Dota 2
Shambles
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更新:2018 年 12 月 7 日 @ 下午 2:47

- 'Earth Brutes' 'Imprison' damage now scales up it's damage over it's duration
- 'Earth Brutes' 'Imprison' slow increased
- 'Earth Brutes' 'Imprison' stun duration decreased
- several Bug fixes

更新:2018 年 11 月 21 日 @ 上午 2:19

Beta v0.99c

- lowered 'Earth Brutes' 'Imprison' damage from 15% to 8%
- lowered damage done by encounters in Rookie mode from -20% to -33% (Normal mode stays at 0%)
- lowered health from all encounters by ~15%

更新:2018 年 11 月 20 日 @ 上午 5:20

Beta v0.99b

- fixed Bugs related to Dota 2 v7.20
- lowered absolute Armor values to match new Armor formula

更新:2018 年 11 月 10 日 @ 上午 3:46

Beta v0.99a

Update key issue: Bosses

Bosses:
- reduced Health pool of all bosses to make the game more accessable on Rookie and Normal Mode
- reworked Earth Brutes a little bit
- added environmental interaction for first 3 bosses: Earth Brutes, Stony and Graft
- added some more helping and storytelling interaction for The Grandmaster (KotL)

Bug fixes:
- fixed damage for spells of the boss Stony (Tiny)

更新:2018 年 3 月 30 日 @ 上午 2:09

- changed loot drop table for Earth Brutes (first boss)
- changed Force Staff range back from 400 to 600

更新:2018 年 3 月 29 日 @ 下午 1:32

-fixed a bug preventing the game from starting

更新:2018 年 3 月 29 日 @ 下午 1:18

-changed minimum players from 3 to 1

更新:2018 年 3 月 29 日 @ 下午 1:06

Beta v0.99

Update key issue: Core systems and mechanics overhaul

Thanks to the appreciated feedback, this patch focuses on improving all game systems and mechanics based on given feedback.

General
- all damage/heal/HP/Mana etc. values divided by 10 (for better feeling because of Dota's original values)
- all heroes' damage and enemies HP additionally divided by 4 (for better feeling because of Dota's original values)
- Map Score: time penalty from -4 to -8 per minute
- Map Score: death penalty from -10 to -6 per death

Notes: Bringing the 'standard Dota feeling' for values like damage/heal/HP/Mana will help understanding many things easier and more quickly.
Generally, this custom game should feel much more 'familiar'.

Heroes - General
- heroes max level no longer capped at level 1
- heroes start with level 3

Notes: Allowing heroes to level up and get stronger will add much more dynamics to the game.

- added the use of attributes (str, agi, int)
- adjusted strength bonuses per point:
-- grants 8 instead of 20 HP
-- grants 2.50% instead of 0.71% Health regen amplification
-- grants 0.00% instead of 0.15% Status resistance
-- strength and max health now grants "resilience", which reduces taken damage by ( (str / 10) + (max health / 200) )%.
- adjusted agility bonuses per point:
-- grants 0.08 instead of 0.17 Armor
- adjusted intelligence bonuses per point:
-- grants 8 instead of 12 Mana
-- grants 4.00% instead of 2.00% Mana regen amplification
-- grants 0.30% instead of 0.07% Spell damage amplification

Notes: Attributes is a must-have when allowing heroes to level up.
These attribute changes making spell damage much more viable when allowing attributes in this game.
Standard Dota attributes are not suitable for these kind of custom heroes.

Heroes - Abilities
- abilities can be leveled up now. Behaves mostly like standard Dota e.g. Normal max Level: 4, Ultimate max Level: 3
- heroes start with 3 ability points
- many abilities changed: reduced low cooldown spells, thus reducing button mashing
- better visibility for enemy's and hero's buffs and debuffs

Notes: Getting closer to Dota's originals includes leveling abilities.
This also allows that every player can find out, which abilities work well with each other and what's the best order.

Heroes - Talents (custom system)
- many Talents reworked:
-- replaced "Common" stat talents with "Basic" stat talents
-- replaced "Basic" stat talents with "Advanced/Expert" triggered talents
-- replaced "Advanced/Expert" triggered talents with hero specific talents
- increased impact on game for all talents (much less talent points to spent but much more impact)
- drastically reduced initially given talent points
- rescaled bonus talent points for boss kills

Notes: Talents were way too overwhelming. For now, they are kept very simple but still impactful.
Reducing the total number of talent points to a much smaller number helps understanding every talent.

Bosses
- each defeated boss grants 3 hero levels
- rebalanced bosses' health and damage to match the new hero progression system
-- auto attacks and ability damage of bosses now do "X percentage of max health of victim" damage.
-- This mechanic is necessary to prevent stacking of tanky items and just win the game by just tanking every damage taken
---- Example: If an ability of a boss does 70% physical damage and you have 1000 health, it will do 700 physical damage
---- The 700 damage will be changed by armor, magic resist and incoming damage reduction, let say you have 10 armor (-33% damage)
---- Ability's damage is down to 469 physical damage. Accounting the new "resilience", e.g. -5% results in a final damage of: 445 physical damage
-- So, can I get tankier? Yes. By looking at the example, you still can buy armor magic resistance, block or use strength and health items.
- removed auto wipe when only healers are left
- added enrage timer to all bosses
- changed all item drop list for every boss (see 'items' below)
- Stony (Tiny) now is visible from the start of the game

Items
- reworked item system:
-- all custom items removed for now
-- added almost all Dota items to the shop (some are modified)
---- reduced values for armor, magic resistance, evasion, lifesteal and status resistance

Notes: Almost all Dota items are added to help not be overwhelmed of unknown items and to offer new ways to customize your hero.

更新:2018 年 3 月 6 日 @ 下午 12:39

Beta v0.98d

- reduced needed stuns for Freya's 'The Chosen One' from (HeroesAlive - 1), minimum 1 to (HeroesAlive - 2), minimum is 1
- reduced channel time Freya's 'The Chosen One' from 3.5s to 3.0s

更新:2018 年 3 月 3 日 @ 下午 5:11

Beta v0.98c

- fixed Ready Check to now not account disconnected players
- 3D models in UI should be fixed