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 Fate / Another III UFW Ver 2.2

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l46kok
Fate Another Developer


Posts : 1673
Join date : 2009-08-01
Age : 28
Location : Laramie

PostSubject: Fate / Another III UFW Ver 2.2   Wed Aug 03, 2016 8:52 pm

August 7th, 2016
Fate / Another UFW Ver 2.2


*Note: A hotfix for this version is available. Please download Ver 2.2b instead.

System Additions

  • Fate Ranking System is now in development to keep track of gameplays and personal player stats. For the prototype of the project, please visit this link http://54.210.38.182:64402/.
  • Anti-Magic Potion is now soulbound to the player. (I.E: You cannot give it to some other player)
  • Leavers are now considered as an alive player towards round victory condition in Death Match
  • Using Scroll of Mass Teleportation will now send a global ping to all players in the game indicating where the item has been used after 10 seconds.


Servant Remakes

  • Caster (4th)

    • Territory and its relevant spells/attribute has been removed
    • Corpse Throw

      • Ability now has a cooldown of 2 seconds
      • Projectile speed has been doubled


    • Birth Demon

      • Number of demons spawned has been changed from 3/4/5/6/7 to 2/2/3/3/4
      • Range has been increased from 300 fixed to 400/500/600/700/800


    • Demonic Creature of the Ocean Depths

      • Demonic Creature of the Ocean Depths has a default movement speed of 150 (+150 with integration)
      • Demonic Creature of the Ocean Depth's summoning damage AOE has been reduced from 1000 to 800. Attribute no longer increases its range.
      • Attribute - Improved Demonic Creature of the Ocean Depth reduces summoning time by 1 second
      • Extend Tentacle is no longer blocked by obstacles
      • Extend Tentacle's range is increased from 600/700/800/900/1000 to 800/900/1000/1100/1200
      • Demonic Creature of the Ocean Depths melee attack is now projectile based


    • Corpse Explosion

      • Spell no longer deals burst damage
      • Projectile damage has been removed
      • Deals 100/125/150/175/200 DOT damage over 4 seconds per corpse/demon exploded nearby the enemy (Stacks up to 4 per target)
      • Decreased the explosion time on demons from 1.5 seconds to 0.7 second
      • Attribute - Contagion increases DOT damage by 100


    • Prelati's Spellbook

      • Selfish no longer amplifies damage taken for allies nearby
      • Selfish slows all nearby enemies by 40% at all levels
      • Duration of Pain is reduced from 10 seconds to 4 seconds
      • Damage of Pain is increased from 10/12/14/16/18 per 0.2 second to 25/30/35/40/45 per 0.2 second
      • Demonic Explosion has been removed
      • Nebulous Call has been added to the spellbook (Hotkey W-A. Teleports Demonic Creature to targeted location). Nebulous Call deals 100/200/300/400/500 damage to enemies in 500 AOE of targeted point
      • Emberstorm's cast time has been reduced from 0.5 to 0.3 second
      • Emberstorm's stun duration has been increased from 0.2/0.4/0.6/0.8/1.0 to 0.8/0.9/1.0/1.1/1.2
      • Attribute - Improved Black Magic increases Pain's damage by 5
      • Attribute - Improved Black Magic's damage amplification on Emberstorm has been reduced from 75% to 60%
      • Attribute - Improved Black Magic reduces cooldown of Nebulous Call from 50 seconds to 30 seconds
      • Attribute - Improved Black Magic reduces Selfish's slow penalty from 40% to 20%





Bug Fixes

  • Fixed an incorrect tooltip on Improved Excalibur attribute on Saber (5th) (Incorrect stats)
  • Fixed an incorrect tooltip on The Spear of Impaling Death Flight attribute on Lancer (5th) (Incorrect stats)

Download Links

Map

https://www.dropbox.com/s/aewn0thv7yt1bfx/Fate%20Another%203%20UFW%20Ver%202.2.w3x?dl=0

Sound Pack
http://www.mediafire.com/?pcsc8b36lt83l8c


Last edited by l46kok on Sun Aug 07, 2016 11:28 pm; edited 2 times in total
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l46kok
Fate Another Developer


Posts : 1673
Join date : 2009-08-01
Age : 28
Location : Laramie

PostSubject: Re: Fate / Another III UFW Ver 2.2   Sun Aug 07, 2016 5:39 pm

Patch Rationales

Anti-Magic Potion Soulbind

This is a patch we've intended to do for the ever since 4 years ago but we simply couldn't get around it due to the vehemous opposition from Asia UFW cafe (sucks when you have petty politics getting in your way when it comes to making important changes).

This change was especially necessary for several reasons. One, only a handful number of servants can effectively use Anti-Magic Potion. This often creates situations where servants like Lancelot and Gilgamesh would hoard all the AMP available in their team. Because AMP is an integral part of this game, this makes certain servants extraordinary powerful compared to others who can't really make a big use out of it. This causes issues in both gameplay and balance department.

However, this does introduce a problem where certain servants who rely on AMP greatly (FA, Gilgamesh) have become comparatively weaker in their standing. We plan to get around this issue in the future.

Caster (4th) Remake

Problems with Caster (4th) can be summarized in three aspects: Complexity, Balance issues and Camping Game.

Caster (4th) has the largest number of spells available in this game. If that weren't enough, players also have two additional units (Territory and Creature) to control. This made the complexity of this servant way too staggering where even seasoned players had a difficult time playing him, let alone new players. To improve his playability, we first decided to cut down the complexity by removing his territory related spells altogether. The territory had its own problems to begin with - it allowed Caster (4th) to dish out a large AOE damage with ease, which made enemies reluctant to enter combat. In short, this strengthened Caster (4th)'s camping game too much.

But because Caster (4th) had the largest amount of options available to him, this meant that adept players at him are really capable of "breaking" the game. This posed a great challenge in balancing in general. Both the nerfs and buffs were dangerous to perform on this servant. Removing territory and its relevant spells greatly cut down on the number of options available for Caster (4th), so we're anticipating that it should be easier to balance this servant from now on.

His camping game had to be tackled. Removing territory is a great start in our opinion, but also Demonic Creature having no mobility forced Caster (4th) to camp in a lot of situations. The first thing we did is introduce some mobility by adding a small movement speed to the creature (so that it can't simply dodge the nukes by walking out of it) and adding Nebulous Call to the Prelati's Spellbook to allow creature to teleport with ease. The second change we made is reducing the summoning damage AOE greatly to reduce Caster (4th)'s zoning ability while reducing the summoning time by 1 second (on attribute) to actually make Caster (4th)'s actively use it during a combat.

Lastly, we wanted to make Caster (4th)'s gameplay a lot richer. Right now, most of his spells seem very disjoint mostly due to their cast times and mechanics. By reducing the cast time on Emberstorm, corpse explosion on demon, we're anticipating to see Caster (4th) perform a lot more connected combos such as Blink-C-Q-WQ-E, making Caster (4th)'s active combat play a viability.

We realize this is a lot of changes we're making to Caster (4th), so we plan to monitor how the balance takes off and adjust him as necessary at least for first few patches.
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