Orcs Must Die Unchained

Visto che il sito di occupa delle news di questo gioco ho deciso di aprire un topic dedicatogli per spiegare meglio il gioco in dettaglio e parlare delle news.

Cos'è Orcs Must Die Unchained? Il gioco è una sorta di Moba-Defense, un mix tra un classico Moba ed un Tower Defense.


In OMD i giocatori sono divisi in due squadre (classico 5vs5) in una mappa, ogni giocatore deve scegliere un eroe specifico ad inizio partita, tale eroe avrà determinate skill (una passiva, due skill attivabili, attacco click sinistro e attacco click destro). Oltre all'eroe il giocatore dispone di un mazzo di carte comprendenti oggetti, trappole e carte minion, quest'ultime andranno usate nel gate della propria squadra che genererà ondate di minion, ogni carta genererà minion di diverso tipo e numero. Le carte trappola andranno invece usate per difendersi dai minion nemici, piazzando le trappole sui muri o sulle parteti (come accadeva in OMD 1 e 2).


Il gioco è completamente in terza persona, nella mappa ci sono 4 lane, ogni squadra ha 2 lane per attaccare (ossia dove passeranno i minion) e 2 lane da difendere (da dove arriveranno i minion nemici). Scopo della partita è far raggiungere ai propri minion la base nemica, dopo aver fatto entrare 20 punti di minion, la squadra vince (i punti tolti dipendono dal minion, un Gigante per esempio toglie 3 punti, un orchetto leggero toglie 1 punto).


Durante la partita ogni giocatore ha a disposizione 2 valute: soldi e leadership. La prima serve per comprare trappole o altri potenziamenti, la seconda invece serve per potenziare il gate della propria squadra o aprirne un altro (inizialmente solo uno è aperto). Maggiore è il livello del gate, maggiore sarà la potenza delle carte minion che ci si potranno giocare (le carte si differenziano per livello, da 1 a 4). I soldi si guadagnano uccidendo minion nemici mentre la leadership si guadagna assistendo i propri minion nell'attacco.


Quando si uccide un eroe nemico, quest'ultimo lascia cadere a terra un forziere, se lo si prende si guadagnano soldi e leadership. Tuttavia un amico dell'eroe caduto può negare i punti ai nemici prendendo prima il forziere (forziere oro = eroe nemico caduto, forziere blu = eroe amico caduto).

Ci sono alcuni eroi disponibili gratis mentre gli altri si devono comprare nello shop (vedremo in seguito), ogni settimana un eroe a pagamento viene messo free per 7 giorni. Sul canale del gioco ci sono alcune guide su come usare gli eroi.


Le carte che ogni giocatore avrà a disposizione durante la partite andranno decise prima tramite il proprio mazzo personalizzabile. Un mazzo può contenere solo un certo numero di carte, gli slot del mazzo si sbloccheranno con l'avanzare del livello del giocatore. Per guadagnare carte nuove invece si devono aprire i pacchetti, i pacchetti si possono comprare allo shop con i Teschi e si possono guadagnare salendo di livello (non tutti i livelli danno un pacchetto omaggio). Un pacchetto contiiene 5 carte e ci si può trovare sempre almeno una carta rara.


Da qui parliamo delle valute nel client del gioco, la politica è simile a quella di molti altri giochi Moba:

Teschi: Si guadagnano giocando le partite, ci si possono comprare pacchetti di carte ed eroi.
Oro: si gadagna pagando con soldi veri sonanti, ci si possono comprare le stesse cose dei Teschi ma anche le skin per gli eroi.
Coscette d'orco: si gadagnano riciclando i doppioni delle carte, ci si possono comprare alcune carte specifiche (non un pacchetto intero quindi).


Come detto, salendo di livello si sbloccano nuovi slot per le carte, all'inizio non si può creare un mazzo proprio (c'è solo lo starter deck) ma l'opzione viene sbloccata appena dopo una partita, ossia quando si sale al livello 2.


OMD è attualmente in fase di Closed Beta, dall'Alpha sono stati fatti buoni cambiamenti e sono stati aggiunti un buon numero di eroi ed altre carte. La recente patch 1.4 vede l'aggiunta di un nuovo Eroe, nuove carte, nuove skin, ed il ritorno della mappa grande (6 lane, 3 attacco 3 difesa) che era stata ritirata precedentemente.



 
Ultima modifica:
E' finalmente LIVE la patch 1.4 che aggiunge diverse funzionalità al gioco.


Tra le cose più significative vanno segnalate l'aggiunta di Tundra, un nuovo eroe, l'aggiunta di nuove carte di ogni tipo (presenti nei Tundra Pack acquistabili allo stesso prezzo dei Pack normali),nuove skin, il tutorial obbligatorio e la modifica del sistema di leadership e coin.

Ora la leadership si guadagna solo stando vicini ai propri minion guidandoli all'assalto ed i coin si prendono solamente uccidendo i minion nemici (nella versione precedente, i propri minion davano una cera cifra di leadership e coin a tutto il team e non sono a quelli che gli erano vicino). Uccidere gli eroi ovviamente permette ancora di guadagnare leadership e coin.

Altra novità è l'aggiunta del Capitano: ogni tanto un Capitano si unirà ai minion della propria squadra, lo scopo di quest'ultima è di scortare il Capitano alla base nemica, il Capitano è molto resistente ed assai veloce. Di contro, c'è il fatto che se il team nemico riesce ad ucciderlo, guadagnerà 1k di leadership e coin a testa.

I dettagli della patch sono qua:

Tutorial

Our previous “tutorial” was somewhat lacking. For example, there are those who suggest that tutorials should be easy for new players to understand and useful in teaching the basics of the game (also, that tutorials should have things like “endings”).

Those days are behind us and a new tutorial is in place. It is still rough in some places (the voice is stand-in) but it is infinitely better than the tutorial it replaces.

It is also mandatory for new players.

It takes roughly 10 minutes to play and you’ll advance in level for doing it. If you have already achieved level 2 or above, you won’t see it unless you decide you want to play it (please do – we’d love feedback on it).

This is the first step in a larger plan to build a set of tutorials that can teach the more challenging aspects of the game. This tutorial assumes the player has played a game before (there is no “this is how to use a keyboard” in this). Separate tutorials will follow, focusing both on more basic instruction and more advanced concepts.





Things You'll Be Very Happy About

Trolls are fixed. They were broken, nigh unkillable and made late game suck:

  • Regeneration rate was set incorrectly. This has been fixed and their regeneration rate has been dropped to 15 per second from 25.
  • Additionally, regeneration was never turning off (Trolls have been regenerating when on fire, for example). This has been fixed.
  • Trolls were also moving too quickly. To remedy this, their speed has been reduced to 450 from 500 (sprint reduced to 550 from 600).
Hunters are no longer the only things to slot early on:

  • Pride Hunter HP dropped to 195 from 210. Gnoll Hunter HP dropped to 205 from 215.
  • Pride Hunter damage dropped to 35 from 40. Gnoll Hunter damage dropped to 25 from 30.
  • Gnoll Hunter arcane armor dropped to 30 from 50.
  • All Hunters are now worth zero leadership. Hunters are great at clearing lanes but if you jam five slots with them, your leadership earning will suffer.
Jumping penalty on 2nd jump now:

  • First jump is free.
  • Huzza.


Co-Op Bonuses

Currently, we award full XP and Skulls for co-op games until level 10, after which we halve the rewards. In an effort to ease new players into the game, we have added bonus XP and Skulls for playing co-op games up until level 10.

We’re not forcing players to play co-op after the tutorial and before multiplayer, but we are trying to make it a more attractive option.





Expansion Pack

As with the last few updates, new cards have been added to the game. Normally, we would just add the new cards to the core set, but this time we are instead introducing them as an expansion pack. This allows us to test our ability to add cards in packs other than the core set.

There are 20 new cards including:

  • Water Sprayer (like Naptha Sprayers, but for frost-based damage)
  • Anti-Magic Field (enemy players atop this cannot use their abilities)
  • Glory Seeker Arrow Walls
  • Barbed Floor Spikes
  • Glyph of Frost Resist
  • Firewall Bracers
  • Ring of Storms
  • Hobgoblin's Charm (strong targeted heal)
  • Mobility Weaver (a lot of speed, escape, and anti-CC upgrades)
  • 4 new minion waves




Changes to Packs and Leveling

Every level will now reward players with one card pack.

Because of this, the base Skull reward has been slightly reduced. We have some other systems in the works that will award additional Skulls.

Also, the long rumored “special packs” are now being awarded. At level 10, 20, 30, and 40, a special pack is awarded (containing 3 uncommon, 2 rare, 1 mythic, or 1 heroic, respectively).

So everyone knows, we are not overly happy with our leveling in general and this system is likely to get an overhaul in the future, but for now we think a pack a level is an easy improvement.





Matchmaking and Multiplayer Changes

There are no problems with the way we’re currently delivering games to players. Everyone is happy and nobody has complained about AFKs or new players being matched against 5-player premade teams or anything else, so we just didn’t change anything with this.

Cool?

Well, maybe we did a few things:

  1. Dashboard art udpates.The tabs, names, and descriptions (and some of the art) in the “Play” screen of the dashboard have been updated and should make things slightly easier to follow.





  2. Blind pick is turned on in the pre-game.Right now, it’s going to look like your opponents are all going random – we’re just using that icon for the blind pick. This will produce less counter-pick dancing.




  3. Matchmaking now has “buckets.”This means that players are matched with other players based on the bucket they are in. If you search for a game as a member of a four or five player team, you will ONLY be matched with other four of five player teams. If you search alone, with a single friend, or with two friends, you will have the same type of group added to your team and you will play against a team composed of other singles, teams of 2, or teams of 3s. (Co-op also has its own bucket.)




  4. The population of Matchmaking buckets is now displayed.You can now see how many people are searching by bucket, so you can have an idea of how long it might take to get a game. Note that it will probably be difficult to get some five player team games going now. We are not aggressively adding people to the game until we have played with some of the things outlined here, so we’ll be dealing with some longer waits for better matches here for a bit.




  5. There is a matchmaking rating model in place.We now track player skill and we match players and teams based on this. This should produce far fairer matchups when everything is working. This will also likely make it take somewhat longer for games to match, since the matcher is going to be looking for equivalent skills. The matcher does open up the acceptable range if it doesn’t find a good match right away, so you can still get some uneven fights if the population is low.




  6. We have discovered and fixed a number of exploits.Ne’er-do-wells were using these exploits to be jerks without having to suffer any consequences. Enjoy your new consequences, ne’er-do-wells. The reputation and reporting systems are also in progress and will soon be deployed. To be clear – dropping out of queue, AFKing, dropping out of a game, being a jerk in chat, or intentionally throwing a match by selling all traps, opening all doors, or just running into the enemy base are all things that will get you some time off. And by “time off” we mean banning.




  7. Go home, but leave your ball.If the player who invited other players into a group leaves during pre-game, it no longer takes all of the players in his team with him.
Surrender

There is now a first version of Surrender in the game, if you’re the kind of person who surrenders. We’re not saying that you are, but some people are. Not you. Other people. If you know some of those people, they can surrender now.

Initiate a surrender vote by typing /surrender in the chat box. All but one of the other players must also type /surrender within 45 seconds for it to pass (if there are only two players, both must agree).

Surrender votes cannot be initiated until 10 minutes into the game. AFK and disconnected players do not count.





Addition of Captains

Captains are a new twist on the core gameplay of OMDU. Here is how it works...

Any time a war camp is advanced to level 3 or level 4, the next wave out of that camp will include a captain minion at the very end of the wave. (A message appears about this and he has a special icon on the minimap.)

The captain is a fairly strong minion. He does not attack at all (except for gates). He is worth zero leadership to the team that spawns him – he gives you nothing when he appears and nothing when he crosses enemy gates. If you get him in the rift, he is worth 2 rift points, but otherwise he is just a burden for your team.

On the other hand, if your opponents kill him, their team will evenly split 5000 coin and 5000 leadership for a level 3 Captain and 10,000 coin and 10,000 leadership for a level 4 Captain. (The level 4 Captain also has more hitpoints.)

In our testing with this thus far, this has done some nice things:

  • If you're behind and your opponent levels up ahead of you, you can kill their Captain and use the resources to catch up. It creates opportunity. If you pull off the kill, get some team kills, and make smart use of what you earn, you can come back from a disadvantage. Since it's arguably easier to kill it than get it safely to the rift, the underdog has an advantage.
  • It makes you think about when to level. If you rush 3 but cannot support a push, you've probably made a mistake. If you open a 3 but don't all get waves in, you've probably made a mistake.
  • It makes the game not follow one rote pattern. You aren't doing the same thing every wave -- several times during the game, something different happens and causes you to change how you look at what you should be doing.
  • It provides a solid reason for a number of good team fights during a game.
  • It changes how you fight during this wave -- do you ignore the enemy minions and try to get around and attack the Captain from behind? Try to take out the minions first? Focus on the Captain after the minions are dealt with?
  • It makes the decision about when to open and level which war camp a lot more interesting.
  • While it seems pretty simple, it creates a lot of strategic depth. What do you do when your opponent gets a Captain? Do you all defend? That means you have no offense. What do you do when you get a Captain? Do you all go on offense? Can you get two camps to three or four at the same time? What happens when your opponents get one camp to three at the same time you do?
  • It makes minion choice for the first wave of a three or four pretty interesting.
  • It offsets snowball but it doesn't do so without taking skill into account. It does not rubberband just to keep teams together. The team that is ahead might lose a cart to the team that is behind, but the team that is behind will need to push a cart too, giving their opponents the same chance.
  • It's depth without an additional, different mechanic -- you're defending and pushing minions already, so it isn’t hard to understand what to do here. There isn’t a lot of explaining to do.
  • It can help close down lopsided games. If you manage to defend your Captain to the enemy rift at three, you probably have some minions along for the ride to score rift points and you've probably done some damage to or destroyed their gates and guardians along the way, which means your next waves are going to have an easier time of things.
  • It has had some ups and downs, but as of late we have had some excellent games with the Captains. However, we still consider this an experiment. We aren’t fully sold on it yet, but we want to get it out for a larger audience to play with.
With this in mind, you will notice that the art for it is stand-in. Or, at least, we hope you see it as stand-in, since it’s a Paladin with flags bolted on to him who attacks gates with his bolted-on flags.

(A concept similar to this surfaced on our forums around the time we were first testing it at Robot, which is proof that all involved are geniuses.)





Economy Changes

While you’re trying to think about how Captains change the game, add this one to your list: we pulled all coin from the offensive side of the game.

Take a breath, let that soak in for a minute.

You good?

Leading minions now ONLY earns leadership and killing enemy minions now ONLY earns coin. (Both rewards are still shared with your entire team.)

The coin reward on defense has also been reworked along the lines of the leadership reward on offense. On offense, the deeper you get a minion into the enemy fortress, the more leadership you earn. On defense, you now earn more coin (2x) if you kill the enemy minions sooner and less (the normal bounty) if you kill them after they have crossed the first scoring gate (the one behind your front paladin, not the front door of your keep).

This makes defense more important and gives defenders another way to earn additional coin (clear waves in front of that first gate). It also makes deciding when to open, where to push, and the ramifications of not pushing minions more interesting. And it reduces snowball, as a good offensive push no longer reward additional leadership and additional coin.





Combo Changes

The basic combo model remains the same but changes have been made to greatly increase the rewards earned for high combos. There are still some things to work out with combos, but with this we are seeing pretty clear resource differences between teams that work at getting combos and teams that don’t.





New Hero: Tundra

A new hero, Tundra, is in. He is a bear.

Tundra has both a ranged and melee attack, can disable large numbers of enemy traps, can ignore crowd control on occasion, and is capable of making allied grizzlies even scarier than they were before.

(If you had a preview of him, you will note that he no longer has his accent. We didn’t feel like it fit for this hero and we reworked his voice.)





New Vanity Skins

  • Bear Slayer Bloodspike Skin
  • Adventurer Master Skin
  • Helter Swelter Smolder Skin
  • War Chief Tundra Skin


Twitch Intgration

What is it all the kids are doing now? Twitching? Great -- it’s now integrated into OMDU.





Game Camera Improvements

  • If you hold down the C key and move the mouse about, you will orbit your hero, so you can get a look at the cool new skin from the front.
  • If you hold down the alt key and roll mousewheel, you can move your ingame camera closer in or farther away from your hero.


Guardians

Guardians have had a pretty thorough revision.

You’ll notice that the stunt-double Paladins have been replaced with new Guardian art. (The Paladins have been reassigned stand-in status as Captains.)

You will also notice that the Guardian and the gate he is associated with have a shield around them. If you attack a shielded gate, you do no damage. If you attack a shielded Guardian, you do no damage.

When something gets in range of the enemy guardian and he aggros on it, the Guardian stops casting his shield and both the Guardian and the gate are vulnerable.

You will also now see “GUARDIAN AGGRO” on your screen when you get Guardian aggro. (This started as something for testing the guardians, but players here liked it so much that we left it in. See if you like it, too.)

Guardians now take a look at how much damage is being done to them, any allies around them, and to their gate. Given a choice, they hate the things doing the most damage and will target them first. However, once they engage, they never change targets until their current target is dead or out of range.

Their range has been reduced – they will not move around as much – and they will also switch to a ranged attack when the thing they want to kill is outside of their melee range but not out of their line of sight.

They no longer have a damage multiplier against players. They are scary (70 physical per attack), but they are no longer one-shot scary.





Bot Improvements

  • We’ve made improvements to how bots spread their traps around.
  • Bots now properly benefit from team-wide weaver upgrades after they respawn.
  • Recheck time on their retreat has been dropped to 1 second from 2.5 seconds, so bots should decide to Get Out™ more frequently. Even Fishbot.


Weaver Changes

  • Damage upgrade has been reduced to +12% (from +17%).
  • Movement speed upgrade has been reduced to 8% (from 15%) and cost has been increased to 1500 coin (from 1000).


Trap Changes

  • Armored Swinging Mace now provides a unique combo point (instead of the same as the normal Swinging Mace).
  • The time between swings for the Swinging Mace and Armored Swinging Mace has been decreased to 6 seconds from 8 seconds.
  • Armor debuff effects for arcane, fire, frost, and lightning-based ballistae have been reduced to -50 from -70. (Also, these now correctly count for a combo point for the full duration of this debuff – 4 seconds.)
  • Glory Seeker Ballista damage has been decreased to 90 from 100.
  • We fixed a bug where ballistae projectiles would occasionally collide immediately when launched.
  • Ballistae no longer fire while they are still building.
  • Glory Seeker Shock Zapper damage has been decreased to 100 from 120.
  • Naphtha and Water Sprayer armor penalty has been reduced to -80 from -100.
  • All Boulder Chute prices have been increased to 600 from 500.
  • We fixed Cursed Ground, High Temp Brimstone, and Greater Cursed Ground to properly apply combos.
  • Cursed Ground and Greater Cursed Ground no longer activate immediately when placed.
  • Ice Vent now appears properly when it’s disabled.
  • Tar, Viscous Tar, and Deep Brimstone minion slow has been changed to 40% from 50%.
  • Tar, Viscous Tar, and Deep Brimstone player slow has been changed to 30% from 50%.
  • Melee characters can trigger shootable traps (chandeliers, boulder chutes, etc...)




Gear and Glyph Changes

  • Chained Bolts from the Lightning Ring now hit their first target for full damage, but they do reduced damage to every target chained-to thereafter (15% less per). Cooldown on lightning ring has been reduced to 3.5 seconds from 4 seconds.
  • The Freedom and Greater Freedom trinkets now switch back to your weapon after you use them.
  • The Health Glyph HP bonus has been reduced to 20% from 25%.
  • The Minor Health Glyph HP bonus has been reduced to 6% from 8%.
  • The area in which glyphs apply their bonus has been increased to prevent minions from occasionally pathing around it and not getting the related buff.




Minion Changes

  • Dwarf Priest HP have been reduced from 120 to 100.
  • Hobgoblin Shaman physical armor has been reduced to 25 from 35.
  • Hobgoblin Shaman fire armor has been reduced to 20 from 25.
  • Hobgoblin Shaman HP has been reduced to 110 from 115.




General Improvements

  • Typing /help (or /?) in the in-game chat window will list all of the available in-game chat slash-commands.
  • You can send whispers from in a game to players in the dashboard using /whisper Player’sName [message]. (You can also send whispers from in the dashboard to a player in a game using the whisper option in the social panel.) Also, /r or /reply will do what you expect.
  • Some helpful hints now appear when you enter a game with a hero for the first time. In the Options menu you can set these tips to always or never show.
  • Some helpful hints now appear while the game is loading.
  • The gib grinder should no longer have the problem where ground cards appear to have not been destroyed.
  • The “disconnected” icon has been moved and should be easier to see.
  • Some issues with a few abilities working through a freshly respawned player’s invulnerability shield were fixed.
  • Heroes should less frequently jiggy dance when they are close to war camp doors.
  • Fixed some issues with hero tooltips on the dashboard and hero selection screen.
  • A raft of improvements were made for lower-end performance along with many rendering improvements.
  • “One zillion” (10?) text tweaks and typo fixes have been made.




Hero Changes

General

  • Hero vanity now includes weapons, too (until now, we’ve just been showing the default weapons with the vanity skins).
Ball and Chain

  • Motivation slow on enemy orc heroes has been reduced from 10 seconds to 5 seconds.
Bloodspike

  • Sacrifice ability now always explodes the targeted orc, even if the orc is killed before the time is up.
  • Bloodspike no longer gets credit for the damage he deals to orcs when he sacrifices them (he was showing a huge amount of minion damage in post-game stats before because of how this was calculated).
Ivy

  • HP has been decreased to 460 from 505.
  • Primary damage decreased to 32 from 36.
  • Power Shot (trap disable) mana cost has been increased to 25 from 20.
Kobold King

  • Speed bonus gained from witnessing kobolds die has been reduced to 2.5% per from 5% per.
  • Speed bonus is additive now, instead of multiplicative.
Master

  • Master can no longer place or sell traps when pretending to be dead. Cause that’s awkward.
Midnight

  • The duration of bonus damage when coming out of stealth has been reduced to 1.5 seconds from 2 seconds.
  • Bonus damage when coming out of stealth no longer applies to anything but her primary and secondary attacks (that is, lightning ring doesn’t get a damage bonus when fired while coming out of stealth).
Prospector

  • Dynamite damage has been reduced to 75 from 95.
  • Dynamite mana cost has been increased to 50 from 40.
  • The tunnel icon now flashes and pings the minimap when the tunnel is under attack.
  • Tunnel itself now has a cooldown. This replaces the cooldown players had individually when they used the tunnel.
  • Dynamite will trigger chandeliers and boulder chutes.
Sir Winston

  • Curse damage has been reduced to 40 from 60.
  • Curse cooldown has been increased to 10s from 8s.
Smolder

  • Turns out she colors her hair. Who knew?
  • Her alt-fire will now angle in the direction of the crosshair (instead of firing directly in front of her no matter what). This also now triggers triggerable traps and it should fire more consistently.
Sorceress

  • HP has been increased to 485 from 440.
  • Sorceress had a last minute change. We have been testing a change to her which has made her pretty buff, but it didn’t get a great deal of testing and I worried that she might break things. We’re continuing to look at this and should have the/a change in the next update.
Stinkeye

This seems like a lot of changes, but the combination here is really just because we don’t like the totem spam during a fight.

  • Totem placement range has been reduced to 1500 from 3000.
  • Time Totem attack speed buff has been increased to 15% from 10%, changed to subtractive instead of multiplicative, primary attack speed capped at .3s per attack.
  • Primary attack damage has been increased to 30 from 27.
  • Attack Totem projectile damage has been increased to 18 from 15.
  • Time Totem enemy slow has been increased to 15% from 10%.
  • Totems now require a 5s build time before they function.
  • Time Totems now increase base mana regeneration by 1 Mana per second (per totem).
  • Totem HP has been increased to 180 from 120.
  • Totem placement mana cost has been decreased to 30 from 70.
Temper

  • Mad Cow is no longer a charge. Instead, Temper executes an AE knock-up around him. This applies a bleed. He also does additional damage to airborne units (from Ball and Chain’s ability too) when enraged.
  • Rage duration has been increased to 7 seconds from 5 seconds. Regret duration has been decreased to 3 seconds from 5 seconds.
  • Hammer Toss cooldown has been decreased to 2.5 seconds from 2.75 seconds. Mana cost has been decreased to 20 from 25.
  • Temper can no longer toss his hammer through doors.


HOTFIXES



Bugfixes:



* Fixed a matchmaker bug that could cause strange or imbalanced team compositions.

* Fixed a bug that could cause the matchmaker to leave groups in a bad state.

* Fixed a bug where parties leaving matchmaking would not terminate match search.

* Fixed a crash related to physics.

* Cycling viewpoints in the death camera is working again.



Balance changes:



* Captains can no longer be moved by knockback effects.

* Tundra health increased 560 -> 610.

* Temper's Rage time decreased 7s -> 6s, and Regret time increased 3s -> 4s.

* Temper's Rage damage bonus reduced 50% -> 20%
 
Ultima modifica:
Sulla pagina di Facebook è stata postata un'immagine della mappa a 3 linee, precedentemente rimossa. Che stia per tornare? Io lo spero, era stupenda come mappa! :D

 
E' uscita la settimana scorsa, la patch 1.5.

La patch porta numerosi bilanciamenti ad Eroi, Trappole e Guardiani. Inoltre è stata aggiornata l'interfaccia del client e della mappa in gioco. E' stata anche modificata la musica durante le partite (prima la maggior parte erano musiche di OMD 1 o 2).

AI Difficulties
We did some initial work on AI difficulty scaling to make the co-op game more interesting for the full range of players. The AIs now come in four flavors, ranging from easy (“enjoy your first game”) to nightmare (“good luck”). All players start with “easy” and must win a game at their current level to unlock the next difficulty. There are options in co-op matchmaking that allow selection of a specific difficulty too, in case you feel like more or less of a challenge.

Rewards for co-op games also now scale with the difficulty:

  • Easy games are 75% (base reward – they also provide a bonus to players under 10) until level 10.
  • Normal games are 100% until level 15.
  • Hard games are 125% with no level limit.
  • Nightmare games are 150% with no level limit.
The majority of the scaling is done with values like HP and damage on the bots – there are a few behavior differences but not what is desired. When that starts coming online, we’ll use this framework to present it. In other words, we’ll start adding computer player teams that play differently and use different things and we’ll divide these guys up into the difficulty buckets. Then, when you select “normal”, you might play against one of several different normal level AI teams.

Oh, also: It is possible that the harder AIs may cheat just a wee little bit.



Matchmaking
We have been looking at matchmaking and we want to make sure players that play during off peak hours (ie: late at night/early in the morning) can also jump into games quickly.

So, for now, we’re going to change all matching so that it tries to do the right thing, but starts a game when it cannot. The matcher will start looking for ideal matches, just as it does now. After a slight delay, the system will expand search criteria, allowing for less ideal matches, just as it does now. After two minutes of expanding the criteria, if it still doesn’t have a match, the system will add bots and launch.

This will allow the correct matches at higher pop but will still start games at lower population.




Guardian Changes
It has already been mentioned (a few times) in the forums that we’re not happy with how the guardians are filling their role. We’re in the middle of changes to this, specifically related to their combat behavior. We didn’t want to leave them as-is for another update, so we decided to advance the partial changes to them.

  • Guardians now do unmitigated damage. They care not about armors. Their damage has been reduced from 70 to 55.
  • The guardian heal and mana regeneration is no longer a duration buff. Instead, it is granted as an aura, applied to allies in proximity of the guardian.
  • The guardians now provide their heal and mana regeneration only to allies who are not in combat. Allies who are in combat no longer receive the health and mana regen boost.
  • The guardian’s aura provides armor. Defenders in his vicinity receive 50 of every type of armor while they remain near him. There is no visual indication of this right now (see “we’re in the middle of changes”, above).
  • Rate of healing changed to 2.5 HP + 5% of maximum HP per second from 10x base HP regeneration.
  • Rate of mana regeneration changed to 10 mana per second from 6x base mana regeneration.
  • Fixed a bug that could cause guardians to get aggro when you were out of LOS.
  • Guardian aggro is now indicated by a red reticle that appears over the Hero or Minion that it is targetting.


Frost Damage
A lot like the guardians, we are in the middle of a rework on the frost damage type. We didn’t get this completed and tested in time, but still wanted to address how some broken things there are causing problems with the game. So, for now, we have completely removed the effects of frost stacks from players (they still apply the same to minions).



Movement
There is no longer a strafe or backpedal speed penalty. You cannot move at sprint speed when strafing or backpedaling, but you do move at full walk speed. Previously, strafe was .75 of walk speed and backpedal was .5 of walk speed.


Traps
Of late, we’ve seen a lot of effective use of boulder chutes and a lot of cursed ground. The cursed ground appears to just need some balance tweaks. Boulder chutes are a little more difficult to set, as their effectiveness depends on them being triggered, timed well, and placed in favorable spots. Still, we thought their effectiveness (especially with a Sorceress around) was just too good when being used to their full potential.

  • Anti-Magic Field cost dropped to 450 from 500.
  • Viscous Tar Price increased to 1000 from 750.
  • Viscous Tar Slow lingering time increased to 1.75 seconds from 1.5 seconds.
  • Greater Anti-Magic Field cost dropped to 650 from 750.
  • Cursed ground cost increased to 2000 from 1750.
  • Greater Cursed Ground arcane armor debuff dropped to -40 arcane armor from -70 arcane armor.
  • Boulder chute damage balance was changed such that they get more base damage and less from height of placement. Base damage is 100 for every chute. Thereafter, the height of the trap placement determines additional damage. Maximum damage is achieved at a height of five traps. For a regular boulder chute, the worst placement will yield 215 DPS and the best will yield 484 DPS.
  • Boulder chute cost increased to 750 from 600.
  • Ballistae now orient correctly. (Allegedly.)
  • Target dummies can now be pointlessly rotated, just like the old games!
  • Traps should no longer be able to fire immediately when placed for a split second.


Heroes
Ball and Chain
  • HP increased to 610 from 560.
  • Motivation duration increased to 10 seconds from 8 seconds.
  • Motivation movement bonus increased to 40% from 35%.
  • While motivated, orc minions (sorry Bloodspike) now do an additional 20% damage.
Hogarth
  • Improvements to visuals on his shield ability so that you can better tell it is being applied to minions he is escorting.
Master
With changes to the guardian not providing mana regen while in combat, defending Masters need to make more use of their meditate ability. The .8 second stun applied if he was hit while meditating has been removed.

Midnight
  • Midnight’s items now stealth with her.
Prospector
  • Dynamite mana cost decreased to 40 mana from 50 mana.
Sir Winston
  • Curse heal on minions changed to 60 HP + 15% of maximum HP from a flat 120 HP heal.
  • Curse heal on players to 100 HP from 120 HP.
  • Curse mana cost decreased to 35 mana from 40 mana.
  • Curse cooldown decreased to 8 seconds from 10 seconds.
  • Primary damage reduced to 32 from 40.
  • Secondary damage reduced to 40 from 50.
Smolder
Changes to Smolder are also primarily in response to changes to the guardian.

  • Fire form mana per second cost decreased to 20 mana per second from 30 mana per second.
  • Ignite mana cost decreased to 36 from 40.
  • Flamethrower mana per second cost decreased to 9 mana per second from 12 mana per second.
Sorceress
We mentioned before that we had pulled some additional changes from the Sorceress just before the last update. A version of this is now in. (Other changes to her are to adjust for this addition.)

  • Mesmerize now works on players (3 second duration max, broken instantly by any damage).
  • The duration of the root applied on her Blink was decreased to 1.5 seconds from 2.5 seconds.
  • Cooldown on her Blink decreased to 16 seconds from 20 seconds.
  • Mesmerize cooldown increased to 30 seconds from 15 seconds.
  • Mesmerize mana cost increased to 45 mana from 30 mana.
Stinkeye
  • Spawning either totem mana cost decreased to 15 mana from 20 mana.
  • Arcane Bomb mana cost decreased to 80 mana from 100 mana.
  • Mana generated by time totems increased to 2 mana per second from 1 mana per second.
  • Attack totem refire delay decreased to 1 second from 1.5 seconds.
Temper
  • Rage duration changed to 6 seconds from 7 seconds.
  • Regret duration changed to 4 seconds from 3 seconds.
  • Rage damage bonus reduced to 20% from 50% (primary does 66 from 83, secondary does 48 from 60).
  • Satyr now gain 10% additional damage while affected by his passive escort bonus. This is primarily to make them better at taking down enemy gates while he is escorting them.
Tundra
  • Grizzly Mark heal increased to 150 HP from 100 HP.
  • Grizzly Mark speed bonus increased to 25% from 20%.
  • Grizzly Mark changes marked grizzly damage type to frost when applied.
  • Grizzly passive now also subtracts frost armor as well as physical armor on hit.
  • Grizzly Mark effect is now more obvious on bears.
  • Winter will no longer automatically stop after 30 seconds, regardless of mana.
  • HP increased from 560 to 610.
War Mage
Changes to War Mage are primarily to improve his potential on offense by making his escort ability more effective.

  • Trust Me, duration increased to 10 seconds from 7.5 seconds.
  • Trust Me radius increased to about three traps from about one trap.
  • Trust Me movement bonus increased to 40% from 25%.

Captains
  • Captains are now immune to knockback.


Weavers
  • Stand Together health bonus (when stacked) changed from multiplicative to diminishing returns.

Items
Changes to lightning ring are to start experimenting a little with items having more, smaller shots. The general sentiment is that the one-big-pulse items aren’t fun for the user (when they miss and then have nothing) or the target (when they suddenly get hit as part of a burst for a giant chunk of HP).

  • Greater freedom trinket cooldown decreased to 90 seconds from 120 seconds.
  • Greater freedom trinket mana cost reduced to 20 from 40.
  • Hobgoblin Charm no longer puts you in combat when used.
  • Lightning Ring cooldown reduced from 4 seconds to 2 seconds.
  • Lightning Ring damage reduced from 80 to 35.
  • Lightning Ring mana cost reduced from 40 to 20.


Glyphs
  • 20 HP flat health bonus added to major and minor healing glyphs.
  • Major healing glyph % of maximum heath component reduced to +15% of maximum HP from +20% of maximum HP.
  • Minor healing glyph % of maximum heath component reduced to +5% of maximum HP from +6% of maximum HP.


Bots
  • Added sell trap behavior for bots (which should also sell glyphs).
  • Fixed a bug where bots would be stuck suspended after dying and ragdolling.
  • Fixed a bug with the ProtectBase bot behavior that would cause bots to chase previously acquired threats too far (may still be actual behavioral issue here, separate from a bug).
  • Fixed bots sometimes getting stuck in the world.
  • Increased priority of close door behavior so bots will more often close doors they open.
  • Harder to bait bots into your killbox.
  • Various trap-related bug fixes (e.g. bots would previously consider a grid unusable if it was full and then had a trap sold).

Miscellaneous Changes
  • /whispersquelch will turn off/on receiving whispers in the game client.
  • All satyr and runner wave cards with mixed units have had the interval between their spawns reduced to .5 seconds from 1 second. These have also had slight formation changes.
  • A number of things that were causing slight inaccuracies in post-game stats were fixed.
  • Hopefully fixing the bug where you lose your ability to change your inventory.
  • Now allow chat-only mode through Twitch integration for players using other video capture programs. Just login to get access to it.
 
Inoltre ieri è stato migliorato il matchmaking. Ora ci mette più tempo a trovare le partite ma non si corre più il rischio di dover giocare con 4 bot in squadra per compensare la mancanza di giocatori

Come ha detto la community manager Sis :

Cari Eroi di OMD!

Oggi abbiamo fatto alcune modifiche al sistema di MatchMaking. Il tempo per formare i gruppi di persone per una partita è stato aumentato fino a 600 secondi.

Con questo speriamo di evitare le tante partite create con solo 1 - 2 persone e riempite con i bot. Porremo la nostra attenzione sull'argomento per trovare il tempo ottimale per la durata del MatchMaking.

Il Vostro Team OMD!Unchained
 

MaximilianPs

Super Postatore
se mi volete aggiungere, ci sto giocando di continuo ultimamente :)

MaximilianPs (attualmente lvl 30)
ho anche fatto un video...

 
Dopo tempo immemore ho ripreso a giocarci anche io, ragazzi che progressi rispetto ai primi tempi! Io mi sto ammazzando di modalità PvE come nei classici OMD1 - 2. Adesso ti aggiungo ^^
 
Alto