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Hotfix 5.14

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pmasher

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Hotfix 5.14 is now live! Here are the notes:


CONTENT

  • Added SFX for the Sploody Harpoon passive

  • Adjusted some elemental idle vfx to display correct idle media


FEATURES

  • Restructured the difficulty curve for the End-Game Playlist. There are now Normal, Hard, Insane, and Nightmare I-IV End-Game difficulties. Players can now use Insane to prepare themselves for Nightmare mode.

  • New Passives

    • Frost Fire: The  Frostbite tower’s slow area buffs defenses inside it giving them [X-Y]% of the apprentice’s Defense Power as Defense Speed.

    • Frosty Power: The Frostbite’s tower’s slow area buffs defenses inside it giving them [X-Y]% of the apprentice’s Defense Power.

  • New Skill Spheres

    • Frost Range - Increases the range of the frost tower by a percentage. This can stack.

  • New Legendary Weapon

    • A new legendary magic staff will now appear in End Game only. This staff will always have Frost Fire.


BALANCE

  • Defense Balance Updates

    • Modified the amount of Defense Power granted by upgrading some defenses:

      • 20 cost defenses now receive much more Defense Power per upgrade (~30%) - (Explosive Trap, Elemental Chaos Trap, Arcane Barrier, Training Dummy)

      • 30 cost defenses receive slightly more Defense Power per upgrade (~15%) - (Cannonball Tower, Lightning Aura, Heavy Cannonball Tower, Geyser Trap, Spike Blockade)

      • 50 cost defenses now receives slightly less Defense Power per upgrade (-8%) - (Ballista, Earthshatter Tower, Skyguard Tower, Blaze Balloon)

      • 40 cost defenses have no change - (Flameburst Tower, Flamethrower Tower, Lightning Strikes Aura, Poison Dart Tower)

    • Uber Defense Rebalance (mostly buffing)

      • Flamethrower Tower

        • Defense Power ratio increased 0.26 -> 0.3

        • Fixed bugs in Attack Rate data; Attack Rate is now 0.5

      • Heavy Cannonball Tower

        • Increased area-of-effect damage substantially (less damage falloff)

        • Increased Attack Rate from 4.16 -> 4.0s

        • Reduced Defense Power ratio from 1.0 -> 0.9

      • Lightning Strikes Aura

        • Reduced Mana Cost from 45 -> 40

        • Reduced Defense Power ratio from 6.1 -> 5.4 to account for mana cost change

      • Elemental Chaos Trap

        • Increased Attack Rate from 5.0 -> 4.0s

        • Fixed a bug that was preventing effects other than incineration from applying to enemies.

      • Fixed an issue where some Uber-Sphere Defenses were still gaining Defense Speed on upgrade.

    • Balance Updates to Non-Uber Sphere Defenses

      • Flameburst Tower

        • Increased Defense Power ratio 1.0 -> 1.2

      • Lightning Aura

        • Increased Defense Power ratio 0.32 -> 0.35

      • Earthshatter Tower

        • Increased Defense Power ratio 2.2 -> 2.4

      • Ballista

        • Increased Defense Power ratio 2.15 -> 2.6

      • Geyser Trap

        • Increased Attack Rate 8.33 -> 8.0s

      • Skyguard Tower

        • Reduced Critical Damage ratio 2.85 -> 2.0

        • Reduced Defense Power ratio 2.2 -> 2.0

      • Cannonball Tower

        • Reduced Critical Damage ratio from 2.157 -> 2.1

      • Explosive Trap

        • Reduced Critical Damage ratio 0.95 -> 0.4

      • Serenity Aura

        • Changed % Based Healing to Flat Healing

        • Flat Heal is now (Defense Power * 0.3)

      • Poison Dart Tower

        • Reset scaling on dart damage to be consistent with other defenses

        • Improved the PDT’s ability to hit its first target and fast-moving targets

      • Blaze Balloon

        • Increasing Blaze Balloon Attack Rate 8.33 -> 8.0

  • Set max Attack Rate for many defenses to 0.75. This will affect future builds that are added into the game.

  • Frost Tower's Buff Range increased from 500 to 800 - related to the chill area of effect for the Frost Fire stats


BUGFIXES

  • Fixed an issue where towers would reset their attack time when their current target died.

  • Fixed an issue where towers would wait a minimum time before attacking enemies that came into their range.

  • Fixed an issue where towers would trigger a minimum wait period when they could not shoot their current target.

  • Fixed an issue where the Huntress sticky grenades did not disappear when an enemy triggered the explosion.

  • Fixed an issue where enemies oiled from the Harpoon Oil Targets sphere did not light on fire when hit with fire damage.

  • Fixed an issue where the Serenity aura was affected by Betsy’s curse.

  • Fixed a bug where Slayer Weapons were not marked as Custom.

  • Fixed an issue where the Ballista range increase did not only affect the Ballista.

  • Fixed an issue that prevented Defense Health and Hero Health from appearing commonly on armor pieces.

  • Fixed a bug that was still causing Defense Crit Chance and Hero Crit Chance to appear as a primary stat rather than a passive

  • Setup scaling so that the ignite combo from oil will burn at 40% of the tower damage stat of the hero.

  • Fixed an issue where enemies oiled from 2 straight poison debuffs did not proc with fire damage.

  • Fixed an issue where the number of pierced targets doesn't update for the Ballista with the Harpoon Pierce Upgrade skill sphere equipped.


KNOWN ISSUES:

  • Defense Attack Rate 4 & 5 skill spheres give the same value of +20

  • Premium Pets have issues. They'll be back online and normally priced in a future hotfix.

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32 Comments


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Wait so boost aura is now useless so you make an optional build for apprentice that changes his frost tower to a boost aura that actually boosts? Help me find the reasoning behind that one please.


Not really complaining I just think it's a little silly. Interested to try out the apprentice build but boost aura should probably be looked at.

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Oh man, new  passives seem pretty rad and all the balance changes seem to be more or less in the right direction. But i'm still most hyped about those first 3 bug fixes lol. Awesome hotfix Trendy.

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To me and everyone else who already farmed a golden egg, the most important bug fix would be the temporary item box bug: everytime I open my inventory, I get the pop up message that "1 item was sold for 500g". This bug has been going on for longer than a week, and it is very annoying. Could you make this priority n1 to fix for the next hotfix 5.15?

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@Doaf quote:

Wait so boost aura is now useless so you make an optional build for apprentice that changes his frost tower to a boost aura that actually boosts? Help me find the reasoning behind that one please.


Not really complaining I just think it's a little silly. Interested to try out the apprentice build but boost aura should probably be looked at.

totally agree with you...

What 's the point using monk for boost aura if app has the same thing and one more effect his SLOW FROST...

WTF is this guys?

Oo


May be in the next patch, the poison dart will have a boost aura too and same with blockade squire no???

Stupid?

As this new thing about app in my opinion...

Gonna try it but it really seems odd...

In response to Doaf

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Defense Crit Damage as a stat is kind of useless isnt it ? It doesnt scale with upgrades and now its even more reduced on explosive trap for example ... i already tought its kind of useless ... when its was 0.95 now its 0.4 huntress was one of the chars i used some of defense crit one just for the aditional 10% damage boost even if my traps have 50% less charges .. but now ... its kind of not worth it anymore the stats as it is doesnt scale and is bad its was ok for the initial start of the map but once your upgraded traps do like 8000 damage per hit the 2000 crit with a 5 % chance doesnt matter anymore thats 1.25% damage more ....and reducing your trap range for higher crit chance isnt worth it :). I dont believe Cannonball uber is good now even with higher AE damage ... i hope it is but i dont believe so ... traps have been strong already if placed right now theyre even better if upgraded cool my new build is all huntress traps mixed with some lightning stirke auras  (like before) and see how stuff melts. As it is:To do Testing Cannonball Uber not expecting much (not enought dps) Traps are better. Build a squire with defense power and health for harpoon, farm Wizard wep passives Place frosttower see how the traps melt stuff at 2x rate now if theyre hopefully affected by the buff :) yay. Go Go Nightmare 5 Solo :)

tested Cannonball uber still absolutely useless ae range now 4 feet instead of 2 feet maybe if something changed at all ? a huntress trap does about 5x the damage for 20 instead of the cannonball for 30

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@Doaf quote:

Wait so boost aura is now useless so you make an optional build for apprentice that changes his frost tower to a boost aura that actually boosts? Help me find the reasoning behind that one please.


Not really complaining I just think it's a little silly. Interested to try out the apprentice build but boost aura should probably be looked at.

Personally, I predict that the new Frost Tower passives will be used to buff attrition type defenses like traps and auras or the flamethrower tower, whereas the boost aura will be used to buff towers. This is because the frost tower only buffs towers within it's slow aura radius.

But who knows, it would totally be fun to see a build where you were freezing enemies on a blockade with towers close enough to get the boost! *starts to theorycraft* Experiment and show us what you come up with!

In response to Doaf

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So after this update I got on to evolve my pet and noticed that the bag I had all the eggs in that were to rot into shellium were gone and I only have the 1 shellium, and I've not read anything about it changing unless I've missed something.

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[[5953,hashtags]] Our time is now. Let us rise up and freeze everything around!

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[quote]

Explosive Trap
  • Reduced Critical Damage ratio 0.95 -> 0.4 [/quote]

That's a pretty large change, is it a typo?

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!!!!!!!!!!!!!!!!!PLEASE FIX THE GOLDEN EGG GOING INTO THE TEMP BAG!!!!!!!!!!!!!!!!!!!!

AND ALL TIME WHEN I PRESSING "i" POP UP A WINDOW:

2 items sold for 100 gold.

!!!!!!!!!!!!!!!!!!!!!!ITS KILLING ME!!!!!!!!!!!!!

!!!!!!!!!!!!!!!!!!!!!!!!!!!PLS FIX IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



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Monk item passive Empower not working at all is still not in the patch notes, or listed as a known issue. Trendy please.

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@Alabama quote:

pmasher

I didn't see any address towards the loot being adjusted. I'd thought in the last dev stream or the one prior, it was stated that this patch was going to have the minions/bosses drop no loot on wave 1 and then everything had normal chance to drop wave 2+ in end game.


Was this put in and not mentioned or did it not make it this pass?

This was a suggestion from the players and they are thinking on if they should implement it or not. So its not a feature that was supposed to be in this patch

In response to Alabama

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"Premium Pets have issues. They'll be back online and normally priced in a future hotfix."

2 questions:

1) What's "normally priced"?

2) What are "issues"?

I ask this because at their current/past price ($2.50), working the way it works (0.0000000001% chance of hatching a legendary) it really sucks. There should be a way to know its rarity before upgrading the egg, a significant decrease on its price (like making it $0.50 per egg) or a way to upgrade pet's rarity, like sacrificying a(some) pet(s) of higher tiers to make the skin you want increase its tier. The way it is right now is just unappealing (at least to me).

Oh, and concerning flamethrower tower, it still seems underpowered to me, since its range is so bad. I will make more tests with it, trying to adjust positioning, but so far it does not seem to be worth an uber sphere (regreted buying it).

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Hi,

Can I please get a fix on the constant 3-4 pieces of 778 onslaught gear in my inventory duping (i have 3-4 copies of them) and they keep moving around my inventory like crazy.

Even worse, I got a nonstop "Temporary Item sold for 500g" every time I open my inventory, and I'm not sure but it MIGHT be caused by an onslaught bug of moving my golden egg into my temporary inventory while I was offline and then being deleted? 

Looks like this: http://imgur.com/7mYD5vN

These two bugs are currently making it extremely not fun to play....

Thanks!

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  • Restructured the difficulty curve for the End-Game Playlist. There are now Normal, Hard, Insane, and Nightmare I-IV End-Game difficulties. Players can now use Insane to prepare themselves for Nightmare mode.

As right now all you did was change the name, because the loot from end game hard has changed and it drops normal level loot, and insane drops hard level loot, you didnt introduce higher level loot for insane and didnt keep hard loot the same level, thats why is only a name change.

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So quick question: Does the frost tower buff all towers within its range, or only those that are in the AoE of slow that it is currently applying to enemies?

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"50 cost defenses now receives slightly less Defense Power per upgrade (-8%) - (Earthshatter Tower)"

AHAHAHAHAHA! It was already worthless!
Lets just make a completely worthless tower even MORE SO!

"

  • Earthshatter Tower

    • Increased Defense Power ratio 2.2 -> 2.4"


Despite my previous comment, this does not at all make Earthshatter remotely useful. It's still inferior to Flameburst, and has absolutely no place in a build. Honestly, even if it prioritised further away units it wouldn't be useful. Focus large ranged enemies? That might make it a little useful, but gods that attack rate kills it.

The frost tower passives are interesting, though I feel there aren't very many of them.
This does have the unfortunate effect of needing frost towers in every build as an apprentice once you get access to Frost Fire. Attack speed is a really big deal, and if this is currently the only way for the Apprentice to get it, I guarantee we'll want a weapon with Frost Fire no matter what.

This has the unfortunate outcome of creating a 'best in slot' item for Apprentice builders. Hell, this makes it almost necessary to have an Apprentice builder with just so you can use these with Squire towers.

This could get a little crazy, and I'm not sure in a particularly good way. But I'll give it a try and see how it fairs.

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Luv the trap buffs, LSAs were completely out-shadowing them.

I don't understand the Skyguard tower nerf though, most air mobs are anti-magical and SGTs deal magical dmg. So this makes them significantly less effective, is there going to be a new way to deal with air in the coming patches?

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@L. Sephiroth quote:

So quick question: Does the frost tower buff all towers within its range, or only those that are in the AoE of slow that it is currently applying to enemies?

As of right now, it only buffs the towers that are within the radius of the slow towers slow. This means traps and auras are easily able to get the buff, while towers are not. (Unless you stick them in the middle of a lane.) I've tried to work around this by moving towers to the side of where enemies get slowed, but overall it makes it very frustrating to use this correctly.

I wish it just caused enemies that were under the effect of the ice tower to receive >X< amount more damage.

In response to L. Sephiroth

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After playing around with the new Frostbite tower passives, I have found they are the most obscenely overpowered stats ever. I don't even have 1.4k DP, am level 47 and am yet able to boost a LSA by approx 10k damage per second. The scaling is slightly crazy. Do not know if this is how they are meant to be but I also found an item with 39% increase on this stat.


Of the topic of the damage increase, the range on these towers now can be increased crazily too. I have my towers currently at 7212 game unit range, and they stretch generally across an entire lane. So currently I place 4 frostbite towers and cover the whole map.

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Hooray for tower targeting, loot health and loot crit. fixes;
Boo for Oil Burn = Tower Damage: my Hero Damage Huntress disapproves, stops throwing oil at the monsters and starts using it to cover her body / goes Brazzers™ mode instead.

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Hi, thanks for the balances.... 

However, is hearty blockade bugged? I 'm replacing my 850 NM4 gear with my 103 ILVL gear because hearty blockade on my 103 gear is giving more health to walls than my 330 + Tower health gear in NM4...

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