Playtest 178 - Squad Refactor and Pathing Changes
TL;DR: Happy 2016! Welcome to our first playtest of the new year. Thanks again for all of your help and support in our 1k playtest last month. We've started working on changes and fixes based on your experience and feedback!
Tonight's playtest includes a squad refactor and pathing changes, as well as other minor squad updates. See you at 8 pm pacific tonight!
Squads Refactor
We’ve refactored squads with an aim at clarifying roles in battles, primarily by rebalancing T1 units and making adjustments to damage and armor types. Now all T1s have circumstances in which they can deal a lot of damage against other T1s and other circumstances in which the reverse is true.
T1 units have been classified as either backline, frontline, or anti-frontline. Backline units tend to deal solid damage from a range, frontline units protect them, and anti-frontline units can break the frontline. Under ideal circumstances, these units form a rough, conditional rock-paper scissor relationship: anti-frontline beats frontline, frontline beats backline (if they can reach them), and backline beats anti-frontline. What makes this interesting is that sometimes the reverse is true - Frontline units can get a great surround to beat anti-frontline units. Backline units can kite or get into a good choke to beat frontline units. Anti-frontline units can isolate and pick off backline units. This creates tension, where each unit type is jockeying for the best position in which it's strongest.
Pathing Changes
We've adjusted how pathing works. It should now be easier to move around allied units while in motion. Note that these changes do not affect movement around enemies.
Squad Changes
Grath
- Terrapin Troopers are now considered a frontline unit.
- Howling Commando's auto-attack has been buffed to do more splash damage.
- Rustborn Rhino's auto-attack damage has been substantially buffed, though their attack speed has been reduced.
Alder
- Seedbots are now considered an anti-frontline unit.
- Sproutlings now have shorter range but significantly increased damage to frontline units. They also have a longer duration.
Hydros
- Scuttleguards are now considered a frontline unit.
Ryme
- Glacial Rangers are now considered a backline unit. Their range has been reduced and the auto-attack reset on their slow has been removed.
Eris
- Sandstingers are now considered a backline unit.
- Eris's ultimate, Chaos Bolt, has been changed - there is an initial wind-up, but once cast the projectile itself moves significantly faster.
Vex
- Sparkbots are now considered a backline unit.
Celesta
- Wisps are now considered a backline unit.
Vela
- Raptors are now considered a backline unit.
Questions
- What did pathing through allies feel like?
- Tell us lots about your squad battling experience
- Early, Mid, Late
- Did you notice any differences in performance?
- Any other comments or questions?
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