Yoshi
Valve Developer
[ General Changes ]
- Playtesting times are now starting 1 hour earlier. Weekdays are 6PM PDT and weekends are 4PM PDT.
- Redesigned the Walker model and visuals
- Added ambient sound effects
- Added jar smash sound effects
- Updated Cold Front sound effects
- Improved NPC/minion weapon fire audio feedback for victims
- Improved player damage received audio feedback
- Updated Lash Death Slam sound effects
- Various minor fixes to Ground Strike and Death Slam effects
- Warden's Last Stand has improved visual effects
- Fixed a bug where the shopping book visuals could get stuck on your hero
- Vindicta's Crow Familiar projectile effect indicates the radius more accurately now
- New voice for Warden (in advance of upcoming model swap)
- Patrons will now play a voice warning when Rejuvenator time is close to expiring as well as when it's expired
- Updated VO for Amber Hand's Patron
- Increased the duration of the item-used popup text a bit
- Fixed a bug where Warden's second and third abilities were swapped VO wise
- Fixed Time Wall damaging units that don't move multiple times instead of once per walk through
- Added a short wall between Shrines level of the base and the Weakened Patron level
- Moved the taxi back into the street to fix players getting stuck between the front and the building corner
- Moved a truck away from the garage to give wide enough path for Mo & Krill
- Added clips to both sides of the overpass on outer lanes to keep from hitting your head on the ledge when climbing
- Added clips at outer lane T1 stairs where you could get stuck doing a roll slide
- Fixed Vindicta being able to shoot above the base wall
- Fixed gaps where you could climb outside of the map
- Added a wall between the T1 shop and the hallway on the outer lanes by the Fire House and the Chapel to prevent attackers from shooting the T1 without taking damage
- Fixed a couple of spots where Mo could get stuck between a truck and wall
- Replaced news stand that was close to the T1 with different cover kiosk building to avoid shop confusion
- Fixed no collision on water tower on the garage roof.
[ Misc Gameplay Changes ]
- Medium and Hard neutrals now spawn at 7 minutes
- Neutrals now have 20% Spirit Resist
- Basement neutrals now have +2 Medium neutrals and -4 Small neutrals
- Basement neutrals are now classified as a Medium camp instead of a Small camp (for the purposes of spawn time)
- Fixed various abuses where you can shoot neutrals without them being able to shoot back. Neutrals now become invulnerable when they have no line of sight of you for 2 seconds.
- Spirit scaling reduced by ~19% (the total effective Spirit damage is reduced by less than this, this is just the Spirit multiplier scaling portion and has largest impact on late game burst)
- Respawn curve adjusted slightly (results in a few seconds of increased respawn time in the mid phase, same overall max respawn time)
- Zipline Boost ability is now available at the start of the game (used to start on cooldown)
- Shield break cooldown reduced from 80s to 60s
- Troopers run speed increased from 10 m/s to 11 m/s
- Medic Trooper health increased from 200 to 240
[ Item Gameplay Changes ]
- Added a new T3 Spirit Item, Shifting Shroud. Innate: +10% Fire Rate. Active: You become invulnerable for 2.5s, during which you cannot move or perform any actions. When your invulnerability expires, your gun is instantly reloaded and you gain 14 bonus Spirit for 6s. Cooldown: 70s.
- Mystic Burst: Bonus damage reduced from +40 to +35
- Medic Bullets: Cooldown reduced from 5s to 4s
- Headshot Booster: Headshot damage increased from +30 to +50
- Close Quarters: Bullet Shield increased from 70 to 85
- Close Quarters: Weapon Damage reduced from 30% to 25%
- Healing Rite: Cooldown reduced from 90s to 80s
- Kinetic Dash: No longer gives +1 Stamina
- Kinetic Dash: Now causes your dash-jumps to only require 1 stamina
- Berserker: Weapon Damage Per Stack increased from 5% to 6%
- Mystic Shot: Cooldown increased from 3s to 5s
- Reactive Barrier: Now provides a Spirit Shield instead of a Bullet Shield
- Health Nova: Now provides +50 Health
- Return Fire: Now also reflects 30% of Spirit damage (requires line of sight)
- Return Fire: Bullet damage returned reduced from 75% to 60%
- Return Fire: Fixed not returning fire to McGinnis' sentries
- Silence Glyph: Now applies 8% Spirit Amp instead of -15% Bullet Resist
- Silence Glyph: Cooldown increased from 20s to 35s
- Decay: Now does 2.2% Max HP DPS instead of flat DPS
- Restorative Locket: Now gives +4 Spirit
- Alchemical Fire: Moved from T2 to T3
- Alchemical Fire: Now grants +150 Bullet Shield
- Alchemical Fire: Now grants +12% Weapon Damage
- Alchemical Fire: Min/Max DPS increased from 40/80 to 45/85
- Majestic Leap: You can now use the active again while in the air to dive down faster
- Improved Burst: Max HP bonus damage reduced from 13% to 11%
- Knockdown: Cast range increased from 40m to 50m
- Mystic Slow: Now requires Suppressor as a component
- Mystic Slow: Now provides +75 Health, +3 Regen and +6 spirit
- Mystic Slow: Fire Rate slow increased from 20% to 35%
- Lifestrike: Cooldown reduced from 8s to 5s
- Withering Whip: Now applies -25% Bullet Resist instead of 25% Spirit Amp
- Withering Whip: Now grants +15% Ammo
- Warp Stone: Removed cast time
- Diviner's Kevlar: Now triggers off of casting ultimates. Grants 700 bullet shield and 40 spirit for 10 seconds.
- Echo Shard: No longer gives +20 Spirit for the second cast
- Mystic Reverb: Extra damage on the reverb reduced from 40% to 35%
- Frenzy: Bonus health increased from +150 to +200
[ Hero Gameplay Changes ]
- Bebop: Sticky Bomb T3 now applies the silence on cast instead of detonation
- Bebop: Sticky Bomb T3 silence duration reduced from 5s to 3.5s
- Bebop: Sticky Bomb now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
- Kelvin: Now has +10% Base Spirit Resistance
- Kelvin: Frozen Shelter T1 increased from +35% to +40% Fire Rate Slow
- Kelvin: Ice Path T3 Now gains 1 Spirit per meter of Ice Path trail created. Max of 40 Spirit.
- Grey Talon: Charged Shot cooldown reduced from 18s to 16s
- Haze: Sleep Dagger cooldown increased from 25s to 27s
- Haze: Smoke Bomb cooldown reduced from 45s to 35s
- Haze: Smoke Bomb T1 changed to +4 Invis Sprint
- Haze: Smoke Bomb T2 is now -20s Cooldown
- Infernus: Afterburn T2 now reduces enemy Spirit damage by 30%
- Ivy: True Form cooldown reduced from 50s to 40s
- Lady Geist: Soul Exchange now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
- Lash: Ground Strike Stomp Damage reduced from 125 to 110
- Lash: Death Slam cooldown increased from 110s to 130s
- Lash: Grapple Bullet Damage bonus increased from +4 to +6
- Lash: Grapple cooldown decreased from 45s to 40s
- McGinnis: Mini Turret T1 is now +1 Charge and +25% Movement Slow
- McGinnis: Mini Turret T2 is now +10m Attack Range and +10% Fire Rate
- McGinnis: Spectral Wall cooldown reduced from 40s to 35s
- Mo & Krill: Combo now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
- Paradox: Kinetic Carbine T3 reduced from +75% to +50%
- Vindicta: Flight spirit bullet damage now has range effectiveness (previously the magic bullets did max damage from any range)
- Vindicta: Flight spirit damage per bullet increased from 8 to 12
- Vindicta: Flight T2 bonus spirit damage per bullet increased from 8 to 12
- Warden: Last Stand no longer goes on cooldown when it is interrupted during its initial cast delay
- Yamato: Shadow Explosion cooldown reduced from 120s to 90s
- Playtesting times are now starting 1 hour earlier. Weekdays are 6PM PDT and weekends are 4PM PDT.
- Redesigned the Walker model and visuals
- Added ambient sound effects
- Added jar smash sound effects
- Updated Cold Front sound effects
- Improved NPC/minion weapon fire audio feedback for victims
- Improved player damage received audio feedback
- Updated Lash Death Slam sound effects
- Various minor fixes to Ground Strike and Death Slam effects
- Warden's Last Stand has improved visual effects
- Fixed a bug where the shopping book visuals could get stuck on your hero
- Vindicta's Crow Familiar projectile effect indicates the radius more accurately now
- New voice for Warden (in advance of upcoming model swap)
- Patrons will now play a voice warning when Rejuvenator time is close to expiring as well as when it's expired
- Updated VO for Amber Hand's Patron
- Increased the duration of the item-used popup text a bit
- Fixed a bug where Warden's second and third abilities were swapped VO wise
- Fixed Time Wall damaging units that don't move multiple times instead of once per walk through
- Added a short wall between Shrines level of the base and the Weakened Patron level
- Moved the taxi back into the street to fix players getting stuck between the front and the building corner
- Moved a truck away from the garage to give wide enough path for Mo & Krill
- Added clips to both sides of the overpass on outer lanes to keep from hitting your head on the ledge when climbing
- Added clips at outer lane T1 stairs where you could get stuck doing a roll slide
- Fixed Vindicta being able to shoot above the base wall
- Fixed gaps where you could climb outside of the map
- Added a wall between the T1 shop and the hallway on the outer lanes by the Fire House and the Chapel to prevent attackers from shooting the T1 without taking damage
- Fixed a couple of spots where Mo could get stuck between a truck and wall
- Replaced news stand that was close to the T1 with different cover kiosk building to avoid shop confusion
- Fixed no collision on water tower on the garage roof.
[ Misc Gameplay Changes ]
- Medium and Hard neutrals now spawn at 7 minutes
- Neutrals now have 20% Spirit Resist
- Basement neutrals now have +2 Medium neutrals and -4 Small neutrals
- Basement neutrals are now classified as a Medium camp instead of a Small camp (for the purposes of spawn time)
- Fixed various abuses where you can shoot neutrals without them being able to shoot back. Neutrals now become invulnerable when they have no line of sight of you for 2 seconds.
- Spirit scaling reduced by ~19% (the total effective Spirit damage is reduced by less than this, this is just the Spirit multiplier scaling portion and has largest impact on late game burst)
- Respawn curve adjusted slightly (results in a few seconds of increased respawn time in the mid phase, same overall max respawn time)
- Zipline Boost ability is now available at the start of the game (used to start on cooldown)
- Shield break cooldown reduced from 80s to 60s
- Troopers run speed increased from 10 m/s to 11 m/s
- Medic Trooper health increased from 200 to 240
[ Item Gameplay Changes ]
- Added a new T3 Spirit Item, Shifting Shroud. Innate: +10% Fire Rate. Active: You become invulnerable for 2.5s, during which you cannot move or perform any actions. When your invulnerability expires, your gun is instantly reloaded and you gain 14 bonus Spirit for 6s. Cooldown: 70s.
- Mystic Burst: Bonus damage reduced from +40 to +35
- Medic Bullets: Cooldown reduced from 5s to 4s
- Headshot Booster: Headshot damage increased from +30 to +50
- Close Quarters: Bullet Shield increased from 70 to 85
- Close Quarters: Weapon Damage reduced from 30% to 25%
- Healing Rite: Cooldown reduced from 90s to 80s
- Kinetic Dash: No longer gives +1 Stamina
- Kinetic Dash: Now causes your dash-jumps to only require 1 stamina
- Berserker: Weapon Damage Per Stack increased from 5% to 6%
- Mystic Shot: Cooldown increased from 3s to 5s
- Reactive Barrier: Now provides a Spirit Shield instead of a Bullet Shield
- Health Nova: Now provides +50 Health
- Return Fire: Now also reflects 30% of Spirit damage (requires line of sight)
- Return Fire: Bullet damage returned reduced from 75% to 60%
- Return Fire: Fixed not returning fire to McGinnis' sentries
- Silence Glyph: Now applies 8% Spirit Amp instead of -15% Bullet Resist
- Silence Glyph: Cooldown increased from 20s to 35s
- Decay: Now does 2.2% Max HP DPS instead of flat DPS
- Restorative Locket: Now gives +4 Spirit
- Alchemical Fire: Moved from T2 to T3
- Alchemical Fire: Now grants +150 Bullet Shield
- Alchemical Fire: Now grants +12% Weapon Damage
- Alchemical Fire: Min/Max DPS increased from 40/80 to 45/85
- Majestic Leap: You can now use the active again while in the air to dive down faster
- Improved Burst: Max HP bonus damage reduced from 13% to 11%
- Knockdown: Cast range increased from 40m to 50m
- Mystic Slow: Now requires Suppressor as a component
- Mystic Slow: Now provides +75 Health, +3 Regen and +6 spirit
- Mystic Slow: Fire Rate slow increased from 20% to 35%
- Lifestrike: Cooldown reduced from 8s to 5s
- Withering Whip: Now applies -25% Bullet Resist instead of 25% Spirit Amp
- Withering Whip: Now grants +15% Ammo
- Warp Stone: Removed cast time
- Diviner's Kevlar: Now triggers off of casting ultimates. Grants 700 bullet shield and 40 spirit for 10 seconds.
- Echo Shard: No longer gives +20 Spirit for the second cast
- Mystic Reverb: Extra damage on the reverb reduced from 40% to 35%
- Frenzy: Bonus health increased from +150 to +200
[ Hero Gameplay Changes ]
- Bebop: Sticky Bomb T3 now applies the silence on cast instead of detonation
- Bebop: Sticky Bomb T3 silence duration reduced from 5s to 3.5s
- Bebop: Sticky Bomb now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
- Kelvin: Now has +10% Base Spirit Resistance
- Kelvin: Frozen Shelter T1 increased from +35% to +40% Fire Rate Slow
- Kelvin: Ice Path T3 Now gains 1 Spirit per meter of Ice Path trail created. Max of 40 Spirit.
- Grey Talon: Charged Shot cooldown reduced from 18s to 16s
- Haze: Sleep Dagger cooldown increased from 25s to 27s
- Haze: Smoke Bomb cooldown reduced from 45s to 35s
- Haze: Smoke Bomb T1 changed to +4 Invis Sprint
- Haze: Smoke Bomb T2 is now -20s Cooldown
- Infernus: Afterburn T2 now reduces enemy Spirit damage by 30%
- Ivy: True Form cooldown reduced from 50s to 40s
- Lady Geist: Soul Exchange now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
- Lash: Ground Strike Stomp Damage reduced from 125 to 110
- Lash: Death Slam cooldown increased from 110s to 130s
- Lash: Grapple Bullet Damage bonus increased from +4 to +6
- Lash: Grapple cooldown decreased from 45s to 40s
- McGinnis: Mini Turret T1 is now +1 Charge and +25% Movement Slow
- McGinnis: Mini Turret T2 is now +10m Attack Range and +10% Fire Rate
- McGinnis: Spectral Wall cooldown reduced from 40s to 35s
- Mo & Krill: Combo now uses a new instant cast mechanism. When you are in range there is a valid target indicator.
- Paradox: Kinetic Carbine T3 reduced from +75% to +50%
- Vindicta: Flight spirit bullet damage now has range effectiveness (previously the magic bullets did max damage from any range)
- Vindicta: Flight spirit damage per bullet increased from 8 to 12
- Vindicta: Flight T2 bonus spirit damage per bullet increased from 8 to 12
- Warden: Last Stand no longer goes on cooldown when it is interrupted during its initial cast delay
- Yamato: Shadow Explosion cooldown reduced from 120s to 90s