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PostPosted: March 18th, 2015, 4:29 pm 
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Changelog 3/17/15 Discussion


MARINES

Untouchable
- No longer dodges spell or melee attacks

Unstoppable
- Attack speed buff increased to +35% (from +33%)

Blink
- Cooldown decreased to 5.0 (from 8.4)


MERCENARIES

Goliath
- HP per CC upgrade decreased to +24 (from +25)

Warp Zealot
- Increased base HP to 140 (from 135)
- Increased base attack Damage to 14 (from 13.5)

Reaver
- Increased base HP to 440 (from 420)

Wraith
- Dodges ranged attacks for 5 energy
- Max energy changed to 10 (2 dodges)
- Energy regen now increases with trainings

Lancer
- Increased +HP per CC upgrade to +10 (from +8)
- Added +0.333 shield armor per training


HEROES

Hunter Killer
- Reduced burrowed sight to 4 (from 5)
- Reduced +burrow speed per lvl to +1.0 (from +1.6)
- Reduced HP regen to 5 (from 7.5)
- Reduced burrowed HP regen to +10 (from +15)


Last edited by Mythic on March 20th, 2015, 11:53 am, edited 5 times in total.

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PostPosted: March 18th, 2015, 5:03 pm 
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Well the hk movement speed nerf was retarded... how are you suppose to stay alive from reps and Dw and mando now..josin put burrow speed back.


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PostPosted: March 18th, 2015, 5:06 pm 
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     SeexySauce wrote:
Well the hk movement speed nerf was retarded... how are you suppose to stay alive from reps and Dw and mando now..josin put burrow speed back.

kite the one being focused back, the other two should be able to kil reps. Mando should counter hks anyways right?


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PostPosted: March 18th, 2015, 5:06 pm 
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They're tanky as it is. Hindering their ability to retreat quickly is the right step imo.


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PostPosted: March 18th, 2015, 5:13 pm 
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rip high level hks. Shoulda listened to me :C


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PostPosted: March 18th, 2015, 5:15 pm 
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     MrPocky wrote:
     SeexySauce wrote:
Well the hk movement speed nerf was retarded... how are you suppose to stay alive from reps and Dw and mando now..josin put burrow speed back.

kite thec [tear] one being focused back, the other two should be able to kil reps. Mando should counter hks anyways right?

I appreciatw the advice...but trust me I know what I am d8ing with HK, and I highly doubt you do, conside3ing the fact you think HK can kill reps of the start. Plz a test mode and do ghost reps vs HK, or dw vs HK. You don't know what your talking about here pocky.


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PostPosted: March 18th, 2015, 5:16 pm 
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.


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PostPosted: March 18th, 2015, 5:24 pm 
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I mean if we replayed the tourney on this changlog it would go differently with those hks. My reaps would eat them up.


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PostPosted: March 18th, 2015, 5:29 pm 
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     gerpums wrote:
I mean if we replayed the tourney on this changlog it would go differently with those hks. My reaps would eat them up.

I'm glad someone understands.....the HK won't get counterd by mando....it will be streight feed, with no way to run. Not to mention every elite will rapenthem cuz they are to damn slow.


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PostPosted: March 18th, 2015, 6:19 pm 
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still looking at HK

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PostPosted: March 18th, 2015, 6:20 pm 
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Please but the movement speed back, if you used them you would understand why very fast ha.


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PostPosted: March 18th, 2015, 6:47 pm 
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     SeexySauce wrote:
Please but the movement speed back, if you used them you would understand why very fast ha.


I use them and I agree with the change.


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PostPosted: March 18th, 2015, 6:53 pm 
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Corrupter-reaper op vs heroes with low ms...

I think straight HKs feed much faster than the straight tech of the other heroes, though.
Seems kind of op in pubs as it can be rather safe and strong at the same time.
So risk/reward could be a little more balanced for HK imo...


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PostPosted: March 18th, 2015, 7:51 pm 
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So about the OP. Can we do that for future changelog discussions? It looks nice. Good job sonoma & mythic.


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PostPosted: March 18th, 2015, 8:07 pm 
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     SeexySauce wrote:
Well the hk movement speed nerf was retarded... how are you suppose to stay alive from reps and Dw and mando now..josin put burrow speed back.

Says the guy who goes HKs every single game.

HK has ridiculous HP regen when burrowed which makes them like beetles, very very hard to kill when burrowed. The problem is they even regen when taking damage. Leveled HKs regen around 100 hp per second when burrowed.

Not to mention u always need to scan to kill them and it's isnt exactly hard to spam R or hide them under armies like an infestor.

So while ur spending all this time trying to focus down 1 HK, the other 2 HKs are ripping ur army apart. As a result the HK person virtually always comes out ahead in trade.

If anything they need an HP regen nerf when burrowed, but the movement speed of -1 is alright too.

@Josin: Do HK's have dodge % when burrowed?


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PostPosted: March 18th, 2015, 8:08 pm 
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     Immortals wrote:
So about the OP. Can we do that for future changelog discussions? It looks nice. Good job sonoma.


Not sure what you mean Immo? Mythic said he plans to combine all the suggestions for a week into a main discussion thread, the format his post is in is a bbcode, anyone can use it.


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PostPosted: March 18th, 2015, 8:09 pm 
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harship marine arena will end up playing marine arena.

"great thinkers"


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PostPosted: March 18th, 2015, 8:14 pm 
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     Sonoma wrote:
     Immortals wrote:
So about the OP. Can we do that for future changelog discussions? It looks nice. Good job sonoma.


Not sure what you mean Immo? Mythic said he plans to combine all the suggestions for a week into a main discussion thread, the format his post is in is a bbcode, anyone can use it.


Yeah, but I'd prefer to not have to cobble together random sentences from threads. I'd like to see real balance suggestions again, like:

     Quote:
SOME UNIT
- some suggestion
- some suggestion

***

Lorem ipsum reasoning


instead of an OP that just reads something like "x is op... if you've tried it you know, pls nerfe"

     Immortals wrote:
So about the OP. Can we do that for future changelog discussions? It looks nice. Good job sonoma & mythic.


I'm planning on doing just that.


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PostPosted: March 18th, 2015, 8:18 pm 
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     Valour wrote:
     SeexySauce wrote:
Well the hk movement speed nerf was retarded... how are you suppose to stay alive from reps and Dw and mando now..josin put burrow speed back.

Says the guy who goes HKs every single game.

HK has ridiculous HP regen when burrowed which makes them like beetles, very very hard to kill when burrowed. The problem is they even regen when taking damage. Leveled HKs regen around 100 hp per second when burrowed.

Not to mention u always need to scan to kill them and it's isnt exactly hard to spam R or hide them under armies like an infestor.

So while ur spending all this time trying to focus down 1 HK, the other 2 HKs are ripping ur army apart. As a result the HK person virtually always comes out ahead in trade.

If anything they need an HP regen nerf when burrowed, but the movement speed of -1 is alright too.

@Josin: Do HK's have dodge % when burrowed?

I don't do HK every game....and its not hard to scan, wait hk to pop up, and then right click it with a dw, or ghost anything that has decent range. A hp reg nerf while burrowed or something makes more snese to balance it. I'm all for balanceing, just not for makeing things suck really hard.


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PostPosted: March 18th, 2015, 8:22 pm 
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Just don't be biased about what you add mythic, that has been the downfall for every other person who attempted to take on this role. everything has to be included if your going to condense a bunch of threads into one easy read for josin


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PostPosted: March 18th, 2015, 8:26 pm 
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Sexy the nerf doesn't have an effect on hks if you never burrow them. Ta-da!


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PostPosted: March 18th, 2015, 8:27 pm 
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wow, rineblink got crazy


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PostPosted: March 18th, 2015, 8:43 pm 
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Issue is that the hks are burrow moving when they have lost their army not when youre focusing one down in a fight. They have to leave earlier than the army and can not harass at all since anyone going merc can catch them running now ez, despite their burrowed tankiness. Hence, I suggest armor nerf, base and scaling IMO.


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PostPosted: March 19th, 2015, 12:47 am 
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To answer the question about burrowed dodge.
It used to be 20% dodge, but dodge was changed to reduction back in v2.0.
I believe the burrowed reduction is active for most burrowed units, including beets.

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Thank You, for being Kind, Respectful, and Appreciative of the Devs.
We have put a lot into this game and greatly appreciate your support. [wedabest]


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PostPosted: March 19th, 2015, 1:24 am 
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Yeah I recall that, coz u could dodge stuff like mando/ghost snipe and it was lame.

TBH I don't think burrow damage reduction should even be in place for any unit automatically, it doesn't make any sense at all and only serves to confuse.

If it's a benefit as part of some upgrades then it may be alright.


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