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[4.5.1] Patch Note -...

[4.5.1] Patch Note - PBT on the weekend

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Published on Wednesday, 04 July 2018 19:58
Welcome to Heroes of Newerth
Version 4.5.1 - 03 July 2018


= Public Beta Test (PBT) =

- PBT will return to the NAEU International Client for weekends only!
- The first PBT Weekend will be on July 7-8, 2018!
* PBT will be active from 12am EST Saturday Morning until 11:59pm EST Sunday Evening for all weekends after this point in time.

- A PBT Incentive System has also been implemented!
* After winning 3 PBT Games, you receive Plinko Tickets equal to 3 Plinko Drops!
* Every additional win in PBT games after that will grant you Plinko Tickets equal to 1 Plinko Drop, up to a maximum of 10 games (max total of 10 Plinko drops per weekend).


== Design ==



= General =
- All Heroes now have a base Magic Armor of 5.


= Heroes =

Chronos

Chronofield
- Cooldown increased from 120 to 160/140/120 seconds.
- Chronofield now expires twice as fast when Chronos is not in it.


Devourer
- Strength gain per level reduced from 3.2 to 3.0.
- Starting Armor reduced from 2.96 to 1.16.
Guttling Hook
- Range changed from 1100 to 1000/1100/1200/1300.
- Mana Cost reduced from 140 to 110/120/130/140.
- Physical Damage reduced from 100/200/300/400 to 90/180/270/360.

Decay
- Magic Damage per second to enemies and self increased from 25/50/75/100 to 30/60/90/120.

Cadaver Armor
- Strength gain when a nearby enemy hero dies increased from 1 to 1/1.5/2/2.5.
- Radius for assist Strength collection reduced from 1150 to 500.

Devour
- No longer gains Max Health from the channel.
- Devour now directly heals Devourer for the damage dealt.


Engineer
The Keg
- Stun duration increased from 1.25/1.5/1.75/2 seconds to 2 seconds.
- Magic Damage increased from 80/130/180/230 to 70/140/210/280.

Steam Turret
- Steam Turret now properly inherits 50% of the Attack Damage granted by Agility from Engineer (in addition to 50% of the Attack Speed granted by Agility from Engineer).
* This was actually a bug in the previous patch and was severely lowering the power of Engineer's carry potential.
* Engineer's carry potential on his Steam Turret is now properly adjusted to where it should be.
- Mana Cost decreased from 100 to 50.
- Cooldown decreased from 20 to 10 seconds.
- Ability now goes on a 5 second cooldown when the turret is damaged by an enemy player.
- Can now be double-activated to drop the turret at your feet.


Glacius
Chilling Presence
- Max Mana bonus reduced from 40/80/120/160 to 25/50/75/100.


Hammerstorm
- Starting Damage reduced from 61-63 to 59-62.


Predator
Carnivorous
- Bonus Physical Damage and Healing reduced from 5/6/7/8% of Current Health to 2/4/6/8%.


Salomon
- Strength gain per level reduced from 3 to 2.7.
- Agility gain per level increased from 2.3 to 2.7.
Wish for Wealth
- Bonus Gold per kill reduced from 5/10/15/20 to 4/8/12/16.
- Active effect bonus gold increased from 30/60/90/120 to 40/70/100/130.


Shadowblade
- Starting Strength increased from 17 to 18.
- Starting Agility increased from 17 to 18.
- Starting Intelligence increased from 17 to 18.
Essence Shift
- Attribute bonus decreased from 20/40/60% to 20/35/50%.


Solstice
Blinding Dash
- Cast Range reduced from 900/1000/1100/1200 to 600/800/1000/1200.
- Mana Cost decreased from 105/110/115/120 to 90/100/110/120.

Illuminate
- During the day, the ability no longer targets a location but instead applies a buff to self which provides clearvision and deals damage to nearby enemies.
- Magic Damage per second rescaled from 20/30/40/50 to 15/30/45/60.

Luminescence
- Bonus Attack Damage rescaled from 20/30/40/50 to 15/30/45/60.

Solar Slash
- Bonus Attack Damage reduced from 50/70/90/110 to 40/60/80/100.
- Bonus Physical Damage to creeps reduced from 125% to 120%.

Crescent Strike
- Bonus Attack Damage increased from 50/70/90/110 to 60/90/120/150.
- Bonus Physical Damage to heroes (50%) removed.


Soulstealer

Soulsteal
+ Staff of the Master changes only:
- Staff of the Master soul limit increase reduced from 25 to 15.
* Staff of the Master now increases the maximum number of souls from 10/20/30/40 to 25/35/45/55.

Soul Burst
- Now fully benefits from the extra souls provided by the Staff of the Master effect.


Succubus
Mesmerize
- Range rescaled from 500/575/650/725 to 625.
- Duration reduced from 5 seconds to 3/4/5/6 seconds.
- True Damage per second increased from 20 to 30.
- Cooldown increased from 15/14/13/12 seconds to 15 seconds.
- When another unit attacks a Mesmerized target, Mesmerize will now be applied to it for 3 seconds (instead of the full base duration).


Swiftblade
Blade Frenzy
- Attack Damage penalty during the effect increased from 30/20/10/0% to 80/60/40/20%.


= Items =

Bloodborne Maul
- Damage from self will no longer reset the timer.
* This means that damage from self will add charges but will no longer stop charges from decaying.


Bottle
- Healing and Mana restored reduced from 150 to 125 per sip.


Riftshards
- Critical hit multiplier reduced from 1.65/1.9/2.15/2.4x to 1.25/1.5/1.75/2x.
+ New Whenever a critical hit occurs, in addition to the multiplier it now also deals 2.5/5/7.5/10% of the targets Max Health in bonus damage.
* In total, at level 4 of Riftshards your attacks have a 20% chance to do a 2x critical hit and deal 10% of the targets Max Health in bonus damage.
* This bonus damage is considered part of the critical hit.
+ New Riftshards aim to give players the option to counter heroes with high amounts of health.


Spell Sunder
- Health Regeneration reduction increased from 50% to 75%.


Ward of Sight
- Kill bounty increased from 50 to 150 gold.
- Kill bounty is now given to the player who owns the closest Ward of Revelation within range.
* If there is no enemy Ward of Revelation nearby then gold is given to the killer as usual.


Ward of Revelation
- Kill bounty increased from 25 to 50.
- Kill bounty is now given to the player who owns the closest Ward of Revelation within range.
* If there is no enemy Ward of Revelation nearby then gold is given to the killer as usual.


Wind Whistle
- Can now be purchased from the Outpost.



== Midwars ==


+ The following balance changes apply to the Midwars mode ONLY. These changes aim to address the top strongest and weakest heroes in Midwars to make Midwars a more balanced experience. If you play any other mode (for example, CoN or PBT), the changes below will not affect you and heroes will still have their usual stats.


Accursed
- Starting Strength reduced from 23 to 19.
- Strength gain per level reduced from 2.7 to 2.1.


Adrenaline
- Starting Strength increased from 16 to 22.
- Strength gain per level increased from 2 to 2.5.
- Agility gain per level increased from 2.5 to 2.8.


Artillery
- Starting Agility decreased from 24 to 18.
- Agility gain per level decreased from 2.6 to 2.3.


Bramble
- Starting Strength decreased from 22 to 20.
- Strength gain per level decreased from 2.5 to 2.3.


Cthulhuphant
- Starting Strength decreased from 24 to 20.
- Strength gain per level decreased from 3.5 to 2.8.


Dampeer
- Starting Strength increased from 21 to 23.
- Strength gain per level increased from 2 to 2.2.
- Starting Agility increased from 24 to 27.
- Agility gain per level increased from 2.9 to 3.6.


Devourer
- Starting Strength decreased from 25 to 22.
- Strength gain per level decreased from 3.0. to 2.7.


Fayde
- Starting Strength, Agility and Intelligence increased from 18 to 21.
- Agility gain per level increased from 2.1 to 2.6.
- Intelligence gain per level increased from 2.3 to 2.6.


Flint Beastwood
- Starting agility decreased from 21 to 19.
- Agility gain per level decreased from 2.9 to 2.5.


Flux
- Starting Strength decreased from 23 to 21.
- Strength gain per level decreased from 3.5 to 2.8.


Geomancer
- Starting Strength increased from 18 to 19.
- Agility gain increased from 1.2 to 2.0.
- Starting Intelligence increased from 22 to 25.
- Intelligence gain per level increased from 2.8 to 3.3.


Ichor
- Starting Strength decreased from 26 to 22.
- Strength gain per level decreased from 2.4 to 2.1.
- Starting Agility decreased from 20 to 18.


Jeraziah
- Starting Strength decreased from 20 to 19.
- Strength gain per level decreased from 2.6 to 2.2.


Maliken
- Starting Strength decreased from 20 to 19.
- Strength gain per level decreased from 3.5 to 3.


Monkey King
- Starting Agility increased from 20 to 22.
- Agility gain per level increased from 2.8 to 3.4.


Nomad
- Starting Strength increased from 18 to 20.
- Strength gain per level increased from 2 to 2.3.
- Agility gain per level increased from 2.6 to 3.1.


Pharaoh
- Starting Strength decreased from 26 to 23.
- Strength gain per level decreased from 3 to 2.6.


Predator
- Starting Strength decreased from 23 to 21.
- Strength gain per level decreased from 2.5 to 2.1.


Rampage
- Starting Strength increased from 23 to 26.
- Strength gain per level increased from 2.2 to 2.7.
- Agility gain per level increased from 1.7 to 2.4.


Rhapsody
- Starting Strength decreased from 20 to 18.
- Starting Intelligence decreased from 28 to 26.
- Intelligence gain per level decreased from 2.4 to 2.1.


Salomon
- Starting Strength increased from 22 to 26.
- Strength gain per level increased from 2.7 to 3.5.
- Starting Agility increased from 16 to 20.
- Agility gain per level increased from 2.7 to 3.1.


Shadowblade
- Strength, Agility and Intelligence gain per level decreased from 2.5 to 2.0.


Silhouette
- Starting Strength increased from 15 to 19.
- Strength gain per level increased from 1.8 to 2.5.
- Agility gain per level increased from 2.8 to 3.1.


Soulstealer
- Starting Strength increased from 15 to 19.
- Strength gain per level increased from 2.0 to 2.6.
- Starting Agility increased from 20 to 24.
- Agility gain per level increased from 3.0 to 3.2.


Soul Reaper
- Strength gain per level decreased from 2 to 1.7.


Swiftblade
- Starting Strength increased from 18 to 20.
- Strength gain per level increased from 1.9 to 2.5.
- Agility gain per level increased from 3 to 3.5.


Tarot
- Agility gain per level decreased from 3 to 2.5.


Dark Lady
- Strength gain per level increased from 2.2 to 2.9.
- Agility gain per level increased from 3.3 to 3.7.


Thunderbringer
- Strength gain decreased from 2.5 to 2.2.
- Intelligence gain per level decreased from 3 to 2.7.


Torturer
- Starting Agility decreased from 23 to 19.
- Intelligence gain per level decreased from 3 to 2.5.


Tremble
- Starting Strength increased from 17 to 20.
- Strength gain per level increased from 2.5 to 2.7.
- Starting Agility increased from 22 to 25.
- Agility gain per level increased from 2.7 to 3.3.


Vindicator
- Agility gain per level decreased from 2.1 to 1.9.
- Intelligence gain per level decreased from 2.8 to 2.5.


War Beast
- Starting Strength increased from 24 to 26.
- Strength gain per level increased from 3 to 3.2.
- Starting Agility increased from 16 to 20.
- Agility gain per level increased from 1.4 to 2.3.


Wildsoul
- Starting Strength increased from 17 to 23.
- Strength gain per level increased from 2.1 to 2.8.
- Starting Agility increased from 24 to 27.
- Agility gain per level increased from 2.7 to 3.6.
- Starting Intelligence increased from 13 to 17.


Zephyr
- Starting Strength increased from 17 to 22.
- Strength gain per level increased from 2 to 2.7.
- Starting Agility increased from 18 to 22.
- Agility gain per level increased from 2.4 to 2.6.


== Public Beta Test (PBT) ==

= General (PBT Only) =
- Max Health acquired per point of Strength decreased from 20 to 19.
- Base Damage obtained per point of Strength for heroes with Strength as their Primary Attribute increased from 0.75 to 1.
- Armor acquired per point of Agility decreased from 0.15 to 0.14.
- Max Mana acquired per point of Intelligence decreased from 15 to 13.


= Heroes (PBT Only) =
+ All Heroes have been reverted back to their forms in Regular Mode, with the following exceptions:
- Andromeda
- Blood Hunter
- Chipper
- Forsaken Archer
- Glacius
- Pestilence
- Pharaoh
- Pyromancer
- Tempest
- Thunderbringer
- Valkyrie


== Matchmaking Maps & Modes ==


Champions of Newerth (CoN)
- Map: Forests of Caldavar
- Mode: Counter Pick


Mid Wars
- Hero Ban
- All Random

[Non-Weekends]
Team Deathmatch
- Blind Ban

[Weekends]
Caldavar (PBT)
- Ranked Pick



== New Content ==


New Circe Avatar: Exiled Circe
- In ancient days it was the wanderers and adventurers who fell victim to the sorceress known as Circe the Deceiver, drawn to the island prison by her enchanted disguises of long-lost loved ones, missing sailors, even gods they worshipped and believed they had found.
In the days of the Lost Civilization, Circe grew weak as Man refined his gift of science; he knew all corners of the earth and had no sense of exploration. Circes wanderers dwindled, then vanished. The sorceress waited alone on her island for centuries, scanning the horizons for a glimpse of a topsail or debris from a shipwreck.
When a ship finally appeared, Circe did not believe her eyes. The hard iron surfaces gleamed in the sun and looked nothing like the last vessel she had seen, one carved of wood and held together with pitch and rope; this craft soared through the air, though it had no feathered wings. The Deceiver remained concealed as the object landed on her warm sand. She did not trust it, for it defied the laws of nature and could only be sent by the gods, who had exiled her to this island so long ago.
When the craft opened and mortal men stepped out, Circes doubts began to be replaced by hope. She followed these men as they explored her island, holding iron boxes with flashing colors. They seemed very pleased by the colors. When the chance arose, Circe lured one of the men into the jungle and enchanted him to gain the purpose of his visit.
The man told her all: he and his fellow explorers sought elements, though the names he gave meant nothing to Circe. But when she gleaned from his mind the purpose of those elements she saw fire and destruction on a scale that would shame the gods. Circe allowed the men to leave with their findings, and for years allowed them to return and extract what they liked from the soil and bedrock of her island. The Deceiver took her share of the workers, casting spells to convince the others that the missing men had been lost to accidents and desertion.
Then the men left, for they had taken everything they could from her prison. Circe was once again alone. But the images of fire remained, and hundreds of years later in what came to be known as Mans Fall from Light, Circe watched the horizons grow bright with an unnatural glow. Storms of ash swept over her island and massive structures made of stone and shattered glass were carried on the tides. Charred corpses washed ashore by the hundreds.
As Circe had foreseen in the explorers mind, the waters surrounding her island fell away, evaporated by the unholy flames that spread beneath boiling black clouds. After thousands of years a prisoner, Circe walked off her island toward what remained of mankind, for her island was now the entire world.



New Engineer Avatar: Ol' Briarpatch
- Ol' Briarpatch doesn't have much need or use for people or animals, as most of them don't have much need or use for him and his crotchety ways. But his beloved greenhouse, now that's another story. His precious pitcher plants wouldn't survive without his careful watering, pruning, and singing, which to warm-blooded ears sounds like a drowning accordion. They were all perfectly content being left alone by the world, but the world decided to come barging in when a battle between the Legion and Hellbourne spilled from a nearby field onto their property and left acres of dead plants behind. Properly riled, Ol' Briarpatch rallied the survivors and armed them, these glorious green soldiers of his, and they set out to stick a giant thorn in the side of world.



New Fayde Avatar: Bloodshadow
- The Dragonblood Clan of Arasunia dates back to the city's first days as a simple crossroads with a chapel, and their vow to protect the citizens from all threats -- including the church -- has survived and evolved along with the spectacular city. Those who belong to the secret society operate in the shadows, collecting information, whispering rumors, and applying leverage as needed to maintain the precarious balance between what is lawful and what is just. When that balance tips too far either way, certain members of the clan are called upon to cull the source and return order. Bloodshadow is the elite among these professional assassins, and when he unleashes the full power of his Dragonblood upon the clan's target you can be certain their shadow will remain forever still.



New Riptide Avater: Mecha Mermaid
- It's always dangerous when electricity and water mix, and Mecha Mermaid could be the most lethal combination in all of Newerth. Once a beautiful, naive sea nymph, this warrior witnessed the vast, careless destruction caused by the Legion and Hellbourne fleets when they engaged in sea battles and knew her kind would be quickly wiped out if no one intervened on their behalf. Though she was wary of mankind, it was obvious that the daemons had no love for the natural world and its inhabitants, so she volunteered to augment her powerful aquatic abilities with the mecha arsenal designed by Legion Engineers. The results are about to create a tidal wave of trouble for the Hellbourne.


== Bug Fixes & Optimizations ==


= Heroes =
Apex
- The Burning Ember: Apex is now disarmed while channeling with the Staff of the Master effect.
- The Burning Ember: Manually cancelling the channel with the Staff of the Master effect no longer costs mana and no longer resets the cooldown back to 15 seconds.
- The Burning Ember: Apex will now show the channeling animation even when moving with the Staff of the Master equipped.


Kraken
- Splash: Illusions now properly only deal 33% of splash damage.


Prophet
- Taunting a player (or himself) will no longer reduce the duration of Raven Form.


Swiftblade
- Blade Frenzy: Fixed the Magic Damage per second to correctly be 80/100/120/140.



Dark Lady
- Dark Blades' Silence effect will no longer apply even on The Dark Lady's missed attacks.



Wildsoul
- Bear Form: Fixed to properly count the time that you spend in Bear Form.


= Items =
Assassin's Shroud
- Now properly shares its cooldown with Genjuro.


Energizer
- Now properly grants +75% Mana Regeneration (instead of a flat 0.75 Mana Regeneration).

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