Narbash
Ranged basic attack projectiles were increased in a previous patch but did not take effect for certain heroes. Basic attack projectiles now move at the proper speed and are now 30% faster on the following heroes: Twinblast, Sparrow, Muriel, Murdock, Lt Belica, Gideon.
We have noticed difficulties in sieging turrets into specific team compositions, to alleviate this issue we will be adding a small time period after minions die under turret for players to continue sieging turrets before their backdoor protection comes back up.
Increasing this radius to slightly more than double ranged basic attack range will now help to disable ranged characters from freely farming the wave while also zoning away their enemies from lane experience.
Increasing the health pools of jungle camps to slightly reduce the time it takes to clear jungle camps. With the BAT increases, basic attack based Heroes should clear around the same speed while AOE clears should be a bit slower.
Transitioning some of the gold value out of Armour and into Health while keeping the Effective Health gained from the item the same should still keep Bale Arm strong, but a bit less oppressive into heavy Physical Damage users.
Currently ADC’s lack critical strike chance build paths and are mostly stuck into heavy Physical Power based builds. Trying a change to Devourer’s Blade that will give carries another option when itemizing into critical strike chance should make the build path feel stronger overall while lowering the confirmed damage off of the item slightly.
Aergia’s seems to be a bit too weak currently and is being underutilized. Slightly increasing the size of the aura and having the item stack faster and more effectively to make it a more appealing option into heavy Physical Damage and basic attack based team compositions.
Reducing the duration will require slightly more skillful use of such an impactful active ability and promote more healthy gameplay.
Now that Hunter is not being granted to all players, increasing the health per last hit and attack speed should bring its equivalent gold value more in line with other Red aspects.
Given the amount of kills and assists that are occuring from those who take King, a small decrease in the bonus gold should bring it in-line with other aspects and help promote a more healthy economy.
In order to help improve the gameplay feel of Fault and make movement and combat more responsive and dynamic, the combat movement penalties are being reduced in efficacy, basic attack cooldowns are being reduced and other under-the-hood movement related changes have been made. Moving, changing direction, using basic attacks and general combat should all feel more fluid, responsive and immediate. While basic attack cooldowns are being reduced, attack speed gained per hero level for all heroes is being reduced so that at the end game, level 18 LMB damage output and basic attack cooldowns remain the same as they currently are.
The reduction in seek speed for her RMB and the cooldown increase should result in the ability being less oppressive given it will also proc her passive less often, while the damage and scaling decrease should make it less valuable and incentivize the upgrading and use of her Q ability at the same time.
Greystone’s ultimate was proving to be a bit too reliable and the mana that it returned was a bit too useful for Greystone’s sustained presence and mobility. Increasing the RMB cooldown to match other mobility abilities will help focus Greystone and emphasize good decision making.
Grux’s base damage was proving a bit too much even when itemized with no damage. Reducing his base damage while reducing his charge range should incentivize him into a more Bruiser role that was intended for him all along.
Base damages across the board have been reduced and scalings increased to incentivize Kallari to build more damage oriented items. Her mobility cooldowns have also been increased to require more thoughtful use of her abilities. Her damage output potential has increased with these changes but now requires the items to unlock this potential.
Morigesh has proven to be more of a burst mage than desired and the following changes should shift some of her power away from her main abilities and over to her passive. Her Swarm has been tweaked to help become more of a staple of her kit, while her passive has been made to refresh from basic attacks and abilities. All of these changes should result in Morigesh being able to do the same or more damage output as before but simply over a longer duration of time, emphasizing and bringing out her combat mage identity.
Narbash
Sevarog was always intended to be a flex pick between jungle and offlane, so increasing the amount of passive stacks Sevarog receives from Jungle Buffs, Hero, Raptor and Prime Helix kills now helps Sevarog scale in the jungle like he does in the offlane. Reducing the range of his Phantom Rush slightly and increasing the cooldown will help Sevarog be a bit more vulnerable in the early game and require more awareness from players before he scales into the mid and late game.
Sparrow has received a slight rework to most of her abilities. Her Mark of Precision was proving to be underwhelming, so an attack speed steroid was added to the ability and the number of attacks to reach maximum stacks from a marked target was increased. Her passive is now a buff to herself, granting bonus basic attack damage on consecutive hits against any enemy hero. Her ultimate now grants additional attack range and physical power, while her Q now has a slight slow to help tie all her abilities together.
Twinblast’s Rapid Fire didn’t have the impact and feel-good potential that it could, while his ultimate was proving a bit too volatile in late game considering on-hit effects are being triggered at full effect on both projectiles. Power has been shifted from his ultimate to his RMB, making both abilities more healthy and good feeling overall.
At Strange Matter Studios, we are invested in rebuilding and improving upon the 3D action MOBA genre.