Feng Mao is our first “Duelist” class hero in Fault and is meant to be a very high melee damage dealer that scales well into the late game. With good tools for both maneuverability and limited survivability, Feng Mao can quickly get into or out of the fray while being able to take care of both himself and his allies.
Base Stats:
The nature of ranged heroes gives them a significant advantage during the laning phase. Certain effects can amplify this benefit, so ensuring these effects are tailored to the advantages being a ranged hero brings is important. Ace and Rogue were particularly strong on ranged heroes and are now modified if used on a ranged hero.
Granting physical penetration through favor proved to be having a very strong effect, especially in the early game where the relative effect of a single point penetration is strong. In order to make purple favor and physical penetration more healthy overall and to accentuate the intent behind both red and purple favor, purple favor now grants physical power to cater towards more ability-focused physical damage dealers and red favor now grants attack speed to cater towards more basic attack focused damage dealers.
We wanted to continue our efforts in making certain abilities, mainly movement speed abilities, feel more fluid and responsive. Gideon, Khaimera and Twinblast were changed in light of this and should result in a higher level of control and authority when playing these heroes.
We are shifting the focus of Kallari’s influence from a more global one to a more local one. With stealth and high mobility, her potential to make an influence is already high, so limiting her ultimate ability to a more local area will require better positioning, planning, and execution when playing Kallari.
Keeping Kallari’s double jumps as low as possible while still being able to jump onto ledges will help keep her mobility focused on it’s intended purpose.
Stacking items are by design meant to start as a less efficient item that builds in value until completed, with the lower value one gets initially being rewarded by a higher value finished item later. This trade-off was not as prominent and meaningful as we wanted and also lead into encouraging group take-downs, and so hero assists will no longer grant stacks for these items.
We wanted to focus Apocalytpic Epitome on what it is meant to do, and we felt that the health it was granting was not helping it fulfil its purpose amongst our items. As such, we’ve swapped the health with cooldown reduction and made sure the overall efficiency remained the same.
Regenerating health after returning to base was proving too slow for high health builds and was too punishing. Regardless of total max health, it should now take the same amount of time to regenerate both health and mana.
At Strange Matter Studios, we are invested in rebuilding and improving upon the 3D action MOBA genre.