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|c2|MULTIPLAYER BALANCE UPDATE|c0|
This patch is dedicated to enhance the experience of Skirmish and Multiplayer Matches in SF3
|c3|GENERAL CHANGES|c0|
- Hero leveling speed decreased by about 30%
- The unit AI will now ignore targets that are currently invulnerable
- Units and heroes will no longer be slowed during combat to encourage more active fights
|c3|ITEM CHANGES|c0|
To give you more options to specialise your heroes and define your playstyle, but also making your choices more significant, we added new defensive item options, increased the cost and effectiveness of specialized gear and placed more items all around.
- Shields added
- One-Handed weapon options added
- Additional armors added
|c3|HERO CHANGES|c0|
We are adjusting the overall power levels of all heroes to enable more different playstyles and hero combinations.
- Heroes will no longer be slowed down in combat to improve their micro potential
- Occultist / Bloodcaller
-- Assassinate irresistible damage when target is bleeding reduced by 50%
-- Shadowstep cooldown on Lv2+ increased from 2 to 5
- Renegade / Berserker
-- Tear Down on Lv2+ will now deal damage in an area around the target
- Elite Ranger / Bowmaster
-- First Aid reworked to be primarily an out-of-combat healing ability:
--- Cooldown increase from 15 to 30
--- Cast time increase from 1 to 2
--- Level 1 heal is reduced to 25%
--- Level 2 adds 10 seconds of strong health regeneration
--- Level 3 adds an immunity against debuffs
- Shaman / Spiritualist
-- Totems reworked to be more situational
--- All cooldowns increased from 10 to 20
--- Protection totem: resistance increase reduced by 33%
--- Protection totem: Level 2 healing effect reduced by 50%
--- Fire totem: Now damages every 4 seconds instead of 2, while dealing 12 damage instead of 6, including Level 3
- Commander / Guardian
-- Kiss Of Tiara: Level 3 no longer heals
-- Kiss Of Tiara: Level 3 Shield increased from 30 to 60
-- Kiss Of Tiara: Cooldown increased from 10 to 20
- Hierophant / Priest of Tiara
-- Judgement: No longer is a damage-over-time ability, instead deals moderate damage at once and applies impaired for 3 seconds
-- Judgement: Is now cast instantly
- Necromancer / Defiler
-- AI will now ignore spawning zombies while they are still invulnerable
|c3|UNIT CHANGES|c0|
As with the heroes we are also adjusting the powerlevels of the RTS units to make them more significant in combat.
- Units will no longer be slowed down in combat to improve their micro potential
- Decreased the Elven movement speed bonus in enemy and neutral territories reduced from 30% to 10%
- Human Helbardier: Upgraded range reduced from 28 to 24
- Human Helbardier: Health reduced from 384 to 322
- Human Soldier: Upgraded health regeneration per hit increased from 4 to 8
|c3|BUILDING / ECONOMY CHANGES|c0|
While Elves are a very strong faction at Tech Level 1, their economic power falls off in the later stages of the game. The following changes are adressed to giving Elves a more active economy.
- [All] Capital II upgrade time increased from 30 to 45
- [All] Capital III upgrade time increased from 75 to 120
- Elves now have stoneworks on Tech Level 1 again
- Elven Defensive Outposts no longer increase population cap
- Elven Economic Outposts now increase population cap: 15/25/45
- Elven Capital upgrade population cap increase reduced by 20/30 respectively
- Elven Outpost I new cost: 10 Planks
- Elven Outpost II new cost: 20 Planks / 10 Brick
- Elven Outpost III new cost: 20 Planks / 20 Brick / 15 Food
- Elven Capital II new cost: 22 Planks / 10 Brick / 10 Food
- Elven Barracks cost reduced from 30 to 20 Planks
1 mal bearbeitet, zuletzt 22. Feb. 2018, 16:58 Uhr
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