Test Client 0.2.99 Patch, Bugfixes, New Hero: Moraxus

Version 0.2.100
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Moraxus
- Hellbourne
- new ult
- Effects, model touchups, etc
- He's really changed! Check him out!

Accursed
- Fire Shield cast range from 350 to 450

Armadon
- Buff Quills projectile flight speed from 900 to 2700

Bombardier
- Boom Dust cast range reduced from 700 to 600

Blood Hunter
- Blood Crazy from unremovable debuff to removable on enemies, debuff is unremovable on allies

Chipper
- Rocket now use target_cursor rather than target_position
* This allows him to shoot a missile in the direction of your mouse cursor when you press Q.

Engineer
- Turret now shoots twice as fast and the cap of number of hits removed.
* Damage per bullet starts at 40 and is lowered by 10% for every bullet that hits you
* The push starts at the same it was, but gets weaker the more you are hit
* Snare is still max of 35% from 10 hits

Flint Beastwood
- DoT to smooth damage over the 2 seconds instead of 2 ticks

Legionnaire
- Terrifying Charge CD from 30 static to 30/25/20/15

Kraken
- Tsunami Charge touch radius from 60 to 80
- Splash CD from 8 secs to 11/10/9/8 seconds, damage type changed from magic to physical

Voodoo Jester
- Mana Cost on Mojo from 95/105/115/125 to 110/120/130/140


**Items**

Tablet
- Switched out the Major Totem for Apprentice's Robes
- Final item is now +16 int and an additional bonus +10 damage

Ring of Sorcery
- Removed Guardian Ring component    
- Recipe lowered from 525 to 500

Striders
- They now lose charges if you are within 300 units of a visible enemy hero at the same rate they gained them. You begin to gain the charges back as soon as you run away from the enemy.



Version 0.2.99
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Bugfix patch!

New Hero - Moraxus

Moraxus

Description:

A towering, hulking guy, looks somewhat like a barbian. Wields an oversized axe and an arcane shield. Gets axes attached to him as “armor,” like an axe used as a chestpiece or shoulder pads or whatever. Moraxus=More Axes, because we need more axes in this game.

Hero Summary & Concept:

We need more axes in this game. Moraxus.

Moraxus is a rounded tank that can possibly be converted into a carry late game.

Tanks can often tail off late game; sure they're hard to kill, but they are low-threat to let live until the end of the fight. Moraxus will not be as easily ignored due to his snare abilities and his health to damage trade-off. Moraxus's second skill covers both armor and magic armor, but it requires a choice; one must lose the passive bonuses in a risk-reward decision in an attempt to block an incoming spell.

Passive/Active skills like Arcane Shield allow players with different preferences (passive playstyle vs active playstyle) to embrace the hero in different ways and each get something out of the ability.

Skill by skill analysis:

Q: Standard "stomp" ability, slows enemies' attack and movement speeds. Bread and butter of a tank to be able to put out some initiation damage and provide crowd control. Will allow Moraxus to gank, provide a “zone” of danger to enemies, and initiate with blink.

W: Passive armor and magic armor bonus, but can trade that passive protection for active, skill-based magic protection. Reflexes or good preemption can result in a much greater reward than passively profiting from the regular bonus, but a wasted cast can waste both mana and the passive bonus for a duration. Built in risk-reward that is completely dependent on player choice and interaction. With a successful spell-block, Moraxus is able to go on the offensive (or boost his escape capacity) with greater movement speed and damage. This can provide awesome moments of “counter-action” and counter-attacks, in which a spell is skill-blocked and then Moraxus sprints onto the enemy and stomps.

E: Active, charge-based projectiles. Similar to Chipper's rockets, except these are much lower in range and has a 1 second cooldown between casts. Their main purpose is to provide Moraxus with an avenue for ranged threat, and allow him stacking snare ability for chasing/control.

R: Toggle provides players with the choice between tanking and dealing damage. Makes it so if Moraxus is ignored, he can trade off his surplus health to put out more damage, adding more to his team even if he is ignored and potentially adding incentive for the enemy team to focus him.

All of Moraxus's skills shape him into a tank that is not just “I go in, I use my skills, and then right click someone to act fat.” He is dynamic, and shifts with battle conditions and the actions of the enemies. Counter-attacking should also be a very interesting theme, as turning a fight and surviving through aggression rather than cowardice can be very rewarding and provide some of the most fun and memorable gaming experiences.

**Attributes: ** Starting STR: 25
Starting AGI: 16
Starting INT: 16
STR per level: 2.6
AGI per level: 1.7
INT per level: 1.7
Attack Range: Melee
Base Damage: 24-30
Armor: 0
Movement Speed: 300

Ground Quake (Q):

Description: Hero stomps down on the ground, causing fractures and inflicting magic damage to enemies in a small – medium PBAoE. Also slows the attack and movement speeds of enemies hit.

Effects:

Deals (75/150/225/300) magic damage to enemies hit (350 radius)

Slows enemies' attack and movement speeds by (25/30/35/40)% for 4 seconds

Mechanics:

Mana Cost: 90,105,120,135

Cooldown: 12 seconds

Arcane Shield (W, Passive/Active):

Description:

Passive: Hero's shield grants a passive magic armor bonus. Passive is disabled while ability is on cooldown.

Active: Hero blocks the next ability targeted against him in the next 2 second (anything Nullstone would block). If an ability is successfully blocked, Moraxus is given a surge of power.

Effects:

Passive: Grants (1/2/3/4) armor and (.5/1/1.5/2) magic armor

Active: Absorbs the next ability targeted on Moraxus in the next 2 seconds.

Moraxus gains (70/110/150/190) movement speed and (20/40/60/80) damage for 5 seconds if an ability is successfully absorbed.

Passive is disabled while spell is on cooldown.

Mechanics:

Mana Cost: 75

Cooldown: (30/25/20/15) seconds

More Axes (E, Skillshot):

Description:

Consumes a charge to throw a piece of armor toward target location

Effects:

Max of (1/2/3/4) charges

Consumes a charge to throw a projectile (one of the axes) at target location. It hits the first enemy unit encountered, dealing (80,100,120,140) magic damage to and the target. Also applies a stacking slow to the target, 1 charge per hit to a max of 3 charges. 15% movement slow per charge, 3 second duration.

Mechanics:

Mana Cost: 40

Cooldown: 1 second

Recharge time per charge: 9,8,7,6 seconds

Projectile speed: 1200

Range: 1000

Reckless Axetions (R, Ultimate):

Description:

Moraxus attacks recklessly, harming himself in the process but putting out significantly increased damage.

Effects:

Moraxus loses 5% of his max Health per attack (non-lethal, pure)

Moraxus deals bonus Physical damage to the target equal to (1,1.25,1.5) times the amount of health lost.

Mechanics: Toggle

- Chipper's stacking DOT from rocket+tar is now 15/20/25/30 per charge (Down from 20/30/40/50, which was nuts)
- updated stringtables with bugfixes
- Fixed Nighthound's attackscheme when he is in cloud so it functions correctly.
- Corrected Valkyrie's Javelin speed from 837 to 857.14
- Andromeda's Void Rip will now disjoint her as well as her target on use
- Bubbles' Take Cover will now properly trigger from invulnerable sources of damage
- Bubbles' Kelp Field will now properly stun invulnerable units that move out of the radius (Magmus Lava urge, for example)
- Bugfix for Ophelia's Judgment so it unbinds the target when they are teleported
- Ophelia's Judgment can no longer be cast on allied lane creeps
- Fixed an old bug with Ophelia that lets her perma-block a neutral creep spawn with illusions
- Wildsoul Bear's Root will now correctly last 9 seconds on non-hero units
- Witch Slayer's Power Drain will now instantly kill illusions on use
- Fixed Bombardier's Boom Dust so it is correctly blocked by Null Stone
- Correctly unbind the targets of Nymphora's Teleport
- Nymphora's Teleport now picks the closest targets to her, not random ones
- Puppetmaster's Puppet Show now silences as well (This is a bugfix for weird situations it can cause)
- Pharaoh's Soul will again reveal around itself while in flight properly
- Pharaoh's Wrath of the Pharaoh is now a Superior Magic instead of Superior Physical touch to fix some issues. No gameplay change.
- Bugfix for Kraken's charge warping people around
- Thunderbringer's Bolt's reveal is now clearvision
- Fix for Pestilence's Swarm so you can't lose vision on someone in odd situations
- Fixed Dark Lady's Dark Blades so they silence Bubbles correctly when he has Autocast on
- Tundra's Coeurl now has the correct backswing (from 800 to 1000)
- Fixed Tempest's Glacial Blasts from doing 2x damage on the first blast
- Fixed Forsaken Archer's Skeletons so they won't stand around like dorks if she is attacking from max range

Posted Nov 3, 2010, 2:22 PM UTC · edited

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