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Patch review

Irishman81

Senior Staff
Guide
Architect
Balance Team
Legacy Supporter 7
Joined
Apr 1, 2013
@Balance Team

I just thought I would post to see where everyone stood on some of the changes done in the previous patch, and if we missed something or buffed skmethig too hard.

My initial thoughts:
why was the smoke duration increased by like 4 seconds? That seems a little too much to me and should be somewhere like 3-4 seconds especially without a reagent.

Shaman in its current state shouldn't have its two melee skills interrupt. I'm not quite sure but I'm almost positive they do @malikdanab
 

Irishman81

Senior Staff
Guide
Architect
Balance Team
Legacy Supporter 7
Joined
Apr 1, 2013
They've been that way forever.
"Shaman in its current state shouldn't have melee skills" Fixed it.
The in its current state part was reference to it being split into two classes (one damage one support) but I agree, not needed.
 

NuclearCouch

Staff member
Community Manager
Administrator
Joined
Dec 14, 2011
Location
USA
[USERGROUP=38]@Balance Team[/USERGROUP]

I just thought I would post to see where everyone stood on some of the changes done in the previous patch, and if we missed something or buffed skmethig too hard.

My initial thoughts:
why was the smoke duration increased by like 4 seconds? That seems a little too much to me and should be somewhere like 3-4 seconds especially without a reagent.

Shaman in its current state shouldn't have its two melee skills interrupt. I'm not quite sure but I'm almost positive they do @malikdanab
Ninja's bread and butter is smoke, that's it's entire way to get it's damage out especially in team fights.
 

werwew19

Coder
Balance Team
Legacy Supporter 6
Joined
Apr 10, 2012
Location
United States
Ninja's bread and butter is smoke, that's it's entire way to get it's damage out especially in team fights.
Agreed. Smoke really makes the entire class and can actually give a pretty decent role to Ninjas in teamfights with the increase.

Overall though I think the patch went smoothly. However the stam reduction on goons jump was pretty ridiculous in my opinion. I wasn't their to combat it and with the old Stamina costs goons were catching up to people and taking off from people in every single scenario unless the server wasn't lagging and holy steed caught up to them. Goons could get away with it.
 

Glacial_Reign

Portal
Joined
Sep 9, 2012
Yup I wasn't there for the goon stam thing either, it's pretty ridiculous. Goon was okay already.

And I could argue some of the disciple changes too.
 

WitchOnaRampage

Legacy Supporter 9
Joined
Jul 15, 2012
Location
Australia
I'd like confirmation on the types of combat skills that are to retain reagents. I'm seeing these groupings:
  1. utility/horse
  2. utility/port
  3. utility/track
  4. attribute buffs
  5. resurrections
Are these correct?

If so, I'll do up a table to show how many skills each class needs reagents for currently for further consideration.

@Kainzo [USERGROUP=38]@Balance Team[/USERGROUP]
 

WitchOnaRampage

Legacy Supporter 9
Joined
Jul 15, 2012
Location
Australia
To expand:

1. utility/horse (DK/DreadSteed, Pal/HolySteedl)

2. utility/port (Necro/Hellgate, Beg/Teleport, Wiz/GTP) - also maybe Port (Druid/Wiz)?

3. utility/track (Ranger/Track)

4. attribute buffs (Druid/BruteForce, Cleric/Blessing, Cleric/Courage, BM/Englightenment, Beg/Splendor, Disc/Alacrity)

5. resurrections (Cleric/Revive and Pal/Revive, Shaman/Reincarnate and Druid/Reincarnate, BM/Awaken)​

Atm Invuln has retained reagents - I'm not following the logic of this.

And @munchlaxhero @NuclearCouch I have an idea why Blink might be acting like it still needs a reagent (coding issue).

This is the current spread of skills that have retained reagents (not including Invuln):

Reagents classes.JPG
 
Last edited:

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
  1. utility/horse
  2. utility/port
  3. utility/track
  4. attribute buffs
  5. resurrection
Yah... all of these should retain.

They don't directly pertain to combat/or arent essential to "win" in a fight.
 

WitchOnaRampage

Legacy Supporter 9
Joined
Jul 15, 2012
Location
Australia
  1. utility/horse
  2. utility/port
  3. utility/track
  4. attribute buffs
  5. resurrection
Yah... all of these should retain.

They don't directly pertain to combat/or arent essential to "win" in a fight.
I added a table showing the spread of reagent-retain skills to my post above.
 
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