Saturday, April 9, 2016

Fate/Another Beta v1.45 Patch Note

Hey folks,

I usually don't do it, but since it will be the biggest balance change since the initial release of beta version with lot of reverts and overhauls, I thought I'd take a time explaining what was going on behind the scene and the reason why changes were done. This will likely be the last major balance patch before official release, after configuration UI is finished.

As always, contribution to Dota 2 Fate/Another wikia would be greatly appreciated. If you want, feel free to leave your name for credit.


* General
- Fixed a bug where Fatepedia did not display the 5th Attribute when applicable

* Archer(5th)
Clairvoyance's radius was balanced around ward, which had its vision radius nerfed few months ago. 1400 aerial vision ability with short cooldown was a bit too powerful in current state of game and the numbers had to be toned down. 

At the same time, several QoL buffs are lined up to make up for the loss in utility. Broken Phantasm was the worst victim of mechanic changes from Warcraft 3 to Dota 2 platform, because in Dota losing vision on target mid-cast means the ability would be canceled right away.  Now it is channeling-based, and the script will manually check if target is in vision at the end of channeling to decide whether it will shoot or not. In addition, Archer players will enjoy lower Attribute costs that will help them reach power spike with more spare master mana.

- Clairvoyance radius reduced(900/1400->800/1100)
- Kanshou Bakuya cast point reduced(0.3->0.1), and now refunds mana cost if cast in UBW
- Broken Phantasm and Hrunting are now channeling-based. Even if target is lost mid-cast, it will still shoot as long as target is visible
- Attribute:Hrunting mana cost reduced(14->12), cooldown increased(70->100)
- Attribute:Improve Projection mana cost reduced(14->13)


* Lancer(4th)
The technology is here

- Double Spearsmanship now causes Lancer to perform double attack by 20/30/40/50/60% chance instead of reducing BAT
- BAT increased(0.7->0.8)
- Attribute:Mind's Eye now increases vision radius by 250


* Archer(4th)
Small QoL improvement that would make C Scroll - Gram combo more fluid. Also scalability adjustment.

- Gram casting point reduced(0.8->0.6)
- Attribute:Power of Sumer AD ratio increased(0.35->0.5)
NOTE: I forgot to change the attribute tooltip so it still says 0.35, but it does add 0.5 AD.
- Attribute:Sword of Creation mana cost reduced(19->14)


* Assassin(5th)
Assassin was one of the trickest heroes to port back in 2015, due to illusion mechanics being extremely buggy and making game very susceptible to crash. To this date, illusion is still unstable and you have very little freedom on adjusting its properties to suit the need of custom game developers. For example, you cannot adjust illusion's attack speed to match the original's because it is hard locked by Dota 2's illusion mechanics. 

As a result, reworks were done to make Assassin less reliant on illusion but it caused his late-game potential to be very limited. Now that autoattack can be integrated into hero's kit more liberally with PerformAttack() API, this iteration will focus on increasing the scalability of Assassin while removing illusion mechanics for good. Also, new passive will further strengthen Assassin's role as scavenger that preys on heroes whose command seal is on cooldown.

- Illusion mechanics removed; Heart of Harmony and Combo do not conjure illusions anymore
- Mind's Eye now adds bonus magic damage on base attack, which is increased if target is revoked. Critical damage component is now removed.
- Heart of Harmony now grants damage reduction against all types instead of magic resistance, and lands several autoattacks upon proc.
- Tsubame Gaeshi now applies on-hit effects.
- Combo:Tsubame Mai no longer has separate components for counter and autoattack; both activate the aerial combo, and aerial slashes now apply on-hit effect. Slash count reduced(7->5)
- Attribute:Improve Mind's Eye mana cost reduced(10->7)


* Assassin(Extra)
In the hero overview, I briefly mentioned about how brutal Assassin's combo was in earlier version of WC3 and how I wanted to prevent instant 3k pure damage of death by making combo an empowered version of E instead of R. However I gotta admit I went a little overboard with the nerfing; visual effect aside, it is really underwhelming. Combo should be satisfying to use and make you feel powerful when used, but it is not really accomplishing any. These changes will hopefully bring it up on par with other Comboes. 

At the same time, some of No Second Strike's pure damage component is going to be shifted to magic damage so that opponent has more counterplay options available other than simply stacking STR. For note, Assassin currently boasts highest win rate and high pick rate even with gimped combo!

- Cosmic Orbit's passive resist duration is now fixed at 0.25 seconds
- No Second Strike initial pure damage reduced(550/625/700/775/850->550/600/650/700/750), Open Wound proc damage increased(50/100/150/200/250->50/125/200/275/350)
- Attribute:Circulatory Shock bonus pure damage reduced(200->150)
- Attribute:Furious Chain AGI ratio reduced(3.0->1.6)
- Combo:Raging Dragon Strike(3rd) attack count increased(10->15), max hit limit per target increased(4->8), base damage reduced(200->150)


* Avenger
Avenger received several significant buffs on Dota 2, being able to cast E-R without blowing Blue Pot/Mana seal and use Vengeance Mark to utilize Verg Avesta more proactively. Verg Avesta's return multiplier is going down this patch to match the reward with reduced risk. However, the buffs to Attributes will be a delight for players who prefer Lifeswap or Melee build.

- Verg Avesta return multiplier reduced(145/155/165/175/185%->130/140/150/160/170%)
- Murderous Instinct critical damage now scales with skill level(225%->180/195/210/225/240%)
- Attribute:Dark Passage mana cost reduced(14->12)
- Attribute:Overdrive's initial attack speed bonus now kicks in at 80% instead of 20%, attack speed buff duration increased(1.0->2.5)
- Attribute:Blood Mark now occupies D button instead of W. Veangence Mark cannot be cast for 3 seconds after using Blood Mark
- Attribute:Demon Incarnate mana cost increased(14->16)


* Berserker(4th)
The intention behind Arondite rework was shifting some of his sustained dps and insane durability(massive all stats bonus while turning untargetable, ouch) into moderate upfront damage, which would complement his weak early game. It appears that, however, Berserker is still as unkillable as ever while Arondite persists and the burst of physical damage works way too well with armor reduction from Q. Overall, the changes failed to address the issue and promoted a rather unhealthy playstyle to rise. We are going back to good ol' Imbalot, Passive movespeed is here to stay...for now.

- Double Edge now causes Berserker's base attack to briefly slow enemy by 80% on attack and burns 10/20/30/40/50 mana. Attack speed bonus reduced(25/50/75/100/125%->10/20/30/40/50%)
- Arondite initial damage removed. Attack damage bonus reduced, but now grants all stats as well
- Attribute:Total Assault changed to Eternal Flame


* Caster(4th)
Combo too weak. 

- Combo:L'arrt De Mort DoT damage increased(100% of total health->150%)


* Caster(Extra)
For a spammable poke, Soulstream deals way too much damage and has become too easy to land after a bugfix to hitbox(It used to have 75 collision radius, 175 after bugfix). It would output ultimate-level damage on high stacks, let alone amplifications from Mantra and Armed Up. These changes are intended to make Soulstream more of a trigger for E and Charms until player invests into significant amount of INT, while further defining her role as sustained spellcaster.

- Soulstream cooldown rescaled(3/2.5/2/1.5/1->5/4/3/2/1), collision radius reduced(175->125), additional damage per stack removed, base damage rescaled(70/85/100/115/130)
- Subterranean Grasp cooldown rescaled(30/24/18/12/6->45/30/18/9/4)
- Eightfold Blessing of Amaterasu passive INT bonus reduced(0/10/20/30/40->0/5/10/15/20)
- Attribute:Spirit Theft INT ratio increased(0.5-> 0.75)


 * Red Saber(Extra)
Making up for Clairvoyance nerf.

- Aestus Domus Aurea radius increased(900->1050)
- Attribute:Improve Imperial Privilege mana cost reduced(14->12)
- Attribute:Soverign's Glory mana cost reduced(14->11)


 * Ruler(Apocrypha)
Ruler was originally designed as a supportive fighter that forces difficult decision for enemy; to leave her alive&be disrupted or to kill her&face the consequence. Her threat level right now, however, is quite low due to abysmal numbers on her abilities other than God's Resolution(E). In addition, her Attributes cost a bit too much for what they do, preventing her from surging in power mid-game. Her numbers are getting comprehensive buffs this patch to bring her power level up to the standard.

- BAT reduced(1.25->1.20)
- Purge the Unjust bonus pure damage per kill increased(30/45->50/60)
- Luminosite Eternelle crowd control duration increased(2/2.3/2.6/2.9/3.2->2/2.5/3/3.5/4)
- Attribute:Identity Discernment mana cost reduced(13->8)
- Attribute:Improve Saint now also causes Unjust enemies to take 10% additional damage
- Attribute:Divine Symbol mana cost reduced(14->12)
- Combo:La Pucelle's flame damage is now based on current health of target(75 per sec->9% of target's current health per sec). Attack speed bonus increased(100%->200%)


* White Saber(Extra)
Collective small buffs to empower Saber's offensive capability on his own.

- Attack range increased(100->185)
- BAT reduced(1.2->1.0)
- Invigorating Ray heal amount increased(250/325/400/475/550->250/350/450/550/650)
- Attribute:Divine Meltdown damage increased(9 to 5%->15 to 7%)