At the end of each long rest, the infected creature must make a DC 15. At this stage going with the Flanking, and attacking from the rear, both of which give advantage.PS4: 23.25mb, Xbox One: 23.25mb, PC: 23.25mb IMPROVEMENTS Testing Ground DominionDmg Long Rest 1 Week 1 The D&D Dungeon Masters Guide is out now, and it’s a very cool resource filled with lots of new rules for treasure, magic items, world building, new downtime activities, and optional rules Also, my name is in the play-tester credits, so that’s pretty fun :).It's not the grittiest mechanic on offer (the DMG has the one where it shifts a short rest to 8 hours and a long rest to 1 week) but I feel it provides an excellent middle ground, slowing down recovery rates a bit (making healers more useful) while still giving players some flexibility with hit dice.The first symptoms of the disease appear in 1d4 + 1 hours, as the infected begin. Over the last few few gaming sessions (my kids and I have played DnD a lot lately ), weve been using some optional rules from the DMG. Ive had the DMG for about a week now and have read it cover to cover a few times.We want players to still consider the Minion Lane as a good place to gain points and to spread apart, so this change is aimed at making sure that the Minion Lane is still an attractive place to focus efforts towards. Increased Captured Minion Lane Points to 1.5/s (from 0.9)Developer's Comment: The first week of testing indicated that matches were longer than anticipated on average – one cause of this was the lowered point gain from the Minion Lane.In the first week of testing, players focused on Side Points much more than the Minion Lane, and as such were spending very little time clearing minions this lead to lowered point gain as teams control the Minion Lane for shorter periods of time. Decreased Boosted Zone Points to 1.5/s (from 1.8) This effect should be minimized with this change. Decreased Contesting Zone Renown to 0.6/s (from 0.7)Developer's Comment: The large gap between Boosting and Contesting zones made contesting more attractive than boosting, leading to situations where players preferred letting a zone be contested so they could gain renown at a faster pace. Increased Boosting Zone Renown to 0.5/s (from 0.4)
Fixed an issue that caused the Kyoshin “Relentless Windstorn” Execution animation to complete for the opponent even when Kyoshin is interrupted ( FH-2592)PS4: 1.3Gb, Xbox One: 1.72Gb, PC: 1.8Gb IMPROVEMENTS FIGHTERS General Fixed an issue that caused the Warmonger “Obliteration” Execution to be missing voice over ( FH-2539) Fixed an issue that caused a matchmaking degradation, the matchmaking will now be back to normal behavior Fixed an issue that caused the Shugoki to incorrectly have Guard Break invulnerability during the first 100ms of Headbutt attacks ( FH-2493) Fixed an issue that caused Back Dodging by pressing Back and Dodge to not correctly dodge in certain situations ( FH-2555)Known Issue: Please note that diagonal back dodge will no longer work for the time being as a result of this fix. ![]() We did, however, fix the issue of Raider's Heavy Finishers' Uninterruptible Stance that was starting at 0ms - it is now in-line with other attacks. Reverted Testing Grounds Uninterruptible Stance timing for chained Heavy attacksDeveloper's Comment: We decided to revert the changes we tried in the Testing Grounds the feedback we received and our data both indicate that Raider was underperforming in group fights with the Uninterruptible Stance starting later. Uninterruptible Stance now starts at 100ms during Heavy Finishers (was 0ms) Now initiates chains instead of chaining to FinishersDeveloper's Comment: These changes should help Storming Tap become a more consistent attack, with a stronger Soft Feint that lets Raider continue pressure in 1v1 situations. Top Light in chains are now 500ms, down from 600ms for chained Top Light and 700ms for Top Light Finisher Raider's Storm now forces a Heavy reaction on the opponentDeveloper's Comment: Raider's Zone Attacks are a large part of the hero's identity - with these changes, they should now have adequate pressure in combat and let Raider flow better. Raider's Fury is now 966ms, down from 1000ms Raider's Storm can now chain to Raider's Fury Raider's Fury now costs 12 Stamina, down from 30 What format should zip 100 be for macWith these changes, Raider should now have Guard break punishes that are more in-line with the rest of the cast as well as not be restricted to using side Light attacks in chains.Developer's Comment: Raider was forced to perform a Heavy Finisher or a Raider's Fury after a chained Heavy Attack - this flow made Raider too predictable. Side Heavy Openers now deal 24 damage, down from 27Developer's Comment: Raider suffered from problematic attack speeds while we want the hero to feel slow and powerful with large, slow swings, we also must account for viability with the hero's attack speeds. Side Heavy Openers are now 800ms, down from 900ms Top Heavy Opener now deals 27 damage, down from 29 Top Heavy Opener is now 900ms, down from 1000ms ![]() Now costs 12 stamina to enter and 10 to feint. All 3 sides are now 600ms total with 400ms of visible indicators (from 500/600/700ms) Now accessible from Front Dodge as well as Back Dodge We hope that these changes will address the frustration from light attacks at the same time as give the hero stronger offense at higher levels of play. As such, we've removed the option, but instead gave Orochi the same combo attack the hero previously only had on Top Light Orochi can now use a quick combo Light attack after every non-Bash Opener, including Dodge Attacks, to guaranteed a bit of extra damage and flow better. Every non-Bash Opener now guarantees a combo Light attack that counts as the 2^nd^ attack in chainDeveloper's Comment: Orochi's Light Finisher was problematic it was both lackluster at high levels and too frustrating at low levels. Ps emulator macNow has iframes for 300ms on attack startup With this new move, Orochi gains a move opponents cannot ignore, and must deal with with the new Dodge Cancels, Orochi also gains access to additional mixups and should flow better than before. Guarantees a 2^nd^ Chained Light attack on hitDeveloper's Comment: Orochi was lacking in viable openers while the hero was relatively strong as a counter-attacker, it was difficult to force a reaction on opponents and open them up. Can be performed at 300ms after a Front Dodge and can be delayed until 500ms Performed by hitting Guard Break during Front Dodge This made the move lackluster and barely used - we've updated it to be more in-line with our expectations of a 1v1 mixup tool, especially with Orochi's new options, and being accessible from Front Dodge should help in mixups as well as catching opponents who try to run away from the hero. Reverted Testing Grounds change where they granted a Heavy parry reactionDeveloper's Comment: Zephyr Strikes were underperforming in group fights, as well as against heroes with low recovery attacks, because they were interrupted on block, lowering Orochi's potential as the hero's offense was easily stopped. No longer interrupted in Non-Superior Block With these changes, the attack should perform its role much better and grant Orochi an excellent 1v1 counterattacking tool. Reverted Testing Grounds change where it granted a Heavy parry reactionDeveloper's Comment: Riptide Strike was initially intended to be Orochi's 1v1 dodge attack tool, but the lack of iframes on the attack, as well as its speed, made it lackluster.
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