Jump to content
Sign in to follow this  
iamisom

Upcoming Hero Balance Changes

Recommended Posts

Looks like our Hero Balance Changes for the next patch got out early! They have not been properly tested, so we're reverting them. If you wish to continue testing them before the next patch, please join our Remote Playtesting Group by emailing dani.moore[at]trendyent[dot]com!

So what are these Hero Balance Changes? Here's a tentative list of the changes! Keep in mind these are subject and very likely to change as our community testers in the RPG get their hands on them:

Squire

  • All Towers and Abilities now unlock at level 1

  • Sword Beam:

    • Now Scales with both Ability Power and Hero Damage

    • Mana cost reduced to 25

    • Increased damage by a lot relative to its new mana cost

    • Increased Collision size

    • Removed falloff damage

    • Removed cooldown

    • Increased projectile size, speed, and visuals to make it slightly cooler looking

    • Damage type is once again magical

  • Sword Beam Empowered:

    • Now Scales with both Ability Power and Hero Damage

    • Mana cost reduced to 25

    • Increased damage by a lot relative to its new mana cost

    • Increased damage of explosion by a lot

    • Increased Collision size

    • Removed falloff damage

    • Removed cooldown

    • Increased projectile size, speed, and visuals to make it slightly cooler looking

    • Damage type is once again magical

  • Provoke:

    • Increased damage boost substantially

    • Removed cooldown

    • Mana cost reduced to 50

  • Seismic Slam

    • Cooldown is now 10 seconds

    • Mana cost is increased to 100

    • Damage increased substantially

    • Stun duration increased

    • Damage type changed to earth crushing

    • Reversed damage falloff so now it deals bonus damage to enemies on the outside borders compared to the inside

    • Now scales with Ability Power and Hero Damage

  • Cannonball Tower

    • Damage increased by about 40%

  • Heavy Cannonball Tower

    • Damage increased by about 200%

    • Reduced projectile movement speed but DON’T WORRY damage more than makes up for it

  • Spike Blockade

    • Increased health by a lot

    • Damage increased by about 125%

  • Training Dummy

    • Increased health by a lot

    • Damage increased by about 100%

  • Harpoon

    • Damage increased by about 30%

  • Base block strength increased from 40% to 65% and with the skill sphere goes up to 90%

  • Squire Melee Attack Updates:

    • The Squire now wields his weapons with more skill and mastery. Each weapon variation now has its own playstyle and strength to it. This is in preparation to the upcoming Melee System update that removes Root Motion and gives players more freedom while attackng. The Squire now takes a few seconds depending on the weapon variant after a complete combo. Use this time to reposition! This will feel better when we remove Root Motion.

    • Light:  

      • The Squire wields Light Swords with lightning fast dexterity. He swings a total of 7 times at enemies before him. His swings are not wide so they are only able to damage enemies immediately in front of the Squire. Each swing now has its own damage multiplier

      • First swing deals normal damage

      • Second swing deals normal damage

      • Third swing deals 30% more damage

      • Fourth swing deals 30% more damage

      • Fifth swing deals 50% more damage

      • Sixth swing deals 50% more damage

      • He knocks the enemy in front of him with his shield knocking it back

      • Seventh swing deals 200% more damage (also knocks back enemies)

      • After such a powerful swing, the squire takes a second before continuing his attack combos again, use this time to reposition yourself

    • Medium:   

      • The Squire’s medium sword hits targets in a small cone in front of him

      • Removed root motion from the first 3 attacks

      • First attack deals normal damage

      • Second attack deals 130% damage

      • Third attack deals 180% damage

      • Fourth deals 275% damage

    • Heavy

      • Heavy is all about massive cleave in wide areas

      • First attack deals 130% damage

      • Second attack deals 180% damage

      • Third deals 450% damage


Apprentice

  • All Towers and Abilities now unlock at level 1

  • Magic Missile

    • Increased the max number of default marked targets to 8

    • Damage increased substantially

    • Cooldown removed

    • Mana cost reduced to 25

  • Tornado

    • Reduced cooldown to about 2 seconds

    • Knockup duration increased slightly

    • Damage increased substantially

    • Number of maximum affected targets by default is now 10

  • Lightning Rod

    • Cooldown is now 10 seconds

    • Stun duration increased to 18 seconds

    • Damage increased monumentally

  • Mana Bomb

    • Cooldown set to 10 seconds

    • Damage increased substantially

  • Flameburst

    • Damage increased slightly

    • Reduced the damage falloff so the AoE is more impactful

  • Flamethrower

    • Unchanged

  • Arcane Blockade

    • Health increased substantially

  • Frostbite

    • Unchanged

  • Earthshatter Tower

    • Damage increased by nearly 400%

  • Magic Staves secondary charge damage increased by 800%


Monk

  • All Towers and Abilities now unlock at level 1

  • Pole Smash

    • Damage increased substantially

    • Cooldown removed

    • Mana cost is reduced to 25

    • Falloff Damage removed

    • Now scales off of Ability Power and Hero Damage

  • Chi Blast

    • Mana cost increased to 50

    • Damage increased substantially

    • Damage falloff removed

    • Cooldown removed

  • Heroic Presence

    • Mana cost set to 100

    • Cooldown set to 10 seconds

    • Now gives a substantially more powerful damage boost

    • Heal strength increased

  • Shielding Wave

    • Mana cost set to 100

    • Cooldown set to 10 seconds

    • Shield strength increased from 600% to 2000% of your ability power stat

  • Lightning Aura

    • Damage doubled

  • Lightning Strikes Aura

    • Damage increased

  • Boost Aura

    • Now gives an extra 25% of the monk’s DP stat as extra DP to the towers it affects

  • Serenity Aura

    • Unchanged

  • Sky Guard

    • Damage increased slightly

  • Monk Melee Attack Updates:

    • Similar to the Squire, the Monk now wields the different variations of polearms differently. Similar to the Squire, he now takes a few seconds depending on the weapon variant after a complete combo. Use this time to reposition! This will feel better when we remove root motion.

    • Light:  

      • Light polearms are fast hitting and they deal damage generally to enemies in front of the monk

      • First three hits deal normal damage

      • Second hit deals 150% damage

      • Third does 150% damage

      • Fourth does 200% damage

      • Last does 300% damage

    • Medium

      • Medium is similarly a medium cleave weapon with the last attack being a wide attack

      • First hit deals regular damage

      • Second deals 150%

      • Third deals 280%

    • Heavy

      • Heavy is about massive cleave damage in a deeper area

      • First deals 125%

      • Second deals 150%

      • Third deals 175%

      • Fourth deals 320% damage


Huntress

  • All Towers and Abilities now unlock at level 1

  • Concussive Shots

    • Cooldown reduced to 5 seconds

    • Damage now scales with both AP and HD

    • Mana cost reduced to 25

    • Damage adjusted accordingly

  • Sticky Nades

    • Mana cost set to 50

    • Cooldown reduced to 5 seconds

    • Damage now scales with both AP and HD

    • Damage increased substantially

  • Oil Flask

    • Mana cost set to 50

    • Cooldown removed

    • Damage adjusted slightly

    • Damage of the DoT caused by igniting enemies oiled by the oil flask now scales with ability power and deals a good bit of damage so you want to make sure you pop that oil with some fire

    • Increased the oiling duration by 4 seconds

  • Piercing Shot

    • Mana cost set to 100

    • Cooldown reduced to 10 seconds

    • Damage increased substantially and now scales with HD and AP

  • Proximity Mine

    • Damage increased by 35%

  • Elemental Chaos

    • Damage increased by nearly 4 times

  • Geyser Trap

    • Damage increased slightly

    • Attack Rate reduced slightly

  • Blaze Balloon

    • Damage increased by about 45%

    • Tic rate reduced slightly

  • Poison Dart Tower

    • Damage increased substantially

    • No longer needs to hit the target multiple times to apply the damage

    • Should change targets after hitting a single target


Builds Redesigned

With the heroes getting a stat lift, we decided to take a look at our core builds and redesign them accordingly. If the passive says “requires reroll,” that means that the item you currently have will be rerolled when the update comes out.


  • Monk Harbinger Pole Smash Fist (Requires Reroll)

    • Cooldown reduction removed

    • The two fists now roll separate damage values

    • Rebalanced to be more viable

  • Monk Lightning Strikes Harbinger Fists (Requires Reroll)

    • Chance to proc is now variable

    • Damage form first fist is now variable

    • Area damage from smaller fists is also variable

    • Rebalanced to be more viable

  • Arcane Barrier Portal  (Requires Reroll)

    • Removed health bonus since that is no longer needed with the health buffs

    • Buffed the damage effects

    • Increased the DoT duration to 8 seconds

    • DoT damage now scales separately than the meteor damage

  • Mana Bomb Portal (Requires Reroll)

    • Rebalanced the numbers to make them more viable

    • All three values now roll separately

      • Shield strength

      • DoT damage

      • Meteor Damage

  • Concussive Shots Shards (Requires Reroll)

    • Damage from initial spikes scales separately

    • Damage from spike explosion scales separately

    • Damage adjusted

  • Geyser Shard  (Requires Reroll)

    • Chance to Proc is now variable

    • Damage is also variable

    • Damage adjusted

  • Provoke Charge (Requires Reroll)

    • DoT damage adjusted to be more viable

    • Seismic Slam damage adjusted to be more viable

  • Provoke Shield Charge (Requires Reroll)

    • Second reduction is now a variable

  • Training Dummy Void (Requires Reroll)

    • Removed health increase since that is no longer needed due to health buffs

    • Chance to proc is now variable

    • Damage adjusted to be more viable

  • Hearty Harpoon Build (Requires Reroll)

    • Hearty Blockade

      • This passive no longer appears on Armor and Weapons. It now only has a chance of appearing on Totems

      • Values increased on the totem slightly

    • Hearty Blockade Passive that appears on Shields

      • This passive was removed from the game

    • Hearty Harpoon

      • This passive was removed from the game, the damage was instead added to Explody Harpoon

    • Explody Harpoon

      • Now scales with Defense Power and damage values adjusted slightly

  • Serenity Aura Build (Requires Reroll)

    • Serenity Aura Explode

      • Unchanged

  • Serenity Aura Range

    • No longer appears on Helms, Gloves, or Chests, only appears on Gloves

    • Values for gloves adjusted accordingly

  • Serenity Aura Slow

    • Slow intensity increased

  • Frost Fire Build (Requires Reroll)

    • Frost Tower Slow: unchanged

    • Frost Fire: removed – replaced with Frosty Power

    • Frosty Power no longer appears on an entire set of Armor, instead it now replaces the Frost Fire passive on the legendary weapon

      • Boost value adjusted to compensate

  • Phoenix’s Call Build (Requires Reroll)

    • Phoenix’s Damage will no longer appear on items

    • Phoenix’s Luck will no longer appear on items

    • Phoenix’s Call now has Phoenix’s Damage and Phoenix’s Luck incorporated inside it! Values adjusted accordingly

    • Phoenix’s Collision increased by 50%

  • Poison Dart Build (Requires Reroll)

    • Towering Poison removed from the game

    • Speedy Darts removed from the game

    • Explosive Poison reworked to do the following:

      • Poison Dart Tower now does X% more damage. When a poisoned target dies, it detonates dealing Y% of your Defense Power Stat as damage to enemies within a Z radius.

  • Betsy Passives (Requires Reroll except for apprentice)

    • Squire: now deals X% of your Hero Damage stat as Damage instead

    • Apprentice: Unchanged. This will be reworked entirely in the future.

    • Huntress: Unchanged.

    • Monk:

      • X% chance on hit secondary attacks will spawn a lightning area, dealing Y% of your Hero Damage stat as storm damage for Z seconds.

Share this post


Link to post
Share on other sites

In case you're wondering:  Any passive changes regarding the Abyss Lord or EV2 were not intentional. We're hoping that, along with the 4s Huntress bow issue, will be fixed when we revert these changes. If not, we'll fix them in an upcoming patch.

Share this post


Link to post
Share on other sites


@Onu quote:

Does that mean we have to do the Grinding all over again?

thats kind of the point, i love it

i assume the items that are supposed to have the passive will stay, and the rest will get changed

for someone like myself that has a gazillion characters, this means a lot of work for me, aka more hours to pour into the game

hue Emoji_Kobalt.png

Share this post


Link to post
Share on other sites

Boost Aura

  • Now gives an extra 25% of the monk’s DP stat as extra DP to the towers it affects

This is bugged [[4370,users]]
It actually is now 2,5% =/ not 25%. It is a nerf. Please let your team know so they can correct it. Ty a boost aura loving goblin.

Share this post


Link to post
Share on other sites


@dreamanime quote:

Boost Aura

  • Now gives an extra 25% of the monk’s DP stat as extra DP to the towers it affects

This is bugged iamisom
It actually is now 2,5% =/ not 25%. It is a nerf. Please let your team know so they can correct it. Ty a boost aura loving goblin.

To be fair, the intended result is a buff. These changes have not been tested and were not ready for the public. So when this comes back in the next update, it should be 25% (unless our community testers give us feedback and we make additional changes).

Share this post


Link to post
Share on other sites

Big move Trendy. Hope it doesn't cause too many new balance issues. At least you guys are willing to take risks.

Btw, never heard of Hearty Harpoon

Share this post


Link to post
Share on other sites

Just as a point of note, is doesn't feel like this is happening... (testing on dumbies and from basic observation), but this change is actually sick. I loved the concept of the Poison Dart tower and I can finally utilize them nicely.


@iamisom quote:

Looks like our Hero Balance Changes for the next patch got out early! They have not been properly tested, so we're reverting them. If you wish to continue testing them before the next patch, please join our Remote Playtesting Group by emailing dani.moore[at]trendyent[dot]com!

So what are these Hero Balance Changes? Here's a tentative list of the changes! Keep in mind these are subject and very likely to change as our community testers in the RPG get their hands on them:

Huntress

  • Poison Dart Tower

    • Should change targets after hitting a single target

Share this post


Link to post
Share on other sites


@TMTrainer quote:

Just as a point of note, is doesn't feel like this is happening... (testing on dumbies and from basic observation), but this change is actually sick. I loved the concept of the Poison Dart tower and I can finally utilize them nicely.

Yeah, it's bugged sadly, but it'll be fixed for the RPG build so they can go in, test it out and see how it feels. Those changes are what I'm most excited to try out.

Share this post


Link to post
Share on other sites

Poison Dart Build (Requires Reroll)

  • Towering Poison removed from the game

; (
Good night, sweet princess. That was my favourite build, I loved the "stealth wall" effect, where all the ranged mobs ran up to the tower because of its low aggro before noticing it actually has 440k HP. Good times : (
But there are a couple of nice things coming as well I guess! Does the Poison Dart Tower get a new passive instead of Towering?

Share this post


Link to post
Share on other sites

Towering poison was a mistake from the beginning; good riddance is all I have to say. Poison dart was intended to be a good DoT defense, not a wall (and a wall without aggro to boot).

Share this post


Link to post
Share on other sites


@gigazelle quote:

Towering poison was a mistake from the beginning; good riddance is all I have to say. Poison dart was intended to be a good DoT defense, not a wall (and a wall without aggro to boot).

I'm not seeing the problem, I had loads of fun playing with that. Why call something that fun a mistake?

Share this post


Link to post
Share on other sites

I'm personally not against having a low-aggro wall; in fact if Trendy wanted to repurpose any one of the worthless walls in the game to do that, I'm all for it.

The mistake was the fact that the poison dart's design was originally to be most advantageous in long paths, but Trendy lost sight of that. Instead they went in favor of it being a non-intuitive wall and focused more on up-front damage as opposed to damage over time.

In the super early builds of DD2 (before steam release), poison darts were amazing in softening up enemies before they got to the rest of your defenses. I'm hoping the revamp will return the PDT to its roots.

Share this post


Link to post
Share on other sites

The earth shatter does not have an aoe now? is this intentional?

I was looking forward to getting some good earthshatter 10% aoe gear :(


Share this post


Link to post
Share on other sites

I have to say that I'm very disappointed by the lack of major changes to the Apprentice towers. Why ever bother with Flameburst or Flamethrower over Skeletal Archers still? Don't say for AoE damage, because their huge range loss and the fact that Explosive Arrows passive exists makes that not a great point.

On top of that, removing Frostfire for more Frosty Power is awful without revamping how Frosty Power works. Why not just make Frosty Power make the targets take X% more damage from all sources while they're affected? It's silly that the synergy only applies to auras and traps as it stands.

Flameburst and Flamethrower should have their damage and range/AoE range increased further, or some new passive introduced to make them more viable. We'll have to see if Earthshatter is any good after the patch hits, but something tells me just straight increasing its damage doesn't begin to solve the design issues with that tower.

Share this post


Link to post
Share on other sites


@gigazelle quote:

I'm personally not against having a low-aggro wall; in fact if Trendy wanted to repurpose any one of the worthless walls in the game to do that, I'm all for it.

The mistake was the fact that the poison dart's design was originally to be most advantageous in long paths, but Trendy lost sight of that. Instead they went in favor of it being a non-intuitive wall and focused more on up-front damage as opposed to damage over time.

In the super early builds of DD2 (before steam release), poison darts were amazing in softening up enemies before they got to the rest of your defenses. I'm hoping the revamp will return the PDT to its roots.

I still don't see the conflict. If you want to go for full DPS Darts "back to the roots", then you'd probably stack Tower Crit instead of Tower Health and the revamped Explosive Poison Passive helps by focusing on Defense Power instead. If you want the Poison Walls, you'd still have the choice to go Defense Health and Towering Poison, sacrificing DPS in return.

I just think that it's nice if there is more than 1 obvious way to play a tower, and the Poison Dart Tower had the possibility of being a tower like that. Now that Towering Poison is out of the picture, it is a 1-trick pony again. That's a shame to me, now that I can't play the build I enjoyed the most anymore.

I do see the appeal of full DPS Darts, and I'd most likely build  a DPS Dart Huntress regardless, but I'm not convinced about the need to crop out the other playstyle for that. It's not like they are standing in conflict, it's just 2 different paths branching out

Share this post


Link to post
Share on other sites

i have a question about the reroll  on gear. does it mean that old gear with old passive will have a once chance to reroll them into new passives or does it mean i have to dumb my old useless gear and farm brand new gear?

Share this post


Link to post
Share on other sites


@Insanity Geo quote:


@Onu quote:

Does that mean we have to do the Grinding all over again?

thats kind of the point, i love it

i assume the items that are supposed to have the passive will stay, and the rest will get changed

for someone like myself that has a gazillion characters, this means a lot of work for me, aka more hours to pour into the game

hue Emoji_Kobalt.png

I got 3 pages of heroes as well.. Iv rebuilt them 2-3 times as other friends of mine have also . Not into another time... Especially trying to find a decent leg now with the crappy drops.

Share this post


Link to post
Share on other sites


@Kumasan quote:

Big move Trendy. Hope it doesn't cause too many new balance issues. At least you guys are willing to take risks.

Btw, never heard of Hearty Harpoon

What's a harpoon?

Share this post


Link to post
Share on other sites


@nah quote:


@Kumasan quote:

Big move Trendy. Hope it doesn't cause too many new balance issues. At least you guys are willing to take risks.

Btw, never heard of Hearty Harpoon

What's a harpoon?

I think its the Ballista

Share this post


Link to post
Share on other sites


@Kumasan quote:


@nah quote:


@Kumasan quote:

Big move Trendy. Hope it doesn't cause too many new balance issues. At least you guys are willing to take risks.

Btw, never heard of Hearty Harpoon

What's a harpoon?

I think its the Ballista

harpoon is what you call ballista but in dd1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...