New Champion: Evie, The Winter Witch
[BBvideo 600,350]http://youtu.be/toQJA8dHSso[/BBvideo]
Weapon - Ice Staff
A blaster that fires an explosive blast of ice, dealing damage in an area
Ability 1 - Illusion
Spawn an illusion of yourself that fires on enemies and deals damage
Ability 2 - Blink
Teleport a short distance
Ability 3 - Soar
Hop up on your staff and take flight, moving at great speed
GENERAL
Added a Single Player option for bot matches called “Practice”. The current “Co-Op” queue will be against bots with other players on your team.
Siege Engine
The Siege Engine is automatically destroyed if a gate is destroyed, meaning each Engine can destroy a single gate only.
No longer is reduced to half Health if it destroys the second Gate
Reduced base Health from 15000 to 12000
Reduced base damage from 1600 to 1200
“The Siege Engine and the entire Siege mode itself is still being evaluated, and we appreciate all your feedback. The goal with this change is to bring more focus to the fighting, and allow more strategic options during a match. Stay tuned to further updates on the core gamemode mechanics.”
Each Gate now follows the same rules as the vault where it will return to half health if it is not fully destroyed when the Siege Engine goes down
Scoring
Increased the amount of score points received for every 2s standing on the capture point from 1 to 2
Increased the amount score points received for capturing a capture point from 8 to 10
Increased the amount of score points received for assisting in the destruction of a Siege Engine from 8 to 10
“We have increased the amount of points a player accrues for properly completing map objectives, rather than just killing. This gives a better representation of participation, and allows players who are focusing on tanking or supporting to still score the highest in the match.”
Players now receive 30% additional match experience for kills against a player who has a higher level
A new notification system has been added to notify you of any Crowd Control or Status Effects that effect you, along with icons representing each effect. This can be seen in the top center of your screen and will include a timer for how long the effect will last.
“Our goal with this system is to make all negative effects, especially softer Crowd Control effects like Disarm or Attack Slow, more recognizable during the heat of battle to make it clear what is happening to your champion.”
You may now mute other players when in a match
The Deserter system has been added for both abandoning a match and for not accepting a queue
The End of Match lobby scoreboard has been updated to include:
A button to report players to our Support system
A button to add a player to your friends list to play with in the future
Bots have been updated in Co-Op and Practice to utilize randomized cover points in Temple Ruins
Enemies that enter any of your base healing wells will be rapidly damaged
Base
Increased inner Gate Health from 26000 to 30000
Increased outer Gate Health from 16000 to 20000
The Gate health at the top of the screen has been updated to distinguish between the final Vault door and the Gates
The jump penalty has been reintroduced, and will slow your Movement Speed and reduce your jump height if you are repeatedly jumping
Respawn times have been reduced:
Respawn time at the start of the game reduced from 10s to 5s
Respawn time if your team has destroyed one Gate reduced from 15s to 10s
Respawn time if your team has destroyed two Gates reduced from 20s to 15s
The lobby character presentation has received a visual pass. Champions in the Match Lobby while you are picking have improved lighting and textures.
We have upgraded the AFK (Away From Keyboard) system to have much harsher rules around being AFK. You are considered AFK in the last two minutes you have:
Not damaged another player
Not taken damage from another player
Not participated in a match objective (damaged a Siege Engine, damaged a Gate, or progressed a Capture Point)
Sat in a healing well without leaving
If a player disconnects from a match for any reason, a bot will immediately take over their champion until they return or until the end of the match.
A minimap has been added to the in-match HUD
Cards in your collection are now sorted by their rarity
Increased Mount cooldown from 1 to 3s
A blood splatter has been added to any target that is hit by your attacks, notifying you of a successful hit
Increasing your max Health will maintain your current Health percentage when applying the added Health
In-match leveling has been dramatically accelerated. Players on average should reach level 5 and gain access to their Legendary card pick within the first 5-7 minutes. After level 5, players will continue to level up to a maximum of 10. Levels 6-10 players will have a choice to replace their currently equipped cards with a new card. Cards chosen between levels 1-5 will have half stats, meaning higher level cards will provide more flat Health and damage.
Fixed an issue where the indicator for the moving Siege Engine would appear high up in the air instead of just above the Siege Engine
Fixed an issue where out of combat regeneration would get stuck on permanently
We have added a Challenge Match feature for those who want to play premade 5-man teams against each other. A party leader of a 5-man group can challenge another party leader who also has 5 members in their group. To
Both parties need to be out of match
The syntax is in chat is:
/quickchallenge <party_leader_name_being_challenged>
The opposing leader will then reply in chat:
/quickaccept <party_leader_name_who_challenged_me>
For example, HiRezStew challenges Drybear to a Challenge Match:
HiRezStew, with 5 members in his party, types:
/quickchallenge Drybear
Drybear, after being challenged and has 5 members in his party, types:
/quickaccept HiRezStew
“Large groups of friends, streamers, and content creators can now use the Challenge Match feature to create pre-made matches to enjoy Paladins in a bigger group. We are working on a Custom Match system, but this system allows players to challenge until Custom Matches are available.”
CHAMPIONS - BALANCE/UPDATES/FIXES
Barik
“Barik’s main concentration is his Turret, and it’s something no other champion has. These changes are to move him even more towards utilizing his strengths rather than using his Rifle as his primary damage dealer.”
Turret
Reduced time to deploy from 5 to 4s
Increased Attack Speed from 1.5 to 1.2
Increased Health from 1000 to 1100
Fixed an issue where the Turret would gain maximum Health but would not heal it
Rifle
Reduced damage from 300 to 250
Buck
Cataclysm
Is now team colored
Is no longer destroyed if Buck dies
Now has a targeter for placement
Cassie
Dodge Roll
Fixed an issue where if you jumped and then used Dodge Roll you wouldn’t move forward
Grohk
Lightning Staff
Fixed an issue where this would fire through the randomized cover in Temple Ruins
Chain Lightning
Fixed an issue which would cause players to crash while using Chain Lightning
Pip
Potion Launcher
Fixed an issue where direct hits on shields would not deal the full damage that a direct hit deals
Adhesive
“Adhesive was deploying a slow field directly in front of you, and with this change Pip can actually toss the goo down onto a point or in front of one of his gates - giving more options to the use of the ability.”
Now drops an actual projectile, meaning this can be dropped off of ledges so that the slow field will be deployed below
Ruckus
Hover
“Hover was getting stuck on ledges and archways, and this change allows him to have a more consistent flight.”
Reduced height to allow Ruckus to hover under gateways more easily
Skye
Crossbow
Reduced damage from 120 to 110
Poison Bolts
Reduced damage per tick from 12 to 10
Time Bomb
Recolored team effects to be all blue
Hidden
Added a small grace period after activating Hidden where you cannot reactivate it, preventing accidental cancels
CARD ART
Card frames have been updated to reflect rarity. Common cards have the same frame, but now Rare, Epic, and Legendary cards have frames of escalating embellishments.
The following cards have updated art:
Backstab (Skye)
Bullet Sponge (Ruckus and Bolt)
Bully (Buck)
Bunker (Barik)
Compound Reaction (Pip)
Conductor (Grohk)
Divebomb (Cassie)
Fatal Sign (Cassie)
Fortification (Barik)
Front Line (Fernando)
Gunship (Ruckus and Bolt)
Kinetic Reactor (Ruckus and Bolt)
Life Rip (Ruckus and Bolt)
Masterful (Pip)
Malady (Pip)
No Surrender (Barik)
Rigged (Barik)
Short Fuse (Skye)
Stickiness (Pip)
Targeting (Barik)
Thermite Load (Pip)
CARDS - BALANCE/UPDATES/FIXES
The beginning cards for each Champion have been updated. Each starting set of cards will include 4 Common cards, 1 Rare card, 1 Epic card, and 1 Legendary card:
“We have adjusted the starting decks, or the cards that each new account starts with, for each Champion to include a free Legendary card. We want the very first match of Paladins to feel awesome, and for everyone to be on an equal field with each other from the get go.”
Barik
Chronos, Targeting, Accelerator Field, Fuel Efficiency, Healing Station, Overdrive, Capsule
Buck
Accelerate, Blessed, Leg Day, Cornered, Unsettled, Buck Shot, Stomping Ground
Cassie
Lunge, Survival Instincts, Flee, Reload, Stay Here, Big Game, Blast Shower
Evie
Safeguarded, Teleport, Journey, Ice Storm, Snowfall, Frostbite, Distortion
Fernando
Aegis, Field Dressing, Queen of the Hill, Launch, Safe Travel, Scorch, Towering Barrier
Grohk
Astral Traveler, Totemic Rescue, Gale, Forethought, Momentum, Overload, Arc Lightning
Pip
Marathon, Refreshing Jog, Side Tanks, Rebound, Stickiness, Fortune Fury, Acidic Ooze
Ruckus
First Class, Heat Diffuser, Fuel Reserves, Turbocharger, E.M.P., Cull the Weak, Proximity
Skye
Cloak, Lie in Wait, Master Riding, Re-entry, Weakening Poison, Surprise Attack, Well Rested
Barik
*NEW* Capsule - Legendary
[Barricade] Barricade is now a complete dome
Accelerator Field
Reduced rarity from Epic to Common
Coming Through
Reduced rarity from Epic to Rare
Epicenter
Reduced rarity from Epic to Rare
Healing Station
Increased Health per second from 100 to 125
Infernal Wall
Increased rarity from Rare to Epic
Inflame
Increased rarity from Common to Epic
On Guard
Increased damage to Siege Engine from 60 to 100%
Increased rarity from Common to Rare
Overdrive
Reduced Attack Speed from 100 to 60%
Reduced rarity from Legendary to Epic
Promote
Increased rarity from Rare to Epic
Pyromancer
Reduced damage from 100 to 75%
Rigged
Increased rarity from Rare to Epic
Siege Armor
Reduced rarity from Epic to Rare
Stagger
Reduced rarity from Rare to Common
Thumper
Reduced rarity from Epic to Rare
Buck
Tracer Rounds
No longer increases Projectile Speed, but instead increases Projectile Range by 150%
Acid Rounds
Increased rarity from Rare to Epic
Accelerate
Fixed an issue where this would not effect your Cooldown if you had Imprisonment equipped
Blessed
Reduced bonus healing from 80 to 50%
Buck Shot
Increase rarity from Rare to Epic
Celerity
Increased rarity from Rare to Epic
Concussion
Increased rarity from Rare to Epic
Galvanize
Reduced rarity from Epic to Rare
Giga Siphon
Reduced Lifesteal from 100 to 60%
Immovable
Reduced rarity from Rare to Common
Into the Fray
Increased rarity from Rare to Epic
Leg Day
Reduced rarity from Epic to Common
Rend
Increased rarity from Rare to Epic
Seismic Wave
Reduced rarity from Epic to Rare
Tightrope
Reduced rarity from Epic to Common
Unsettled
Increased rarity from Common to Rare
Cassie
Blast Shower
Only triggers effects once per Champion rather than once per hit
Kinetics
Reduced Disarm duration from 2.5 to 1.5s
Survival Instincts
Reduced Lifesteal from 100 to 50% during Scout
Battle Frenzy
Increased rarity from Rare to Epic
Drain Life
Reduced rarity from Epic to Common
Dormancy
Increased rarity from Rare to Epic
Exaction
Increased rarity from Rare to Epic
Lift Off
Increased rarity from Rare to Epic
Reload
Only triggers its effect once per Champion rather than once per hit
Serrated Arrow
Increased rarity from Rare to Epic
Sniper
Increased rarity from Rare to Epic
Stalker
Increased rarity from Rare to Epic
Tranquility
Increased rarity from Rare to Epic
Trauma
Increased rarity from Common to Rare
Fernando
Bleeding Heart
Reduced rarity from Epic to Common
Dire Need
Reduced rarity from Epic to Rare
Added a 10 second internal cooldown upon use
Incinerate
Increased rarity from Rare to Epic
Inferno
Reduced rarity from Epic to Common
Insurmountable
Reduced rarity from Rare to Common
Lance Strike
Increased rarity from Rare to Epic
Last Stand
Reduced rarity from Epic to Common
Launch
Reduced rarity from Epic to Common
Queen of the Hill
Reduced rarity from Rare to Common
Scorch
Increased rarity from Rare to Epic
Tenacity
Reduced rarity from Epic to Common
Titan’s Rage
Increased rarity from Rare to Epic
Grohk
Anvil
Increased rarity from Common to Rare
Blackout
Increased rarity from Common to Rare
Cluster
Increased rarity from Rare to Epic
Electrical Imbalance
Increased rarity from Rare to Epic
Discharge
Increased rarity from Common to Epic
Distribution
Reduced rarity from Rare to Common
Outreach
Reduced rarity from Epic to Common
Overcharge
Reduced rarity from Epic to Common
Planted
Increased rarity from Common to Rare
Precinct
Increased rarity from Rare to Epic
Sow the Seed
Reduced rarity from Epic to Rare
Spirit Steal
Reduced rarity from Epic to Rare
Stimulate
Increased rarity from Rare to Epic
Totemic Rescue
Reduced rarity from Rare to Common
Pip
Gather
Reduced healing from 60 to 50% of maximum Health
Acid Cloud
Reduced damage per second from 250 to 200
Compound Reaction
Increased rarity from Rare to Epic
Fortune Fury
Increased rarity from Rare to Epic
From Above
Increased rarity from Rare to Epic
Masterful
Increased rarity from Rare to Epic
Panic
Reduced rarity from Epic to Rare
Poison Cloud
Fixed an issue where this would damage Grohk while he was in Ghost Walk
Stickiness
Reduced rarity from Epic to Rare
Thermite Load
Increased rarity from Common to Epic
Fixed an issue where Barik’s Barricade and Fernando’s Shield did not receive additional damage
Tyranny
Increased rarity from Rare to Epic
Ruckus
Suppressive Fire
Reduced duration increase from 80 to 50%
Increased rarity from Rare to Epic
Combat Station
Increased rarity from Rare to Epic
E.M.P.
Reduced rarity from Epic to Rare
Gunship
Increased rarity from Common to Epic
Harvest
Reduced rarity from Epic to Common
Heat Diffuser
Reduced rarity from Rare to Common
Life Rip
Reduced rarity from Rare to Common
Lined Up
Increased rarity from Rare to Epic
Nanotechnology
Reduced rarity from Rare to Common
Projector
Reduced rarity from Epic to Common
Rush
Increased rarity from Rare to Epic
Sabotage
Increased rarity from Common to Rare
Sonar Upgrade
Reduced rarity from Epic to Common
Soul Collector
Increased rarity from Rare to Epic
Skye
Circle of Life
Reduced rarity from Epic to Common
Decay
Increased rarity from Common to Rare
Diminish
Increased rarity from Common to Rare
Emergency Exit
Reduced rarity from Rare to Common
Endure
Reduced rarity from Epic to Common
Killstreak
Increased rarity from Rare to Epic
Lethal Dose
Increased rarity from Rare to Epic
Lie in Wait
No longer heals Skye if she is in combat, even if standing still
Master Riding
Reduced rarity from Rare to Common
Re-entry
Reduced rarity from Epic to Common
Scales of Justice
Increased rarity from Rare to Epic
Shell Shock
Increased rarity from Common to Rare
Sticky Bomb
Reduced rarity from Epic to Rare
Victory Rush
Increased rarity from Rare to Epic
Weakening Poison
Increased rarity from Common to Rare
Well Rested
Fixed an issue where Well Rested wouldn’t activate if it came off of Cooldown while you were above 80% Health
MAPS
Both Temple Ruins and Enchanted Forest have received various updates and fixes:
The Vault doors have received a visual update to help distinguish their importance over the outer Gates
Several fixes to bugged collision
Assets in base and in the levels have been updated to better reflect team coloring
Temple Ruins
The randomized cover on the Sunken City point has been updated to be less limiting on pathways to the Capture Point
Enchanted Forest
Fixed an issue where you could fire through certain walls
source : http://forums.paladins.com/showthread.p ... atch-Notes
0.8 | The Frigid Queen | Dec. 3rd
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