Playtest 186 - Illusion v2 and Balance Changes
Tonight's playtest features some major changes to Illusion Squad
Art & General
- The map art has received further touchups.
- The game camera will now pan to the first Nexus destroyed when a team is victorious.
Hero - Is now melee.
- Passive - Illusions. The Hero will spawn an illusion of itself every ten seconds, up to the max illusion cap. The cap begins at 1. Every two levels, the illusion cap increases by 1, up to a max of 4. Each illusion can be independently controlled. Hero illusions do half damage, have half the parent's health, and take double magical damage.
- Apparate (D) - Teleport to an Illusion's position, destroying it. Deals 45 damage to units on the path.
- Sacrifice Clone (F) - After a delay, detonates an illusion, dealing heavy damage to units nearby and reducing their attack and vision ranges for a few seconds.
T1 - A basic backline unit.
- Phase Mode (Q) - The T1 will partially phase out of reality, temporarily losing the ability to attack but gaining a movement speed buff and the ability to phase through other units.
T2 - Is now melee
- Shadowy Swap (W) - Swap positions with one of your units, dealing 35 magic damage to units near both locations. Enemies affected have their movement and attack speeds halved for a few seconds.
- Shadow Form (E) - Enter stealth for 10 seconds or until the unit attacks.
T3 - A powerful being from another dimension. By default, it is cloaked and cannot attack.
- Manifest (R) - The unit becomes visible and immobile for the next ten seconds, emitting an aura that slows enemy movement and attack speed. While visible the T3 fires dodge-able shadow volleys at nearby enemies.
- Crystalline Hawk (D) - projectile size reduced to 1 (from 1.5)
- Wisp - Movement speed reduced to 4.6 (from 5)
- Wisp - Now has the correct (back-line) armor type.
Context - These changes should help prevent scenarios where Eris walks up to armies to quickly, unsuspectingly, one-shot them. Speeding up the projectile acts to retain the ability's effectiveness on ranged units. The Sandblast damage tuning is to try to pull some early-game power away from Eris.
- Sandblast (D) base damage reduced to 20 (from 40)
- Chaos Bolt (F) has been adjusted
- Cast time increased to 1 second (from 0.6 seconds)
- Projectile speed increased to 16 (from 12).
- Eris now has temp VFX and a temp animation when casting Chaos Bolt.
- Burrowstrike (D) - Now travels 15% slower.
- Scarab - Health reduced to 550 (from 600)
- Scarab - Movement speed reduced to 4.4 (from 4.5)
- Hive abilities no longer have generic green-sword icons.
- Vela - Movement speed increased to 3.9 (from 3.7)
- WindRay - Movement speed increased to 4 (from 3.7)
- Basic Snipe (W) - Cast range increased to 25 (from 20)
- Accelerating Winds has received new VFX!
- What did you think of the Illusion Squad rework?
- Did this version deliver the fantasy better or worse than the previous version?
- Was the gameplay as and against satisfying and clear? Why or why not?
- How did the changes make Eris feel to play and play against at different game stages?
- How did the changes make Vela feel to play with and against at different game stages?