- Added new heroes:
- Changed Radiant to Dire). 's alliance from Sentinel to Scourge (
- Reworked 's abilities.
- Reworked 's abilities.
- Replaced several abilities.
- Added effects to numerous heroes.
- Balanced heroes.
- Added new items:
- Balanced items.
- Added Captains Draft game mode.
############ ## Heroes ## ############ * Added a new hero Batrider to the Scourge [details below] * Added a new hero Tauren Chieftain to the Sentinel [details below] * Lightning Revenant: Reworked [details below] * Medusa: Replaced Chain Lightning with a new ability Mystic Snake [details below] * Medusa: Replaced Purge with a new ability Stone Gaze [details below] * Netherdrake: Replaced Frenzy with a new ability Nethertoxin [details below] * Rogue Knight: Replaced Toughness Aura with a new ability Warcry [details below] * Slayer: Replaced Ultimate with a new ability Fiery Soul [details below] * Twin Head Dragon: Replaced Autofire with a new ability Liquid Fire [details below] * Troll Warlord: Replaced Rampage with a new ability Battle Trance [details below] * Rogue Knight: Reworked how Stormbolt works [details below] * Morphling: Reworked how Morphiling's Adaptive Strike works [details below] * Crystal Maiden: Replaced Frost Nova with a similar new ability Crystal Nova [details below] * Phantom Assassin: Changed Blink Strike to a new ability Phantom Strike [details below] * Ogre Magi: Reworked Multicast chance mechanism [details below] * Sniper: Replaced Scattershot with a new ability Shrapnel [details below] * Troll Warlord: Replaced Fervor Aura with a new ability Fervor (works like Beastmaster's passive used to) * Beastmaster: Replaced Beast Rage with a new ability Inner Beast (works like Troll's old attack speed aura) * Anti-Mage: Reworked Mana Void damage mechanism (now deals equal splash damage to units near the target) * Silencer: Recoded Last Word to properly detect animation canceling and silence after a spell is cast * Treant Protector: Reworked Eyes in the Forest [details below] * Admiral: Lowered Agility (18->14) and Agility Per Level (1.7->1.3) * Axe: Lowered Base Armor by 1 point (2.8->1.8) * Bane Elemental: Improved cast range on Enfeeble (800->1000) * Bristleback: Improved Base Intelligence growth by 0.6 * Bristleback: Improved side angles on Bristleback (90->110) * Bristleback: Returned the Bristleback passive Quill Spray release cap back (300->250) * Broodmother: Changed spiderling's armor type from medium to normal and now take damage from first towers (50->100 %) * Crystal Maiden: Lowered Brilliance Aura (0.75/1.5/2.25/3->0.5/1/1.5/2) * Dark Seer: Improved Vacuum cast range (600->800) * Dark Seer: Lowered Ion Shell cooldown (15->7 cd) * Dark Seer: Vacuum no longer goes through magic immunity * Dark Seer: Vacuum now drags the units in over 0.3 seconds rather than instantly * Death Prophet: Witchcraft no longer gives movement speed bonus * Geomancer: Changed Poof damage (60/80/100/120->50/80/110/140) * Geomancer: Lowered Poof cooldown (20/18/16/14->16/14/12/10 cd) * Invoker: Improved Alacrity duration (6->8) * Keeper of the Light: Changed Mana Leak stun into a slow (2 seconds, 60 %) * Keeper of the Light: You no longer lose control of your hero when knocked back with Blinding Light * Lifestealer: Removed the initial stun effect from Open Wounds * Lion: Voodoo duration reduced from 1/2/3/4 to 1.25/2/2.75/3.5 seconds * Lone Druid: Added Battle Cry to all level of True Form and scaled the bonus damage/armor (20/2->20/2, 40/4, 60/6) and lowered duration (10->8 seconds) * Lone Druid: Changed Spirit Bear's ability progression (Lv1->Adds Inventory, Lv2->Adds Return, Lv3->Adds Entangle, Lv4->Adds Demolish and Spell Damage Reduction) * Lone Druid: Improved True Form's melee attack range (100->150) * Lone Druid: Rabid now goes on both the Spirit Bear and Lone Druid when cast instead of requiring a target * Lone Druid: Removed One from True Form * Lone Druid: Spells now last the same duration on Spirit Bear as they do on heroes * Lord of Avernus: Lowered Death Coil cooldown (7->6 seconds) * Lord of Avernus: Gets the Mark of the Abyss buff on his first attack instead of on his second attack * Luna: Increased Lunar Blessing aura range (300->900) * Magnataur: Lowered Reverse Polarity cooldown (120->120/110/100 seconds) * Magnataur: Improved attack animation time * Magina: Undid recent buffs to base strength (21->16) * Naga Siren: Reduced collision size (24->8) * Naga Siren: Lowered Mirror Image cast time * Naga Siren: Lowered Mirror Image cooldown (50->40 seconds) and mana cost (85/105/130/150 to 70/80/90/100) * Necrolyte: Rebalanced Heartstopper Aura from 0.5/0.75/1/1.25% to 0.4/0.6/0.8/1% and range from 700/800/900/1000 to 1000 * Necrolyte: Lowered Strength per level (2.0->1.5) * Obsidian Destroyer: Lowered Astral Imprisonment cooldown (20->18/16/14/12 seconds) * Pandaren Brewmaster: Improved Fire Panda's Immolation (10/10/30->15/30/45) * Pugna: Life Drain max range improved by 50 and its cast range is now equal to its max range * Rhasta: Voodoo duration reduced from 1/2/3/4 to 1.25/2/2.75/3.5 seconds * Rogue Knight: Improved Great Cleave damage (10/20/30/40->20/30/40/50 %) * Sacred Warrior: Removed the cap on Burning Spears * Shadow Fiend: Improved Presence of the Dark Lord armor reduction (1/2/3/4->2/3/4/5) * Shadow Priest: Lowered Shallow Grave cooldown (80/60/40/20->54/40/26/12 cd) * Silencer: Lowered Last Word duration (1/2/3/4->0.75/1.5/2.25/3) * Slardar: Slithereen Crush damage type is now Physical type * Spectre: Restored some vision back to Spectral Dagger path * Spirit Breaker: Improved AoE on Empowering Haste and added 2% more movement speed bonus * Stone Giant: Craggy Exterior now gives armor bonus (3/4/5/6) * Stone Giant: Craggy Exterior now triggers off of units with 300 range rather than just based on melee classification * Templar Assassin: Changed Refraction duration/cooldown (20/23->17/17) * Templar Assassin: Changed Psi Blades spill range (80/160/240/320->320) and attack range bonus (50/100/150/200->40/100/160/220) * Templar Assassin: Refraction is now an instant cast ability * Terrorblade: Now gets a movement speed bonus during Metamorphosis (+20) * Tinker: Restricted Black King Bar from refreshing * Troll Warlord: Rebalanced Blind. Miss from 15/24/33/42 -> 20/28/36/44% and Cooldown from 8 -> 15/12/9/6 seconds * Twin Head Dragon: Rescaled Ice Path (0.5/1/1.5/2->0.8/1.2/1.6/2 seconds) * Undying: Lowered Base Armor by 3 points (6->3) * Undying: Tombstone no longer spawns zombies to attack fogged units * Ursa Warrior: Rescaled Overpower from 100/200/300/400% IAS with 5 attack count to a constant 400% IAS with 3/4/5/6 attacks * Vengeful Spirit: Improved Strength Per Level by 0.5 * Vengeful Spirit: Improved Command Aura range (450->900) * Vengeful Spirit: Improved Wave of Terror a little and added some minor damage (25/50/75/100). Lowered AoE slightly (350->300) * Vengeful Spirit: Now has normal Base Attack Time (1.77->1.7) * Windrunner: Lowered Base Attack Time (1.6->1.5) * Zeus: Arc Lightning becomes available for casting immediately after cooldown rather than wait for the Lightning to finish traveling. Cooldown increased from 2 to 2.5 seconds. ########### ## Items ## ########### * Added a new basic item Ghost Scepter [details below] * Added a new basic item Quelling Blade [details below] * Added a new basic item Talisman of Evasion [details below] * Added a new recipe item Poor Man's Shield [details below] * Added a new recipe item Force Staff [details below] * Added a new recipe item Khadgar's Pipe of Insight [details below] * Added a new recipe item Magic Wand [details below] * Aghanim's Scepter: New Recipe [details below] * Manta Style: Reworked [details below] * Diffusal Blade: Can be upgraded once. Original stats adjusted [details below] * Maelstrom: Recipe and stats adjusted [details below] * Linken Sphere: Rewrote parts of the following abilities to be compatible with Linken Sphere: Shackleshot, Brain Sap, Spirit Lance, Test of Faith, Malefice, Poison Touch, Shadow Word, Astral Imprisonment, Life Break, X Marks The Spot, Battle Hunger, Open Wounds, Electric Vortex, Paralyzing Casks, Multicast, Adaptive Strike Strength>Agility, Nether Swap, Rupture, Stifling Dagger, Sprout, Lightning Bolt, Lion's Impale, Nerubian Assassin's Impale, Ravage, Burrow Strike, Unstable Concoction, Mana Leak, Sven's Storm Bolt, Reaper's Scythe, Nether Strike, Gush. * Assault Cuirass: Lowered recipe cost (2000->1500 gold) * Assault Cuirass: Positive and negative armor auras now work on structures * Blade Mail: Returns pure damage type * Bloodstone: Lowered regeneration per charge (2->1.5) and passive regeneration (200->150 %) * Cranium Basher: Uses Belt of Giant Strength along with a slight increase to stun duration (1.1->1.4 seconds). Total cost is unchanged. * Divine Rapier: Improved damage (200->250 dmg) * Eul's Scepter of Divinity: Can be used to target yourself * Eye of Skadi: Lowered recipe cost (1250->750 gold) * Gem of True Sight: Lowered item cost (750->700 gold) * Headdress of Rejuvenation: Lowered recipe cost (225->200 gold) * Linken Sphere: No longer interrupts your teleportation when it blocks a spell * Lothar's Edge: Added 125 backstab damage * Lothar's Edge: Lowered cooldown by 2 seconds (20->18 cd) * Lothar's Edge: Requires Claymore instead of Mithril Hammer * Magic Stick: Added a 25 second cooldown (it now has a buildup) * Manta Style: Can now be disassembled * Manta Style: Increased cooldown (40->50 cd) * Mask of Madness: Lowered recipe cost (1050->1000 gold) * Mithril Hammer: Lowered item cost (1610->1600 gold) * Monkey King Bar: Now has an extra new passive ability True Strike that can be toggled on and off [details below] * Phase Boots: Changed the duration/cooldown (5/10->6/12 seconds) * Phase Boots: Lowered armor bonus (7->5 armor) * Planeswalker's Cloak: Lowered item cost (650->400 gold) * Radiance: Removed the 8% evasion and improved burn damage (35->40), AoE (550->650 AOE), and recipe cost (1525->1350 g) * Refresher Orb: Mana regen is now the total sum of its components (150->200%) * Ring of Regeneration: Lowered item cost (375->350 gold) * Sange and Yasha: Removed the recipe requirements * Satanic: Changed Unholy Rage active (+15% lifesteal and +30 damage for 20 seconds -> +150% lifesteal for 3.5 seconds) * Satanic: Now retains the bonus damage from Helm of the Dominator * Stout Shield: Changed damage block system [see details below] * Stout Shield: Lowered item cost (300->250 gold) * The Butterfly: Now requires Talisman of Evasion instead of a recipe * Vanguard: Improved block chances (65->70%) * Vanguard: Improved health regeneration (5->6 hp) * Heroes that use scepter now have the information about the upgrades they would get on their ultimate tooltips. * Aghanim's Scepter: Upgraded Chain Frost doesn't improve bounce count, only damage * Aghanim's Scepter: Upgraded Eclipse cooldown no longer improves, only the Lucent Beam count gets upgraded * Aghanim's Scepter: Upgraded Laguna Blade level 3 damage reduced by 100 * Aghanim's Scepter: Upgraded Life Drain cooldown removed and damage reduced (170/200/300->150/200/250) * Aghanim's Scepter: Upgraded Mass Serpent Wards bonus count nerfed (12->10) * Aghanim's Scepter: Upgraded Sonic Wave cooldown reduced from 120/100/75 to 110 (Still improves from original 135 cd and via damage) * Aghanim's Scepter: Removed from Ogre Magi (Might return it later after the rework has time to settle in first) * Added Bane Elemental to Aghanim's Scepter. Deals more damage * Added Butcher to Aghanim's Scepter. Deals damage based on his strength and aborbs that to heal himself. Damage from a constant 75/125/175 per second to 75/125/175 + 0.75 x Strength per second * Added Clockwerk Goblin to Aghanim's Scepter. Allows latching onto allies and reduces cooldown from 80/60/40 to 20 seconds * Added Faceless Void to Aghanim's Scepter. Lasts 1 second longer and slightly less cooldown * Added Holy Knight to Aghanim's Scepter. Dramatically reduces cooldown from 120 to 30 * Added Invoker to Aghanim's Scepter. Improves Cooldown and Mana Cost (30/25/12/5-> 16/8/4/2 cd, 20/50/80/110->0 mana cost) * Added Juggernaut to Aghanim's Scepter. Improves Slash Count and Cooldown (+2 slashes, -20 cd) * Added Lord of Avernus to Aghanim's Scepter. Increased duration by 2 seconds * Added Night Stalker to Aghanim's Scepter. Gives unobstructed vision at night * Added Pandaren Brewmaster to Aghanim's Scepter. Improves the power of the Pandas and adds more duration * Added Sacred Warrior to Aghanim's Scepter. Improves Damage and cooldown (50->65% damage, 45/30/15->24/16/8 Seconds) * Added Sand King to Aghanim's Scepter. Adds an extra pulse and lowers cooldown (+1 Pulse, -20 cd) * Added Shadow Priest to Aghanim's Scepter. Increased Weave duration by 6 seconds. Added 200 AOE * Added Spiritbreaker to Aghanim's Scepter. Dramatically reduces cooldown from 75 to 20 seconds * Added Techies to Aghanim's Scepter. Improves Damage and Cast Range (300/450/600->450/600/750 damage and 500->900 range cast range) * Added Twin Head Dragon to Aghanim's Scepter. Improves spawn time and damage (75/125/175->125/175/225 dmg) * Added Vengeful Spirit to Aghanim's Scepter. Improves Cooldown (45->10 cd) * Added Windrunner to Aghanim's Scepter. Does not reduce damage from secondary item effects. Cooldown from 60 to 15. * Summary of heroes that now make use of Scepter: Lord of Avernus, Bane Elemental, Holy Knight, Clockwerk Goblin, Shadow Priest, Sacred Warrior, Invoker, Juggernaut, Tormented Soul, Slayer, Demon Witch, Moon Rider, Necrolyte, Night Stalker, Pandaren Brewmaster, Butcher, Oblivion, Queen of Pain, Shadow Shaman, Crystal Maiden, Spiritbreaker, Sand King, Twin Head Dragon, Vengeful Spirit, Venomancer, Faceless Void, Windrunner, Witch Doctor, Lord of Olympia. #################### ## Misc Highlight ## #################### * Reorganized heroes into taverns based on hero class. There are now 3 taverns per class, the "good" tavern has the heroes that are easier to recognize as "good", the evil tavern has the heroes that are easier to recognize as "evil" and the mix as the ones that are in between. In each tavern the heroes are organized inside of it by alphabet. The Taverns are colored according to the class. For example, the good Intelligence tavern is Blue with the color darkening as it goes to the evil side. * Side shops are now organized independent from their item slot in their original stores. This also fixes hotkey conflict issues. * Reworked the side shop item layouts. There are now two shops there, a Goblin Laboratory and a Goblin Merchant. New items have been added to these shops. Here is the complete listing of the items in there: Goblin Laboratory: Scroll of Town Portal, Magic Stick, Sobi Mask, Stout Shield, Ring of Regeneration, Ring of Health, Cloak, Helm of Iron Will, Mask of Death Goblin Merchant: Slippers of Agility, Boots of Elvenskin, Belt of Giant Strength, Robe of the Mage, Quelling Blade, Gloves of Haste, Blades of Attack, Quarterstaff, Talisman of Evasion, Kelen's Dagger, Ultimate Orb * Reorganized all the recipe shops. The goals are both to make room for the recently added items and more importantly to organize them in a manner that makes guessing correctly where an item is an easy task for both existing and new players. I know none of us like to relearn item layouts, but this is a good thing to do for the long run. - There are 6 recipe shops now in the following order: Gateway Relics: Misc items that are primarily early game upgrades Supportive Vestments: Various support style items that you get for your team Arcane Sanctum: Castable or spell heavy themed items Protectorate: Has mainly defensive/survival style items Enchanted Artificats: Mostly orb effect items (with the exception of Yasha) Ancient Weaponry: All other weapon items. Note: I'm aware that Aegis is no longer needed in the shops, but I'm keeping it there until we need the space to help new users be aware of its existance through Roshan. ###################### ## Modes & Commands ## ###################### * Added a new game mode -cd (-CaptainsDraft) [details below] * Added a new game mode -rs (-randomside) to randomize which side your team starts in. This does not shuffle the players. It just places a team randomly as either Sentinel or Scourge. * Added -random Intelligence/Strength/Agility. It gives you 100 less bonus gold than the 250 bonus gold the regular -random gives you. * Added a new -tips system.If you enter the command, the game will give you 5 pointers (at various stages in the game) that are unique to each hero to help you get the basics down. These are not intended to imply guideliens on how to play a hero, but rather as simple tips if you are new with that hero. These are a work in progress. * Added -water random * -water now supports any color combinations using -water r g b format * You can now change the terrain using -terrain snow on a per user basis. It is no longer a game mode. The "-terrain" or "-terrain default" command reverts the terrain to its normal state. Some of the other terrain modes you guys have emailed me about are still being worked on. I disabled them from this version because of some glitches they cause that haven't been fixed yet. I will work on them more in the future if you guys want them. * Added -disablehelp to Force Staff * Added a command to display bonus gold received from Goblins Greed (-gg) * Added -aa (Arrow Accuracy) for Elune's Arrow hit percentages * -disablehelp now prevents items from being picked up by non-owners from the fountain area * -oi is turned on by default in observer games. Using -oi will disable it instead. * Added a sub command to -om that disables neutral spawns * Added a player only command "rollhero" or "-rh" to randomly display a heroname. This has no actual functional effect in the game, just a small easy command that some players wanted for their play groups. * AFK detection no longer considers a player to be AFK during the drafting phases of some game modes * Switch is disabled by default. Added a new temporary game mode -switchon (-so). Haven't developed a new replacement system for switch yet. There are a few ideas I experimented with but nothing final yet. Based on the feedback I've gotten, I think the best thing to do is to disable it by default and allow a mode for it until a more suitable usage of it can be implemented. * Improved the text presentation of -switch a little bit so the text is less intrusive ############################ ## Gameplay & Performance ## ############################ * Added a few new terrain paths. Here are the rough areas that a change has been done in: - To the right of the Sentinel Secret Shop above the ramp - Above the Sentinel Goblin Shop - Between the forest and the top Scourge lane - Right side of sent jungle - To the right of the second top Sentinel tower - Added a new tree to the Scourge jungle - In the area between the pair of Scourge neutrals near the powerup * Range rax no longer has extra regeneration * Added a new regeneration armor mechanism for towers and rax. - The "regen armor" is stripped away whenever there are nearby creeps (or corpses). It gets restored once 15 seconds elapse without a nearby unit. - If a tower or rax takes damage without the regen armor, that life lost can never be naturally regenerated. If it does have the regen armor, then it will regenerate at a rate of 40hp/seconds and take only 25% damage from illusions. - Flagged areas are 1) All places considered in or near base 2) second Top Tower 3) second Mid Tower 4) second Bot Tower. * Increased the non-splitting portion of the xp/gold from 8/level xp & 40 gold to 12*level xp & 30+5*level * The non-splitting xp/gold bonuses are now doubled for EM like the rest of the xp/bounty system is * Changed the damage type of the first tower to be Siege like the rest of the towers. Adjusted the damage table to keep the damage creeps take in the laning phase unchanged. * Tower does not regenerate from allied damage (when trying to deny) ##################### ## Cosmetic & Misc ## ##################### * Added two new hero kill sounds for 4x and 5x kills * Added hero and creep stats to the scoreboard title by default * Deny visual effect is shown by default now. -cson/off toggles it on and off. -di functionalities (and some extras) are now enabled by default. * The upgrade mechanism of courier has been changed. You no longer lose the hotkey bindings you have when it is upgraded to crow. * Many passive icons have been replaced with proper passive borders (will do the remaining in the near future) * Improved color/text presentation for runes * Adaptive Strike now displays the stun duration as overhead * Added a joke name to Dragon Knight * Added a new ability on couriers "Return Home" that sends your courier back to base * Added a new ability on couriers "Transfer Items" that transfers your items to your hero directly * Added a new visual effect for Death Pulse * Added a new visual effect for Last Word * Added a new visual effect for Mana Void * Added a warning message when an old unsafe version of Warcraft is detected * Added a player only sound effect and a text message when your hero respawns * Added allied-only text message when an ally bottles or picks up a rune * Added Armor Aura to Neutral Creep Enraged Wildkin * Added joke name to Axe * Added text for observers to show what abilities heroes are leveling * Added the "Allied hero has fallen" sounds * Added the music that plays in single player when typing "TenthLevelTaurenChieftain" to "-music special" * Adjusted neutral creep active abilities to all be on the bottom left most spot * Black Hole now uses an AoE targeting interface * Bottled Runes now show color coded icons * Changed Bottle and Captured Rune Icons * Changed Magic Stick Icon * Reduced maximum AFK time from 10 to 5 minutes * Changed Omnislash hotkey from N to E * Changed the cosmetics on Razor's attack * Improved the Cooldown animation so it is much easier to tell when a long cooldown spell is available * Lothars windwalk icon is now the same as the item * Lycan's attack while in Wolf Form now properly plays an attack sound * Normal mode can now pick from their team's heroes plus neutral heroes * Removed Furion teleportation restriction into enemy base (no need because of the new regen system) * Rot no longer triggers Last Word * Rune of Regeneration now expires once it you reach max hp and mp * Silencer Intelligence stealing is now displayed as green for the +1 and red for the -1 * Splitshot no longer automatically turns off when you get disabled * Stout Shield has a new icon now. Poor Man's Shield uses stout's old icon. * Terrain snow now morphs regular trees into special snow trees (PGRUnexpected) * Updated Illusion Rune tooltip * Updated Morph's tooltip to reflect the recent attributes bonus added to it * You no longer lose vision if an ally or yourself that is targeted with Astral Prison * Improved icon for Soul Steal (172705) * Added a new icon for Sunder (172705) * Added a new icon for Tombstone (263561) * Added a new icon for Lycan's Feral Heart (180452) * Changed the icon for Ring of Protection * Decreased model size of Spirit Bear and True Form slightly * Added a new visual effect to God's Strength * Enigma returns to the Scourge alliance * Linken Sphere now plays a sound when the cooldown is ready and its active on you ########## ## Bugs ## ########## * Diffusal Blade automatically fixes itself to burn properly on images when it reaches 0 charges (you used to have to drop and pick it up) * Fixed a bug with manavoid damage (it dealt less damage than it should at higher levels) * Fixed a rare bug with Open Wounds allied lifesteal * Fixed a bug with Open Wounds and Infest * Fixed a Moonlight Shadow not working on allied magic immune units * Fixed a rare suicide bug with Terrorblade * Fixed a recently introduced bug with Ursa's Enrage not properly triggering fury swipes * Fixed -hhn to not get reset when a new hero enters the map * Fixed some bugs with Last Word when Silencer was dead * Fixed Illusions created from Bottle not showing bottle in inventory * Fixed Meat Hook not interrupting channeling if the target is fogged * Fixed Open Wounds heal not working properly with some custom spells * Fixed Replicate not removing the image when it errors due to backdooring * Fixed some minor potential bugs with Ion Shell * Fixed some -switch issues when combined with -ah * Fixed some very minor inconsistencies between Sentinel and Scourge buildings * Fixed spells like Laser and Brainsap to work with Decrepify * Fixed spells like Zeus's Wrath of God from resetting the AFK counter * Fixed the attachment effects on Invoker, Lina, Lich and Chaos Knight from disappearing and reapearing 1 second later after attack actions. * Fixed the creep upgrade timer to be in sync with the recent game start time for modes * Fixed Tiny's Illusions appearing small ############# # Languages # ############# The game is now available in 9 languages (5 new ones). English, Russian, Traditional Chinese, Simplified Chinese, Korean, French, Czech, German, and Brazilian Portuguese. ########### # Details # ########### Captains Draft: =============== 24 Heroes are randomly allocated in a circle (like RD). The 24 consist of 8 random Intelligence/Agility/Strength heroes, sorted in that order along the circle. Each team has a total time bank of 2.5 minutes. Blue/Pink draft the heroes for their entire team. Blue and Pink start off by alternating 1/1/1/1 ban picks. It then goes into a 1/2/2/2/2/1 hero draft. Once a hero picks/bans a hero, it immediately switches to the other player to act. Your timer is shown in read when it is your turn to act. I am considering implementing a new order for the bans for this mode in the future. The bans would not all happen before the pick process, it would be in between picks. I decided to keep it the traditional way for now and get some feedback on alternatives. Quelling Blade: ================ +36% bonus damage to non-hero units (12% for ranged heroes) Tree Chop - Kills a Tree - 40 Cooldown Cost: 250 Has no sell price Available at the Goblin Merchant Can only carry one Talisman of Evasion: ==================== +25% Evasion Cost: 1800 Stout: ====== 250 Gold +60% to block 20 (10 for ranged) Note: It has the same statistical value as before for melee. Poor Man's Shield: ================== (250) Stout Shield (300) 2x Slippers of Agility +60% to block 20 non-hero damage (10 for ranged) +100% to block 20 hero damage (10 for ranged) +6 Agility Force Staff: ============ (900) Quarterstaff (1000) Staff of Wizardry (300) Recipe Total: 2200 +10 Intelligence +10 Damage +10 Attack Speed Force (active) Cooldown: 30 Mana Cost: 100 Cast Range: 800 Mechanic: Pushes a unit (enemy, allied or self) 500 units in the direction that unit is facing. This does not interrupt channeling spells Khadgar's Pipe of Insight: ========================== (2050) Hood of Defiance (909) Natherzim Buckler (800) Recipe Total:3759 A powerful artifact of mysterious origin, this pipe gives the bearer the insight to summon fields of null energy which envelop nearby allies, protecting them from 400 spell damage. Buff lasts 8 seconds. +30% Magic Resistance +8 HP Regeneration +5 Armor Barrier (Active) Cooldown: 60 Mana Cost: 100 AOE: 700 Mechanic: Provides a 400 damage magic damage shield on nearby allied units. Affects Heroes and non-player creeps. If a unit already has this buff when another barrier is cast, it will override the buff with the new one instead of stacking additively. Buff lasts 8 seconds. Note: The 400 damage is before any magic reductions, not after. So a 300 damage spell removes 300 life from the shield, and not the 225 basic spell resistance. It is taken off the shield before it hits you, thus before any magic resistance is taken into effect. Ghost Scepter: ============== 1500 Gold Ghost Form (Active) +7 All Attributes Ghost Form: You change form for 4 seconds, taking 44% bonus damage from spells but being immune to physical attacks. Duration: 4 Cooldown: 25 Monkey King Bar's True Strike: ============================== Makes your attacks never miss. True Strike Does not stack properly with orb or chance abilities like Frost Arrows, Headshot, etc. True Strike can be toggled on and off. Note: MKB still has proc effect Magic Wand: =========== (159) 3x Ironwood Branch (200) Magic Stick (125) Recipe Total: 474 +3 All Stats Energy Charge (15 Charges) Aghanim's Scepter: ================== (2000) 2 of any of Blade of Alacrity, Ogre Axe or Staff of Wizardry (1200) Point Booster (1200) Recipe Total: 4400 +10 All Attributes +200 HP +150 MP Improves Ultimates (see list of ultimates in log or on the ultimate tooltips for the heroes it improves) Diffusal Blade: =============== (2000) 2x Blades of Alacrity (450) Robe of the Magi (850) Diffusal Blade Recipe Total: 3300 22 Agility 6 Intelligence Feedback (20 mana) Purge 8 charges Diffusal Blade Level 2: ========================= (3300) Diffusal Blade (850) Diffusal Blade Recipe Total: 4150 26 Agility 10 Intelligence Feedback (36 mana) Purge 8 charges (upgrading to level 2 restocks your charges back to 8) Note: You cannot restock charges by buying the recipe again. It only upgrades once. Old Maelstrom: ============== 1400 Claymore 1400 Recipe 450 Boots of Elvenskin Total: 3250 +25 Damage +6 Agility Chain Lightning Maelstrom: ========== 1600 Mithril Hammer 900 Recipe 500 Gloves of Haste Total: 3000 +24 Damage +15 Attack Speed Chain Lightning Manta Style: ============= 2250 Yasha 2100 Ultimate Orb 500 Recipe Gives: +26 Agility +10 Strength +10 Intelligence +15 Attack Speed +10% Movement Speed +Mirror Image (same as old one) Images deal 33% (previously 40%) Images take 350% (previously 300%) Shrapnel: ========== Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area. Enemy units that walk in this area get damaged and slowed. Deals 30% damage to buildings. Shrapnel lasts for 10 seconds. AOE: 450 Slow: 15/20/25/30 Slow Duration: 2 DPS: 10/20/30/40 Cast Range: 900 Cooldown: 15 Mana Cost: 120 Crystal Nova: ============== AOE Damage: 80/130/180/230 AOE: 400 Slow Duration: 5 Attack Speed Reduction: 20% Movement Speed Reduction: 30% Cast Range: 700 Cooldown: 15 Mana Cost: 100/120/140/160 Adaptive Strike: ================ It now always stuns and damages. The amount of the damage and stun varies depending on how much of each attribute you have relative to the other one. If you have 50% more agility than strength, it deals the maximum of the damage and the minimum of the stun If you have 50% more strength than agility, it deals the maximum of the stun and the minimum of the damage Everything in between the two is a smooth transition from one to the other Damage(lvl1): Min: 0.25x Agility Max: 0.75xAgi Damage(lvl2): Min: 0.25x Agility Max: 1.5xAgi Damage(lvl3): Min: 0.25x Agility Max: 2.25xAgi Damage(lvl4): Min: 0.25x Agility Max: 3.0xAgi Stun(lvl1): Min: 0.25 Max: 0.75 Stun(lvl2): Min: 0.25 Max: 1.5 Stun(lvl3): Min: 0.25 Max: 2.25 Stun(lvl4): Min: 0.25 Max: 3 Min Knockback distance is 100, Max is 300 Storm Bolt: ============ Targets an area around an enemy unit and releases a magical hammer dealing damage and stunning enemy units. Damage: 100/175/250/325 Stun Duration: 2 AOE: 250 CD: 14 Mana Cost: 140 Cast Range: 600 Warcry: ======= With the righteous anger of one wielding justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain move speed and increased armor. Movement Speed: 12% Armor: 3/6/9/12 AOE: 350 Duration: 6 Cooldown: 36/30/24/18 Battle Trance: =============== Jah'rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed for a short duration, and lasts an additional 4 seconds on Jah'rakal. Attack Speed Bonus: 60/80/100 Duration: 4 seconds Cooldown: 20 Mana Cost: 75 Note: This is a global spell. Liquid Fire: ============ Straight from the belly of the beast, Jakiro slowly harnesses Liquid Fire when he attacks to burn his victims (175 AOE), and slow their attacks. Damage Per Second: 10/15/20/25 Attack Speed Reduction: 20/30/40/50 AOE: 175 Duration: 5 seconds Cooldown: 20/15/10/5 Note: Works on buildings Fiery Soul: ============= Passive Whenever she casts a spell, she will gain temporary movement and attack speed bonus. Duration: 5 seconds Attack Speed Bonus: 20/30/40/50% Movement Speed Bonus: 2/3/4/5% Stacks with itself Phantom Strike: =============== Teleports to a unit and attacks it. Gains 100% attack speed for 3 seconds while attacking that same target. Maximum of 4 attacks. Cooldown: 30/20/10/5 Mana Cost: 50 Old Multicast: ============== lvl 1 - 20% for 2. [Scepter: 30% for 3] lvl 2 - 20% for 3. [Scepter: 30% for 4] lvl 3 - 20% for 4. [Scepter: 30% for 5] New Multicast: ============== lvl 1 - 30% for 2. lvl 2 - 45% for 2 or 22.5% for 3 lvl 3 - 60% for 2 or 30% for 3 or 15% for 4. No scepter upgrades Example: Level 2 has 50% chance for at least 2x and a 25% for 3. This displays overhead showing which multiplier of multicast was achieved. Eyes In The Forest: =================== Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level. Cast Range: 100 Cooldown: 300/225/150/75 Mana Cost: 100/75/50/25 Note: Creates a regular tree if cast on the Sentinel side and a dead tree if cast on the Scourge side. The trees are slightly brighter when they are enchanted. Nethertoxin: ============= Passive. Adds bonus damage to your attacks based on how low the target enemy is. Level 1: 80-100=>2 60-80=>4 40-60=>8 20-40=>16 0-20=>32 Level 2: 80-100=>4 60-80=>8 40-60=>16 20-40=>32 0-20=>64 Level 3: 80-100=>6 60-80=>12 40-60=>24 20-40=>48 0-20=>96 Level 4: 80-100=>8 60-80=>16 40-60=>32 20-40=>64 0-20=>128 The equation is rather simple, it starts off with 2/4/6/8 bonus damage, and doubles each 20% missing hp. For example, if this is level 3 and the target has 30% health, then you have 48 bonus attack damage. If this is level 4 and the target has 15% health, then you have 128 bonus attack damage. Gives half the bonus against creeps and buildings. Mystic Snake: ============= A mystic snake made of energy jumps from target to target dealing damage and stealing some energy. After it reaches its last target, it jumps back to Medusa to replenish her mana. The snake deals more damage and steals more mana per jump. Jumps: 3/4/5/6 Damage: 60/100/140/180 + 20% each successful damage jump Mana: 20/30/40/50 + 20% each successful mana drain jump Example: Target A: Unit with mana Target B: Unit with no mana Target C: Unit with mana Target D: Unit with no mana Target E: Unit with mana At level 4: Target A takes 180 damage and loses 50 mana Target B takes 216 damage and loses 0 mana Target C takes 252 damage and loses 60 mana Target D takes 288 damage and loses 0 mana Target E takes 324 damage and loses 70 mana In this example, at level 4 cast spell, with a ranged creep and 2 heroes both getting hit by it, you regenerate 50+60+70=180 mana Mana Cost: 140/150/160/170 Cooldown: 12 Jump AOE: 475 Cast Range: 700 Stone Gaze: =========== Any enemy units staring at the Gorgon will slowly turn to stone, removing status buffs and slowing all speed properties. Gaze Duration: 5 AOE: 800 Speed Factor: 2/3/5 Damage to summoned units: 600/800/1000 Cooldown: 70 Mana Cost: 100/50/0 Doesn't affect units that are not able to see Medusa directly (if medusa is fogged or invisible, then enemy can't see her). Direct line of sight is required. ######### # Razor # ######### Strength: 17 +1.9 Agility: 22 +2.5 Intelligence: 19 + 2.2 Attack Range: 475 Movement Speed: 295 Plasma Field: ------------- Razor releases a wave energetic plasma which grows in power as it extends outwards. Deals damage to units both on expansion and on contraction. The further the plasma is from razor the more energy it has. Minimum Charge Damage: 40/60/80/100 Max Charge Damage:70/105/140/175 Speed: 800 AOE: 600 Cooldown: 16 Mana Cost: 125 Note: This can hit a unit once going out and once coming back in. Charge increases to max going outwards, then decreases to min coming inwards. This is a full circle AoE effect, a radius of small electrical effects travel outwards. It spawns from where you are and moves out with you. Unstable Current: ---------------- Passive. Increases the movement speed and reflects a static charge whenever targeted, dealing damage and purging the unit briefly. Movement Bonus: 3/6/9/12% Damage: 40/60/80/100 Purge Duration: 0.3/0.6/0.9/1.2 Note: Does not trigger on attack orbs like Poison Attack or Frost Arrows Static Link: ------------ Taps into the energy of a target hero, creating a charged link between Razor and his foe. As long as this link is maintained, Razor will continue to steal damage from the target and adds it to his own. Attack damage stolen per second: 5/10/15/20 Max link time: 10 Stolen duration: 13 seconds from link break. Cast Range: 600 Break Range: 700 Mana Cost: 20/30/40/50 Cooldown: 45/40/35/30 Note: If you target a point on the ground, it will move in that path and lock onto the first hero it reaches. You have vision over the link itself. Eye of the Storm: ------------------ The Lightning Revenant calls upon a powerful storm of crackling energy, which strikes weakened enemies with deadly bolts of lightning. The storm is charged with Razor's malevolent will, and will seek out only the most injured targets for its armor shattering blasts. Damage: 37.5/50/62.5 Interval: 0.85/0.75/0.6 AOE: 500 Armor reduction per hit: 1 (stacks) Duration: 20/25/30 Mana Cost: 100 Cooldown: 80/70/60 Damage dealt is physical. Only targets units in your vision. This storm stops if Razor dies. Targets the lowest HP unit in the area. ############ # Batrider # ############ Strength: 23 + 2.5 Agility: 15 + 1.5 Intelligence: 24 + 2.5 Attack Range: 375 Movement Speed: 290 Cast Point 0.3 Attack Point 0.5 Hero Class: Intelligence Sticky Napalm: ============== Targets an area and drenches it in oil. Slows the movement speed and turn rate of units in that area. Extra casts of this on the same targets stacks. Any fire damage from batrider will ignite the napalm, dealing damage for each stack. Fire damage is any regular batrider attack, flamebreak or firefly AOE: 375 Damage: 10/15/20/25 Slow: 3/5/7/9% Turn rate reduction: 30% Lasts 7 seconds (refreshes on hit) Stack max: 10 Cast Range: 700 Mana Cost: 15 Cooldown: 3 Flamebreak: ========== Hurls a highly explosive cocktail of dangerous chemicals at the target position. Upon impacting with an enemy the missile explodes, dealing damage and knocking all nearby foes away from the impact. Any unit who has been Napalmed will take additional damage from the blast. Knocks back all units in the explosion area proportionally to how far they were from the center Damage: 75/150/225/300 Max knockback: 400 Explosion AOE: 375 Detection AOE: 100 Damage: 75/150/225/300 Travel Distance: 1600 Mana Cost: 80/100/120/140 Cooldown: 11 Firefly: =========== Flies high leaving a burning trail behind. Enemies who dare follow will get burned by the fiery napalm. Nothing can take the skies from him. Trees in your path are killed by the fire. Gives you flying pathing Damage: 20/40/60/80 per second AOE: 200 Spell Duration: 15 Pathing: Flying CD: 40 Mana Cost: 100 Flaming Lasso: =============== Snags a target with a constricting lasso, allowing the Batrider to drag them behind him as he moves. Does not drag units over cliffs or impassable terrain. If you TP or blink away or get ported away, the lasso breaks. Cast Range: 175 Bind Range: 300 Mana Cost: 150 Cooldown: 130/90/50 Duration: 3/3.5/4 #################### # Tauren Chieftain # #################### Strength: 24 + 2.7 Agility: 14 + 1.5 Intelligence: 23 + 1.6 Attack Range: 150 Movement Speed: 300 Cast Point 0.4 Attack Point 0.35 Hero Class: Strength Since ancient times it has been prophesized by the Tauren elders that a Chieftain will come, strong as the mightiest warriors and wise as the eldest shamans. After many years of wandering the sacred lands, seeking wisdom from his forefathers, Cairne Bloodhoof has proven himself as the long awaited hero. Cairne carries with him the spirit of his mightiest ancestor, and now the ground shakes with the combined strength of the Chieftain and his guardian spirit. No physical nor magical barrier can reduce the power of his enchanted halberd, the weapon used by his guardian in ancient times. Such is the power of this axe that it can split the very earth itself. Seeking revenge for the ravaging of his homeland, Cairne will soon bring his wrath upon the Scourge. Echo Stomp: ============ Calls upon the spirit of his ancestors to join him in an earth-shattering echo, rendering nearby foes unconcious. The spirit and Tauren Chieftain both deal 80 damage in the area, the Spirit dealing magical damage and the physical form dealing physical damage. Unconscious enemies will wake if they get hit. If the spirit is separated from you, it will still perform its part of the spell. If you damage a knocked out unit, it no longer becomes knocked out/immobile. There is a spirit version of you doing the stomp animation with you at the same time (you can see it as well). You deal physical damage and it deals magical damage. Physical Damage: 80 Magical Damage: 80 Channel Time: 1.4 seconds AOE: 500 Knockout duration: 2/3/4/5 seconds Mana Cost: 100/115/130/145 Cooldown: 15 Only player based damage can wake heroes. Damage dealt during a brief period after the stomp will not awaken heroes (0.65) Ancestral Spirit: ================= The Tauren Chieftain sends forth his guardian ancestor to bring ruin upon his foes. While separate from the Chieftain, the spirit will mimic his movement and damage any unit it passes through. When it rejoins the Chieftain, it grants him bonus damage and movement speed for each enemy it has struck. Magical Damage: 120/160/200/240 AOE: 275 Damage per creep: 3/6/9/12 movement speed per creep: 1% Danage per hero: 10/20/30/40 movement speed per hero: 5% Cooldown: 19 Mana Cost: 110 Max Charge Time: 8 If the spirit has not rejoined with you before that period, it will charge towards you to move back into you and enchant you. Enchanted Time: 9 (The duration you have the buffs after the joining of the ancestral spirit) Natural Order: ============== Passive. The Tauren Chieftain uses wisdom gathered throughout the ages to reduce everything to its most basic level. Removes base Magic and Physical resistance. AOE: 250 Percentage nullification: 25%/50%/75%/100% Note: This exists on the spirit as well. Ultimate - Earth Splitter: ========================== Using his mighty axe, the Tauren Chieften rends the very earth itself, sending a jagged crack under the feet of his enemies. After several seconds the earth implodes, sending his foes tumbling inwards. Any unit caught in the implosion will take damage based on their maximum life and have their speed slowed for a short time. Implodes after 3 seconds. Deals 35% of a unit's maximum HP. Cast Range: 1600 Travel speed: 600 ms Delay after maturity: 0.5 seconds AOE: 350 Damage: 35% of each unit's maximum HP (half magical, half physical) Slow Amount: 30/40/50% Slow Duration: 3/4/5 Cooldown: 90/75/60 Mana Cost: 175 Example: You target a point, from where you are towards 1200 in the angle you click on, the split starts growing. The split grows at 600 ms, so it takes 2 seconds to reach the end. After it reaches the end, it plays an animation preparing for the implosion for 0.5 seconds and then it pulls everyone in and does the dmg/maim. ########### ## Notes ## ########### Thanks to everyone that helped test this version and to all the players that have sent their feedback and requests in. There are many changes in this patch, some depend on the other one, so you'll need to play it a bit to get a good idea for how things play out in practice. That being said, don't hesitate to give me your first impressions and your overall feelings towards the update. There will probably be a 6.60b or a 6.61 to follow this one, so let me know any mistakes you find or any suggestions for stuff to change.