HoN: Parche 1.0.5

Skelus

Parche 1.0.5

  • "Report A Player" added

  • Upper left on the System Bar, ! symbol

  • Fill out the form to report another player for inappropriate actions

  • False reporters will be punished

  • Tons of tool tip updates and fixes

  • Fixed a bug allowing Post Haste to teleport to couriers. Post Haste can teleport to player owned pets, such as War Beast's wolves

  • Gave Vulture Lord's second ability an icon (means the aura no longer displays a black and white checkerboard)

  • Stores will no longer remove the 'can buy from me' state if you or a courier goes invulnerable

  • Decreased in-game font size slightly

  • Added a new message when the courier is killed by a non-hero unit, it will now show a minimap ping along with the appropriate game message indicating which team the courier was killed by

  • Fixed an issue where players would add a chat channel to auto connect to upon startup, and then later be unable to remove this channel from their list because they were banned from the channel. Players attempting to join channels they are set to auto connect to and are also banned from will have that channel automatically removed from their list if they attempt to connect to the channel they are banned from

  • Pressing the "Alt" key (or whatever key the player has defined as chat_gameLobbyChatToggle) when in the game lobby will no longer toggle the chat type like it used to. It now must be held down and used in conjunction with the enter key, or with the mouse click of the "Send" button

  • Fixed a Mac/Linux crash

  • Fixed issue preventing players from selecting a potential hero during the banning phase.

  • Disconnected players will no longer random when it becomes their turn to pick, unless they run out of time.

  • Disconnected players are not allowed to use "extra time" in BP mode (if it is their turn, and they are disconnected, then they will pick their potential hero or a random hero)

  • Fixed an issue in duplicate hero mode where if two players had the same hero "potentially" selected, only one would get it and the other would random

  • Misc server optimizations to improve stability

  • News is hidden when choosing to follow a player

  • The client will no longer display a message indicating the player will get a leave for disconnecting if they are in a replay or a practice game

Invis Rune

  • Now has a 2s fade time. Any spell, ability, or item can be used in this fade time without ending the stealth.

  • Mana Battery is now in Supplies
  • Power Supply is now in both Supplies and Initiation

New Item: Blood Chalice (Initiation)

  • On use, grants 150 temporary mana in exchange for 150 health. Mana will disappear slowly if not used. Damage cannot kill.
  • Special thanks to user AudaciousSam, who originally suggested the concept for this item in DotA and gave us permission to use it in HoN.

Astrolabe

  • Fixed a bug so the debuff cannot be dispelled

Bottle

  • Fixed it so when you have illusion bottled and use it, the illusions still don't have it bottled!
  • Double Damage will now correctly last 45 seconds instead of 30 seconds when used out of a bottle

Frostfield Plate

  • Can no longer be used by Couriers

    Geometer's Bane
  • Illusions now gain the 0.1s invulnerability as well

Ground Courier

  • Will be attacked by creeps/towers again

Loggers Hatchet

  • No longer works on splash damage

Puzzlebox

  • Melee minion abilities moved to slots 3,4 to make it clear which is which
  • Puzzlebox Minions will no longer be able to attack towers unless the owner is within 925 units of them

Void Talisman

  • Applies -5.5 Magic Armor for the duration

Whispering Helm

  • Can no longer be used by Couriers

- New Legion Strength hero, Gladiator, based off DotA's Kunkka

  • We know he is missing a voice right now. We had it re-recorded for quality, it will be hot-fixed into the game within a few hours.
  • Updated recommended items for several heroes

    Balphagore
  • Balphagore's third ability will no longer consume gadgets. Om nom nom.
  • Hell on Newerth
  • Cast time removed
  • Expanding ring now 'sticks' on Balphagore as he moves and expands to max distance 300ms faster

Behemoth

  • Shockwave will no longer hit couriers

Bubbles

  • When toggled on, Take Cover will now automatically be used if the source of damage is owned by an enemy hero (enemy pets/gadgets will trigger it)

Blacksmith

  • Fixed an issue causing Frenzy multicast to not apply to the correct number of targets (usually one less than it should)

Chipper

  • Players are now deny-able if they are burning from the Tar Toss + Rocket combo
  • Tar Toss duration lowered from 5s to 2/3/4/5 secs

Chronos

  • Rewind heal rate doubled (max 50% per second)
  • Curse of Ages
  • Buff/Debuff time lowered from 10s to 8.5s
  • Bashes every 8/7/6/5 hits
  • Deals 20/40/60/80 magic damage on bash hit
  • Bash stun from .25/.5/.75/1 to 1s all levels
  • Agi steal from 1/1/2/3 to 1/2/2/3 agility per hit against heroes
  • Can now build charges between targets for Curse of Ages
  • Can now gain charges from denies

Devourer

  • Devour now reveals any target bit for the duration

Electrician

  • Shield is now a self target cast instead of a toggle
  • Cast time removed
  • Costs 20% of max mana to cast, if mana is less than that, uses all of it
  • Mana consumed is applied as the shield for 12s
  • Absorbs 50% of damage at the cost of 2/1.66/1.25/0.75 mana consumed per damage taken
  • DPS of the shield AOE increased from 12/24/36/48 to 15/30/45/60
  • Shield is unremovable

Engineer

  • Turret reworked
  • Changed to a vector targeting ability to decide the direction it is facing
  • Manacost lowered from 120 to 100
  • No longer controllable and only lasts 6 seconds
  • No longer gets a copy of Engineer's items
  • Lays down suppressive cover fire in a cone shooting 6 times across the cone's 800 range, 400 unit spread, 30 shots total
  • Each bullet deals 25/40/55/70 Physical damage and applies a 7% stacking movespeed snare (5s duration) to all targets hit
  • Units hit are pushed 25 units away from the turret
  • Can only be hit by a max of 5 bullets
  • Energy Field
  • Will no longer hit couriers
  • Duration lowered from 6/9/12 to 6/8/10
  • Hits to kill lowered from 5 to 4

    Forsaken Archer
  • Crippling Volley
  • Ministun removed
  • Radius lowered from 225 to 200
  • Damage done increased from 85/140/195/250 to 85/150/215/280

    Fayde
  • Strength growth from 2.2 to 2.0
  • Base agility from 21 to 19
  • Lowered movement speed from 305 to 300
  • Charges from Scythe/Shadow Stance lowered from 2/3/4/5 and 1/2/3/4
  • Reflection
  • Movespeed while stealthed rebalanced from 10/20/30% to 10/15/20%
  • Duration rebalanced from 30/35/40 to 20/35/50

    Gauntlet
  • Undev
  • Reworked
  • Base STR reduced by 2 (24 to 22) and armor decreased by 0.5
  • Infernal Instability
  • Applies Infernal Instability to self for 4 seconds. Granting 10/20/30/40 movement speed for the duration
  • While Infernal Instability is active, Gauntlet's hand will detonate on the first target that it comes in contact with.
  • This includes auto attacks, Grapple, or Gauntlet Blast. This ability can be activated while the glove is in mid flight.
  • Upon detonation, deals 120/180/260/320 Magic damage in the radius, pushing back units near the hit target and applying a short minor snare for 1.5s
  • Grapple
  • Hand goes 800 range
  • Can only hit heroes, goes through creeps
  • Now only grabs units on the way out, not the way back
  • Moves both Gauntlet and the target to where you click, dealing 100/140/180/220 Magic damage to the target and stunning him for 1/1.2/1.4/1.6 seconds
  • Cripple renamed to Enfeeble
  • 30 Max charges
  • 0.8/0.6/0.4/0.2 time between a charge is gained
  • On attack, transfers all charges to the target, slowing 1% Move, Attack, and Cast speeds per charge for 5 seconds.
  • Gauntlet Blast
  • 75/65/55s Cooldown
  • 600/700/800 Range
  • 100/150/200 Manacost
  • Shoots the glove out at the target unit. Any enemies within 200 units of the glove as it flies are stunned for 4 seconds. This stun is broken if they take any damage after 1 second of being stunned.
  • When the glove strikes the target, they take 300/450/600 Magic damage and all buffs are purged
  • The target hero is stunned and revealed for 1.5 seconds.

    Legionnaire
  • Int gain increased from 1.6 to 1.9
  • Terrify
  • Cast time removed (0.6 -> 0)
  • Now grants vision of the target for the duration of the charge
  • Now reveals target for the duration of the charge
  • Now grants 40/80/120/MAX movespeed (used to be max at all levels)

    Madman
  • Base strength increased from 17 to 18
  • Barrel Roll
  • Stun removed
    *Manacost lowered from 130 to 110
  • Applies a 30/37/44/50% Movespeed and Attackspeed snare for 3.5s
  • Damage increased from 100/150/200/250 to 100/160/220/280

Nymphora

  • Nymphora's Zeal now deals 25/50/75/100 Magic damage when hitting someone
  • Can be hit on both the send and return trip
  • No longer grants bonus AS / MS

    Pebbles
  • Can no longer throw invisible units

Plague Rider

  • Extinguish is now a true deny (awards the stat)

Puppetmaster

  • Puppeteer's Hold
  • Fixed a rare bug causing Puppet Strings' floating handles to never disappear
  • "Snare" effect while under the effect halved from 155 force to 80 force
  • Negative Attackspeed removed
  • Cast point sped up from 500ms to 300ms

Rampage

  • All Magic damage changed to Physical
  • Stampede Reworked
  • 9001 Range
  • Same mechanic, charges target unit
  • Gains 15/20/25/30 Movespeed per second
  • Gains Treewalking after 4 seconds
  • Does not gain Magic Immunity and no reveal state is placed on enemies
  • When Rampage gets within 450 units of his target, he pounces on them almost instantly
  • Causes a Stun and Pushback upon impact instead of just a stun
  • Movespeed boost retained for 3s after impact
  • Might of the Herd Reworked
  • No longer has a team aura
  • 50 Manacost
  • Gives self 4/6/8/10% Movespeed
  • Gains 3/6/9/12% of movespeed in attack damage
  • On use, stomps the ground every second for 1/2/3/4 seconds, applying Herded (-15 Movespeed) to all enemies in the radius for 5 seconds. This stacks.
  • Horned Strike Reworked
  • 10/9/8/7 second cooldown
  • Still stuns and pushes back the target on attack. 100 Physical damage at all levels
  • While in cooldown, one second is subtracted for every 1000 units traveled by Rampage
  • Favor of Sol removed
  • New Ultimate: The Chains that Bind
  • Rampage can use chains he carries around to grab an enemy hero, stunning them and dragging them behind himself for a limited time
  • 200 Range
  • 175/200/225 Manacost
  • 105/90/75 second cooldown
  • Binds the target to Rampage for 3/3.5/4 seconds and the target will be dragged behind him as he moves
  • Rampage is Disarmed while dragging someone and the dragged target will take 20/30/40% of the distance they are dragged in Physical damage
  • If Rampage and the target he is dragging get separated by more than 500 units the chains are broken

    Slither
  • Toxin Wards will no longer apply their movement speed slow when they miss

Soul Reaper

  • Demonic Execution will no longer be usable on couriers

Soulstealer

  • Demon Hand now has a better indicator to its actual radius

    Tempest
  • Purge should now affect Tempest's elementals after they split

Thunderbringer

  • Third ability's damage marked as splash (so it doesn't break Succubus' sleep, Gauntlet's ult etc.)

Vindicator

  • Glyph of Silence will properly silence heroes that go invulnerable during casts (Magmus, Madman, etc.)

    Wildsoul
  • Illusions will properly copy themselves when he is under the effects of Bear Form

War Beast

  • Illusions will properly copy themselves when he is under the effects of Metamorphosis
  • Hellhounds will no longer be able to attack towers unless War Beast is within 925 units of them

Zephyr

  • Gust
  • Stun Removed
  • Damage increased from 75,125,175,250 to 75,150,225,300
GrN

ganas de jugar el gladiator :P

ReJeCt

imba rampage

MaTRiX13

un rpv en español del rampage plzz

|
v

la verdad es que si xD

_Akiles_

seria mas facil que te creases una partida en practica y lo probaras...

Srloko

.

Dunos

Es posible q sea porque no me ha salido nada bien la partida que acabo de echar, pero así a primera vista, el ingeniero ahora mismo DA ASCO con la torreta nueva. Tienen q cambiarle los efectos porque no cunde nada, el cono es muy pequeño (de ancho), y a la que pega dos toques los medio saca del mismo y como si nada. La única utilidad que le veo, es con un ulti del tempest, si no, basura enorme...

xTr3m1S

Espera, ¿han mejroado a Fayde? Esto es un puto cachondeo hombre.

Kaneas

#8 en realidad todo lo que le han hecho ha sido nerf, pero han ampliado el tiempo que duras en ultimate (y solo a nivel 3 porque a nivel 1 lo han reducido) asi que se podría considerar que la han nerfeado.

xTr3m1S

Ya ves, base speed a 300 y una carga menos en el tercer skill, pedazo de nerf... Tenían que haber hecho algo con la primera skill y el puto stun, reducir un poco el radio o la duración.

edit: menuda mierda el nuevo madman, lo más inútil que he visto en mucho tiempo xDDDDDD

Kaneas

Le han reducido la agilidad base, la fuerza que gana cada nivel, nerf a las cargas de las "stances", menos velocidad de movimiento, menos velocidad de movimiento en ultimate (bastante menos) y menos duración del ultimate a nivel 1.

A lo mejor no han nerfeado lo que queríais pero la han nerfeado bastantes cosas.

xTr3m1S

La leche había leído que habían subido la fuerza y la agilidad, ahora es más nerf pero aun así el stun ese...

XarevoK

me gusta llevar una partida de puta madre y perderla solo porque el otro equipo tenía un chronos, metiendole criticazos de 800, teniendo él 1500 de vida+ la madness activada (atacando a otro) y era imposible matarlo

Kaneas

Es que encima le han bufado con un 50% maximo de heal la pasiva que ya de por sí era imbalanced con un 25%.

Un bufo sin sentido.

--Makea--

Realmente, cuáles son los motivos por los que se puede reportar ?

xPipOx

No se si Fayde necesitara mas nerf o no, pero vamos yo lo que odio es que empiecen asi y al final dejen heroes inutiles.

Kaneas

#15 si abres la pestaña de reportar tienes una pestañita donde te salen las razones para reportar y éstas están explicadas a la derecha cada vez que seleccionas una para que quede bien claro, a veces con ejemplos xD.

Básicamente uso de bugs, flameos, perder aposta, feeders descarados para hinchar cuentas, y problemas varios. La verdad es que es un abanico bastante grande y muchoss no son comunes.

Un saludo.

--Makea--

okok ni había visto como hacerlo xD.

Es que ya me he encontrado gente diciendo en las partidas que van a reportar porque uno va 0-6 o xk va 10-0 y es cheto xD

edit: El boton superior de report a mi no me fuciona :S

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