justice !!).


       So, here is a vague idea of what could be done to her:

    OFFENSE: Killing debuffs at right click, better chasing abilities, damage - at the expense of her healings.
       DEPENDENCE OF OTHER HEROES = Medium.

    UTILITY: Trap disable on right click, move speed while out of combat, self-defenses buff while her healing is active.
       DEPENDENCE OF OTHER HEROES = Small.

    NATURE: Works well with minions and allies. Extra heals and improved roots, right clicks debuffs enemy damage.
       DEPENDENCE OF OTHER HEROES = High.


    Those are just some ideas I tought off in like 5 minutes, i`ts up to robot to decide if they just trash it or develop the basic concept I just gave.

    But I confess it`s easier said than done, since you could just make a OP mix for all purposed using the best weaver for each purpose, that`s why whe weavers from one type should work sinergetically with the others of same type, or entropically with different ones.

    And just to make sure it was seen (zero replies on a brainstorm - something got to be wrong), make your suggestions for the incoming SHIFT abilities of the heroes: https://forums.orcsmustdie.com/discussion/4444/lets-give-robot-ideas-for-the-incoming-shift-abilities
    Nun liebe Kinder, gebt fein acht...
    Gibi ur moni or i report u...
  • AdlehydeAdlehyde Member, Master Founder, Early Access
    SixOkay said:

    PVE Changes

    • Changes to how combos are scored to prevent overflow.
    But my billions!  :'(
  • AdlehydeAdlehyde Member, Master Founder, Early Access
    StarPilot said:
    "Traps with charges decrease in resale value with fewer charges left."
    Didn't they already do that? I swear I could've stared at a brimstone that was reheating and its value would increase back up to the 50% cost of placing it.

    They do. I think that's just supposed to mean that also applies to selling other players traps too if they are disconnected.
  • ZinwrathZinwrath Member, Early Access
    edited October 2015

    Super psyched to play this patch.

    "Radial Communications "

    I play with a gamepad so having to reach across to my keyboard every time I want to say something to my teammates is quite frustrating, and many players are not going to want to jump in teamspeak with me and listen to me monologue about how I built Stonehenge and invented critical thinking and why they must all bow to my awesomeness or be purged from this realm that's sole existence is simply an echo of my consciousness allowed to reside so long as I don't become distrait thus terminating the very fabric of time and the universe as we know it. 

     So it's a great change!  


    edit: New hero sounds neat too.

  • Those Max downgrades seem pretty heavy...
  • Warcracfter4Warcracfter4 Member, Early Access
    Adkhi said:
    Those Max downgrades seem pretty heavy...
    I have always hated when they think removing a part of an character/trap and putting that ability by its self as a trait. Its really stupid and generally doesn't ever get picked and takes up a trait slot that can be used for a more useful situational trait.

    Remember sorceress's guardians ya they used to be playable but then they got gutted and had most of their best abilities put into individual traits making them so freaking worthless that normal tar pits replace them entirely while being cheaper.
  • MashpotatersMashpotaters Member, Early Access
    edited October 2015
    Adkhi said:
    Those Max downgrades seem pretty heavy...
    The only change I'm a little concerned with is the increased cast time of In Your Faces. It says slightly, but how slightly are we talking. In Your Faces is already a bit finicky in that it's a slow flying projectile that has a cast time and has an AoE damage component that requires the enemies to be properly lined up. Is the increased cast time going to take it out of the combo window of stunning the enemy first with Absolutely Stunning Bolt and then shooting  them with In Your Faces for the almost guaranteed hit?


  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    edited October 2015
    Adkhi said:
    Those Max downgrades seem pretty heavy...
    The only change I'm a little concerned with is the increased cast time of In Your Faces. It says slightly, but how slightly are we talking. In Your Faces is already a bit finicky in that it's a slow flying projectile that has a cast time and has an AoE damage component that requires the enemies to be properly lined up. Is the increased cast time going to take it out of the combo window of stunning the enemy first with Absolutely Stunning Bolt and then shooting  them with In Your Faces for the almost guaranteed hit?

    Nope, his skills can be cast back to back much more quickly.  The first change for Max is extremely significant.  Overall, I think he is roughly the same strength as before, with a slight shift towards damage and away from survivability.

    Also, I don't think I would prioritize taking tar over sorceress's retainer trap.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • AstraeaAstraea Member, War Mage Founder, Early Access
    Oh something I did want to confirm,
    This note: "All Heroes have 20% less health and damage at the start of the game. This maintains the previous Hero lethality."
    Indirectly makes minions 20% stronger against heroes, which buffs any minion that can attack heroes. Hero seeking minions(gnoll/pride) and traps 20% stronger as a result? Does the hp/dmg scaling affect blackpaw gnolls?
    Does that 20% end up being scaled back in over levels or after the "start of the game"? What is the time frame of "start of the game"?
  • ShadeDevShadeDev Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
    Astraea said:
    Oh something I did want to confirm,
    This note: "All Heroes have 20% less health and damage at the start of the game. This maintains the previous Hero lethality."
    Indirectly makes minions 20% stronger against heroes, which buffs any minion that can attack heroes. Hero seeking minions(gnoll/pride) and traps 20% stronger as a result? Does the hp/dmg scaling affect blackpaw gnolls?
    Does that 20% end up being scaled back in over levels or after the "start of the game"? What is the time frame of "start of the game"?
    Yes, per level scaling was increased to compensate.  Yes, hero seeker traps were nerfed to compensate.  No, minion hunters were not nerfed to compensate.

    The intent of this change was to make minions stronger vs. heroes at the start of the game.  Like I said though, we are still adjusting the offense/defense balance.
    Doug Houserman
    Robot Entertainment | Lead Balance Designer
  • TillingSaturnTillingSaturn Member, Early Access

    Vegetable of Mending

    • Total health restoration increased by 66%.
    • Health effect now lasts 5s.
    • Health effect breaks when damage is taken.

    Mage’s Clover

    • Total mana restoration increased by 66%.
    • Mana effect now lasts 5s.
    • Mana effect breaks when damage is taken.
    Can you explain the change to the Mending and the Clover?  Why did you make it so the Health/Mana effect breaks when damage is taken?  I feel like the main use of these items was for a small in battle increase of Health/Mana.  I'm just wondering your thoughts behind this change?
    I know that you made it more powerful to compensate but still.

    Blackpaw

    • Cooldown on “Call to the Beyond” increased to 120s, up from 75s.
    • Maximum health reduced by 5%.
    I don't really like the increase in cool-down.  I feel like just a few seconds is a lot.  This means you can only use them every other wave, instead of every wave.  Ill check it out when it comes out but I don't like the look of it.

    Maximillian

    • Recovery times reduced for all abilities.
    • Slightly increased cast time for “In Your Faces.”
    • “Can’t Touch This” duration lowered to 3s, down from 4s.
    • “Can’t Touch This” cooldown increased to 16s from 15s.
    • Health and Physical Armor weaver upgrades have been removed, and are replaced by new versions of Spiffy Cravat and Chiseled Abs.
    • Spiffy Cravat Weaver upgrade now increases the duration of “Can’t Touch This” by 1s.
    • Chiseled Abs Weaver upgradenow reduces the cooldown of “Can’t Touch This” by 25%.
    Why must you keep hurting Max :(  Please don't put some of his ability's into weavers that he used to have.


    This update looks great! I'm really exited to get into it!  Great job on everything! :)




    TillingSaturn
    Owner of OMDU-Stats.com
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