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WindStrike

Patch 1.5

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Incoming mega patch! Patch 1.5 is the largest patch to date, featuring the return of Elemental Cannon & Arrow Towers, a Custom Game Pass, and a ton of balance changes. Way more builds, element orders, and play styles work better than before, and you no longer get screwed over half the time on Random. In fact, it's arguably easier to play Random than it is All Pick. Check out the patch notes below!

  • New Features
    • Elemental versions of Cannon & Arrow Towers are finally (back) in the game! Upgrade cost of 80 gold, total cost of 130 gold, and with x3 damage. They require their respective element in order to be unlocked.
    • We now have a Custom Game Pass (click here). You can purchase it in Dota 2 for $1, which supports our development of the game and unlocks the following goodies for you:
      • Access to Player Profiles, Friend Leaderboards, Lifetime Stat, Match History, & Ranking Achievements
      • 6 Element-themed Custom Builder Models
      • When selecting the game modes, your vote is worth twice as much
      • Extra flair on Player Avatar
  • HP and Scaling
    • Classic Base Creep HP increased from 40 to 75. HP Scaling reduced from x1.184 to x1.168 per wave.
    • Express Base Creep HP increased from 90 to 150. HP Scaling reduced from x1.329 to x1.304 per wave.
    • Difficulties altered.
      • Normal = 100% HP
      • Hard = 130% HP
      • Very Hard = 160% HP
      • Insane = 200% HP
    • Elemental Boss Base HP increased from 300 / 1500 / 7500 to 500 / 2500 / 7500
  • Bounties
    • Classic
      • Normal - 52050 increased to 75210
      • Hard - 68520 increased to 82380
      • Very Hard - 78750 increased to 90360
      • Insane - 90360 increased to 99180
    • Express
      • Normal -  74070 increased to 80970
      • Hard - Still at 88440
      • Very Hard - Still at 96660
      • Insane - Still at 105600
  • Scoring
    • The Endspeed Bonus on Classic is now based on clearing in 45 Minutes instead of 40 Minutes.
    • The Wavespeed Bonus now falls by a flat 3% per second, instead of 3% the first 30 seconds and 2% afterwards.
  • General Balance
    • Single Element
      • Scaling increased from x6.5 / x6.5 / x10 to x7 / x7 / x10
      • Cost increased from 175 / 625 / 2300 / 11000 to 175 / 750 / 3000 / 13000
    • Dual Element
      • Scaling reduced from x6 to x5
      • Cost increased from 450 / 1350 / 3650 to 600 / 1750 / 5000
      • Damage across the board went up roughly 40%
    • Triple Element
      • Tier 2 Cost increased from 4500 to 5000
      • Triple Support Tower damage increased roughly 20-25% across the board.
    • Pures
      • The Gold Bonus when you get a Pure Essence in the Summoner has been removed.
      • Periodic damage increased from 24000 to 30000
  • Specific Balance
    • Single Element
      • Water ability altered. Now causes a single bounce within 350 range, with 100/200 AoE, and dealing 25% damage of the original attack. Damage increased from 22 / 143 / 930 / 9300 to 55 / 385 / 2700 / 27000
      • Fire damage increased from 10 / 65 / 425 / 4250 to 10 / 70 / 490 / 4900
        • Ability damage increased from 3 / 20 / 130 / 1300 to 3 / 21 / 150 / 1500
      • Nature damage increased from 70 / 455 / 2960 / 29600 to 70 / 490 / 3430 / 34300
      • Earth ability altered. Now causes Aftershock. Half a second after the attack lands, a secondary shockwave hits the same location with 200/400 AoE and half damage. Damage altered from 48 / 312 / 2030 / 20300 to 35 / 245 / 1720 / 17200
      • Light damage increased from 100 / 650 / 4225 / 4225 to 110 / 770 / 5400 / 54000
        • Ability damage reduced from 4 / 26 / 170 / 1700 to 3 / 21 / 150 / 1500
      • Dark damage increased from 260 / 1690 / 11000 / 110000 to 270 / 1890 / 13300 / 133000
    • Dual Element
      • Disease ranged increased from 550 to 700. Damage altered from 50 / 300 / 1800 to 70 / 350 / 1750
      • Flame attack & ability damage altered from 40 / 240 / 1440 to 50 / 250 / 1250
      • Vapor initial damage altered from 5 / 30 / 180 to 22 / 110 / 550. Echo damage altered from 20 / 120 / 720 to 22 / 110 / 550
      • Moss ranged reduced from 700 to 550. Damage altered from 120 / 720 / 4320 to 200 / 1000 / 5000
      • Quark damage altered from 160 / 960 / 5760 to 225 / 1125 / 5625
      • Ice damage altered from 135 / 810 / 4860 to 200 / 1000 / 5000
      • Poison damage altered from 200 / 1200 / 7200 to 300 / 1500 / 7500
      • Hydro attack & ability damage altered from 300 / 1800 / 10800 to 420 / 2100 / 10500
      • Electricity damage altered from 150 / 900 / 5400 to 210 / 1050 / 5250
      • Life damage altered from 300 / 1800 / 10800 to 420 / 2100 / 10500. Effect altered from 6 / 4 / 2 to 6 / 5 / 4 kills to proc
      • Gunpowder attack & ability damage altered from 30 / 180 / 1080 to 42 / 210 / 1050
      • Magic BAT altered from 1 to 0.66. Damage altered from 600 / 3600 / 21600 to 650 / 3250 / 16250
      • Blacksmith / Well / Trickery damage altered from 450 / 2700 / 16200 to 800 / 4000 / 20000
    • Triple Element
      • Tidal damage altered. Initial damage increased from 500 / 2500 to 600 / 3000. End damage reduced from 2000 / 10000 to 1800 / 9000
      • Flooding damage per second increased from 150 / 750 to 160 / 800
      • Ephemeral damage increased from 1800 / 9000 to 2000 / 10000
      • Hail range reduced from 1500 to 1150. Damage increased from 800 / 4000 to 1000 / 5000. Spreadshot range is now separate from the tower's range, and is now 1750.
      • Impulse BAT altered from 1 to 1.5. Damage increased from 2250 / 11250 to 4000 / 20000
      • Gold damage increased from 4500 / 22500 to 5000 / 25000. Effect increased from 20% / 30% to 25% / 30%.
      • Flamethrower damage increased from 450 / 2250 to 500 / 2500
      • Haste damage increased from 950 / 4750 to 1000 / 5000
      • Obliteration damage increased from 1100 / 5500 to 1200 / 6000
      • Muck damage increased from 800 / 4000 to 1100 / 5500
      • Nova damage increased from 250 / 1250 to 300 / 1500
      • Erosion damage per second increased from 120 / 600 to 150 / 750
      • Jinx damage increased from 2600 / 13000 to 3500 / 17500
      • Roots damage per second increased from 100 / 500 to 120 / 600
      • Enchantment damage increased from 500 / 2500 to 625 / 3125
      • Polar damage increased from 1600 / 8000 to 2000 / 10000
      • Windstorm AOE increased from 550 to 600. Tornado movespeed increased from 175 to 200. Damage per second increased from 350 / 1750 to 450 / 2250

 

 

Expect the game to feel different than before. Tech Rushing is still doable and very much viable, but a whole lot harder to pull off (in other words, it's not the only way to "properly play" anymore).

 

 

Patch is live!

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Ah. Look at the buffs.

 

Just to let you know, I've been playing Poison, and I managed to clear 48 frogs with Poison. This buffs might make it more. I'm testing as I type.

I'll comment more (most likely PM) about other stuff, but as of 2 hours ago, Nature + Water dominates the meta right now.

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Well, due to the custom game passes, we actually had to take down our own donation system, that'd be why.

 

Annnd we'll try to get the on-site tower stats up-to-date later today, I believe they're still on 1.4

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Hello, I've really enjoyed this game and the patch looks exciting. However, is there a possibility to remove or move the pass icon on the bottom left, as it's really big and flashy and most takes up much of the screen specially the road. I find it a lil hard to micro towers and attack minions when that ad on my face.

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Glad you're liking it! I suppose what we could do is make it similar to Sandbox's Menu, where you can have it rolled into the side of your screen.

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54 minutes ago, WindStrike said:

Glad you're liking it! I suppose what we could do is make it similar to Sandbox's Menu, where you can have it rolled into the side of your screen.


isn't that already the case?

 f69984268f4c38c0b679d07a2cfa2027.png

The arrow in the bottom left does that.

 

 

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Interesting patch, dual towers nerved, tripple (esp  tier 1) are back. Gj

 

Edit: Esp. good that the life tower spam is over, ty. As that one was really boring.

Edited by kerb

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1. are flamethrower towers any good against frogs?

2. are moss towers for high hp creeps or low hp creeps?

 

sorry fairly new to the game.

Edited by GoatAss

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1. Flamethrowers seems fairly weak to me atm but in theory they are decent against frog waves if you have slow towers to cluster the creeps together.
 

2. Moss towers are for high hp creeps and disease for low hp creeps.

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utoko, since you're the #1 player, mind telling me what towers work late game? i play random insane.. i get confused what dual/triple towers to build sometimes.

 

say poison towers lvl3 , do they work? or gunpowder lvl3

 

or how about moss lvl3

Edited by GoatAss

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