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  News - Sharing Xbox One Screenshots And Videos Just Got Much Easier
Posted by: xSicKxBot - 02-04-2019, 01:46 PM - Forum: Lounge - No Replies

Sharing Xbox One Screenshots And Videos Just Got Much Easier

Sharing screenshots and videos from Xbox One has been notoriously difficult throughout the console's life cycle. Thankfully, Microsoft has listened to people's concerns and made it a little easier, though you'll need to use a separate app to take advantage.

The Xbox App--known earlier in its life as SmartGlass--has been updated, and it can now share media from your Xbox One to social networks and your smartphone directly. Xbox director of programming and community figurehead Major Nelson shared the news on Twitter with a screenshot that showed Instagram, Discord, iMessage, email, and Twitter as some of the sharing options in the newly updated app.

Be warned, however, that at the time of writing Xbox Live is experiencing sign-in errors on Xbox One, so you might struggle to try out the app's new features for the time being.

In other Xbox news, the free Games with Gold for February have now been revealed. The Xbox One games include Bloodstained: Curse of the Moon, an 8-bit style game modeled loosely after Castlevania 3: Dracula's Curse that's available for the entire month. Super Bomberman R, meanwhile, joins the rotation on February 16 through mid-March. On Xbox 360, you get Assassin's Creed Rogue, which is available through February 15, after which it will be replaced by the original Xbox game Star Wars Jedi Knight: Jedi Academy.

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  News - Xbox Live Sign-In Errors Impacting Xbox One [Update: Fixed]
Posted by: xSicKxBot - 02-04-2019, 07:46 AM - Forum: Lounge - No Replies

Xbox Live Sign-In Errors Impacting Xbox One [Update: Fixed]

It's been something of a rough week for Xbox Live, which has encountered issues on multiple occasions (including one particularly severe incident). That's again the case today for Xbox One and PC owners, as sign-in issues have emerged on Friday that Microsoft says it's working to resolve. [Update: Microsoft now says these sign-in issues have been resolved, so you should be able to get online and start playing without any further problems. That said, not everything is working as it should, as Microsoft confirmed that you might have trouble buying things: "Previous issues with sign in should now be resolved. We're aware of users also running into issues with purchasing new content over Xbox Live and teams are actively engaged on that as well. We'll have additional updates to provide soon."]

While sign-in problems sound somewhat innocuous, that can mean you're unable to get online to play games like Fortnite or to even access certain content. In a tweet, Microsoft's support account stated, "If you're running into errors attempting to sign in or access previously purchased content, our teams are aware and working to identify the cause. We'll update here when we have more to provide."

A subsequent tweet provides a further update, stating, "We have teams actively engaged on issues related to sign in and accessing previously purchased content. We'll update again when we've identified the cause. Our status page will also have updates related to these issues."

The Xbox Live status page doesn't offer much more information, except to confirm that both Xbox One and Xbox services on Windows 10 in the "core services" category are impacted. Besides the sign-in problems, you might also have trouble creating or managing an account right now.

There's no word on exactly when the problems will be resolved; as always, it could be a very short wait or a matter of hours. Some small consolation is that these problems don't appear as serious as those earlier in the week, which caused some users to receive a black screen when powering the system on. This rendered it completely unusable, though some reports suggested that disconnecting the system from the internet would allow offline functionality to resume.

We'll report back with any further details as Microsoft shares them.

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  News - Wargroove Will Receive Regular Updates, Free Content And DLC
Posted by: xSicKxBot - 02-04-2019, 07:46 AM - Forum: Nintendo Discussion - No Replies

Wargroove Will Receive Regular Updates, Free Content And DLC

Wargroove IMG

To celebrate the release of Wargroove this week, the team at Chucklefish held a Reddit AMA. One of the most commonly asked questions was if the game would receive post-release support.

The good news is the team are “definitely interested” in supporting Wargroove with ongoing updates in the future, but wanted to first take in all the feedback provided by the game’s community after the big launch. The CEO of Chucklefish reiterated this, mentioning how free content and quality of life improvements were definitely on the way. One idea in mind is to possibly add a ranked mode in the future, to satisfy the game’s competitive community:

“We’re waiting to see how the online play evolves and whether or not a ranked mode would fit. We don’t want to divide the playerbase right away, but it’s on our maybe list.”

The Chucklefish CEO was happy to reveal there would eventually be downloadable content for the game as well but said the team couldn’t reveal anything about it just yet. A physical release is also in consideration, but once again, there’s nothing to officially announce right now.


Have you tried out Wargroove yet? What do you think of it so far? Tell us below.

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  News - Super Smash Bros. Ultimate’s Balance Isn’t A Concern For Masahiro Sakurai
Posted by: xSicKxBot - 02-04-2019, 07:46 AM - Forum: Nintendo Discussion - No Replies

Super Smash Bros. Ultimate’s Balance Isn’t A Concern For Masahiro Sakurai

Super Smash Bros. Ultimate More Fighters, More Battles, More Fun Nintendo Switch 0 11 Screenshot

Competitive games can be an absolute nightmare to balance due to a number of different factors in play. In the case of Super Smash Bros. Ultimate, you would think it would be near impossible to keep each fight fair when there are now 75 playable characters.

Apparently, though, each of the fighters in the game are pretty evenly matched. In his latest column in Japanese gaming magazine Famitsu, Ultimate’s Director Masahiro Sakurai shared some interesting data about the game’s win and loss rates to help prove this.

According to the translation, courtesy of Kotaku, Sakurai used King K. Rool as an example – stating how the main antagonist from the Donkey Kong series wasn’t actually the “noob smasher” many players made him out to be:

“His win rate is over all 51.9%… In VIP matches it’s 48.9%.”

VIP matches are a reference in North America to Elite Smash – a ranked mode for top tier players with a high enough Global Smash Power.

The remainder of the column reinforced how Super Smash Bros. Ultimate was a very balanced game overall. Sakurai further elaborated on this by explaining how one on one victory rates for every fighter within the game are no higher than 60 percent and no lower than 40 percent:

“No fighter is below 40%, and no fighter is above 60%… As for one on one matches among VIP players, the lowest win rate for any character is 43.7%. The highest win ratio is 56.8%.”

When combining all of the above data, all of the fighters fall “within 40% and 54% win rates” and fighters with “a win rate of 45% or higher” account for 90 percent of the total.

In terms of popular characters, Cloud and Ganondorf are the community favourites at the moment. Cloud is most commonly used in standard play and Ganondorf is the most used in VIP matches. Despite this, “Ganondorf’s win rate is only 47.9%” which keeps him at the lower end of the battle rankings.

Going off battle data alone, Sakurai believes there’s seemingly no reason to tune the balance of the game. In saying this, he realises if it isn’t adjusted, some players are likely to feel “stressed out” by the lack of change.

How have you found the fighter balance in Super Smash Bros. Ultimate so far? Tell us below.

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  XONE - Steamroll
Posted by: xSicKxBot - 02-04-2019, 05:50 AM - Forum: New Game Releases - No Replies

Steamroll



An adventure-puzzle game.

Publisher: Anticto

Release Date: Jan 25, 2019

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  News - Chat with Mages of Mystralia’s devs at 3PM ET
Posted by: xSicKxBot - 02-04-2019, 05:50 AM - Forum: Lounge - No Replies

Chat with Mages of Mystralia’s devs at 3PM ET

In 2017, Mages of Mystralia launched on PC, PS4, and Xbox One, touting a unique spell system where players could manipulate a series of overlapping verbs to create custom spells and abilities. And this week, Mages of Mystralia made its way to the Nintendo Switch, giving players a new opportunity to try out its unique spell system on the go. 

If that kind of game system sounds interesting to you, you might want to know that at 3PM ET on the GDC Twitch channel, the folks at Borealys Games will be taking your questions during a livestream of the game! If you’ve got questions about letting players fiddle with game logic, you should drop by and ask them in Twitch chat. 

And as always, for more game developer interviews, and great GDC talks, be sure to mosey over to the GDC Twitch channel and follow it for more updates! 

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  News - Road to the IGF: ThroughLine Games’ Forgotton Anne
Posted by: xSicKxBot - 02-04-2019, 05:50 AM - Forum: Lounge - No Replies

Road to the IGF: ThroughLine Games’ Forgotton Anne

This interview is part of our Road to the IGF series. You can find the rest by clicking here.

Forgotton Anne takes the player to a land of the items we’ve forgotten, our discarded socks, toys, and other objects given striking life in a world built to evoke the feeling of an animated feature. 

Gamasutra had a chat with Alfred Nguyen, Creative Director and Producer for the Excellence in Visual Art-nominated Forgotton Anne, about the game’s themes of finding identity in a consumerist and conformist culture, as well as the thoughts that went into making players feel like they’re exploring a full world of creatures both realistic and fantastic.

From animated film to games


My name is Alfred Nguyen, and I’m the Creative Director and Producer on Forgotton Anne.

I went to the National Film School of Denmark and planned to make animated movies back in 2004, but over the course of the program, we were introduced to game development as well, collaborating with other university students to form teams and make game prototypes. That was my introduction to making games.

Before then, I’d always played and enjoyed games, but the technical side of it had always been a barrier to imagining how games could be made. Since graduating, I’ve been working in a variety of roles on games and animation films, mainly mobile games, before founding ThroughLine Games in 2014 with the aim to combine both my passion for storytelling and love for games.

Exploring identity in a consumerist & conformist culture


With the amount of work that goes into realizing a game, I knew I wanted to conceive of a concept that was vast in its imagination and the possibilities it offered to delve into themes I was preoccupied with. These relate to forming one’s identity amidst a consumerist and conformist culture, to what I call the ‘circle’ of neglect, where negative thoughts and how you were brought up kind of effects how you treat others. So, the whole premise of Forgotton Anne is built on a worldview of people in modern societies having lost empathic connection with each other, leading us to treat each other as objects.

Once we started fleshing out the concept of the Forgotten Lands, things just evolved, and new, interesting questions were posed, and we just went along as interesting issues were discovered that felt natural to explore due to the plot and journey of the main character.

Creating a playable animated feature


Visually, my personal drawing style has always leaned towards the Ghibli style of anime, and, coming from an animation film background, the combination of painted backgrounds and traditional animation was a natural approach to the project. This was also because part of our mission was to create a playable animated feature — to focus on seamlessness and blur the lines between cinematic cutscenes and gameplay in a 2D game.

Our art director brought a lot realism to the environments with rich details and helped create a very dense atmosphere with a feeling of depth that we wanted the game to possess despite it being a 2D game.

We specifically did not want the Forgotten Lands to be interpreted like it was all inside the mind of a person, but rather a sprawling place that really existed with a population of Forgotlings living there.

Animations lead animator Debbie Ekberg was the perfect person to bear the responsibility of bringing the characters to life with a sensitivity and a style she was comfortable with, since she has studied and worked in Japan. We never aimed at emulating a specific style, but instead drew on each of our individual strengths and shared sources of inspiration to arrive at the visual end result.

Developing a world to get lost in


For the visual style, I’ve worked with the art director before, so I knew I wanted the richness in detail in the environments that he is capable of creating, and which gives the world a true sense of place. One should be able to lose themselves in the world, feeling it extended beyond the borders of the screen, and so we used the camera a lot, along with cinematic effects, to pull in the player.

Sometimes, when you are overwhelmed with details, you become more immersed in the experience as you are forced to focus more intently on specific things. The player should get to a point where they stop admiring the craftsmanship behind the visuals and just believe that they are in an expansive and fantastical world.

How Forgotton Anne‘s visual style affected the game’s development


Because we wanted to give a great sense of depth to the world, and utilize that depth gameplay-wise, we had to totally restructure how the environments were set up mid-way through production to accommodate the player character being able to move more realistically between interaction planes.

We also did not want to have filler sections in the game so that the story could have a nice, steady pace of progression, but this also meant a lot of unique environments and graphical assets of large sizes. We ended up with over 5000 frames for Anne alone, and had to create custom tools to manage all the sprites in the game. Kudos to technical artists and programmers who actually make it possible for the artists to express themselves more freely.

The amount of work this created for setting up the world also meant there was a limit to how vast a world we could create for the player to explore. So, for some places, like the City in the game, we had to be creative to be able to have good synergy between storytelling, gameplay, and also giving a sense that you are in a big space.

The realistic and naturalistic visual style of the game also lent itself to infusing the navigational and platforming gameplay with more gravity, weight, and precision than most other 2D platformers on the market. This definitely presented challenges in implementation, and in the end, partly shaped the pacing of the game. There are a lot of stairs in the game as it didn’t make sense for a world to be built around jumping around.

Script-wise, it also had a tonal effect, as the game’s visual realism forced us to take the fictional world seriously despite the quirky and inherently funny concept of forgotlings, and so we had to strike a balance in the game’s humor that did not take away suspension of disbelief.

On creating living objects both fantastic and realistic


The Forgotling creatures are a big part of the world of Forgotton Anne, and we went through a long process to arrive at the right look that blended with the environment and human characters. With their designs, I knew I didn’t want this to be a typical Disney type of tale, and so anthropomorphizing them with eyes would break the ‘grounded fantasy’ look we were aiming for.

Another thing with the animation style was that we were careful not to use too much ‘Squash and Stretch’ which is a great technique in animation, but lessened the believability of the world. It was a fun challenge to find traits in objects that could be used for expressions and be a substitution for limbs when they have to move about. With many forgotlings, though, we had to give them accessories which both added to their personality and helped communicate what was supposed to be their eyes, faces, or limbs.

The forgotlings might have been the aspect that I was most nervous about in terms of the whole visual experience, as they could easily risk becoming too cartoony and undermining some story elements, or fall too much to the other end of the spectrum where they would lack imagination and personality which was crucial also to the sense of wonder we wanted to instill in the player.

In the end, I’m happy we hit a sweet spot where they felt equally realistic as objects to me as they are individuals with quirky distinct personalities. Our in-house forgotling specialist, Alexander Kramerov, really brought these to life with the animations, which were a key element in their expression.

Using visuals to tell stories and engage the player


There is nothing more satisfying than having imagery and audio connect together with the underlying emotions you want to instill in the player. Just as with the music of the game, in which we tried to use the full range of sounds and emotions possible with an orchestra, we tried to make use of all the visual verbs we had at our disposal to help tell the story in a given scene.

Light and shadow are used to direct the player’s attention as well as for setting a mood, while the drab blue landscape you have been traversing for half of the game stands in great contrast to the lush green forest Anne finds herself in at one point. Depth of field directs focus to an interaction plane or specific elements and gives a sense of depth, while using foreground elements to obscure the view adds mystery and a sense of being there.

General cinematic tricks, including use of a dynamic camera, adds a lot of authorial control. With just the camera, we can compose a beautiful frame, increase intimacy in a scene with zooms and close-ups, as well as pull the camera back to reveal more of the world, adding to a sense of discovery.

With the Forgotten Lands we were very free to envision how it looked like, so mixing familiar architecture with unusual shapes or details went a long way in sparking the imagination of the player and propelling them forward. There are also no loading screens or Game Over states in Forgotton Anne, so in a way, it is the equivalent of a doing a one-take in cinema with no cuts, which subconsciously makes the player forget about time as they are continuously stimulated.

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  Xbox Wire - Gears Pro Circuit Descends on Mexico City February 1-3
Posted by: xSicKxBot - 02-04-2019, 05:50 AM - Forum: Xbox Discussion - No Replies

Gears Pro Circuit Descends on Mexico City February 1-3

Get ready for the Gears Pro Circuit Mexico City Open on February 1-3 at the World Trade Center in Mexico City, where top Gears Pro Circuit teams from around the world will compete for a $200,000 prize pool. Tickets are still available for fans to watch 70+ teams like OpTic Gaming, Denial and Ghost Gaming (the #1 LATAM team). There will also be a 2v2 Gnashers tournament on February 2 – registration begins on Saturday and is available to the first 100 spectators/pro players that sign-up.

Tune in to live.gearsofwar.com throughout the weekend to claim exclusive free in-game items including the new Glow and Mexico City weapons skins. If you want to fully immerse yourself in the Gears saga after the Gears Pro Circuit Mexico City Open, Xbox Game Pass members can now play every Gears of War game.

Have a great weekend Gears fans – we’ll see you from February 1-3 as teams battle it out in Mexico City! Be sure to visit www.gears.gg and follow @EsportsGears on Twitter to keep up-to-date with the latest information about Gears Esports.

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  Steam - Daily Deal – Tower of Time, 50% Off
Posted by: xSicKxBot - 02-04-2019, 05:50 AM - Forum: PC Discussion - No Replies

Daily Deal – Tower of Time, 50% Off

7.21:
===

GENERAL

* Melee creeps average gold bounty reduced by 3
* Range creeps upgrade cycle gold bounty increased from +3 to +6

* Replaced the primary jungles’ ancient camps with big camps

* Heroes no longer gain 25% more benefit from their primary attributes (affects attributes from both items and the hero)
* All heroes’ primary attribute growth values increased by 15%
* Health per strength increased from 18 to 20

* XP required to reach level 7->12 changed from 640/660/680/800/820/840 to 720/750/780/810/840/870 (the difference is +80/90/100/10/20/30 XP)

* The following melee heroes now have +5 movement speed: Naga Siren, Underlord, Monkey King, Nyx Assassin, Bloodseeker, Riki
* The following melee heroes now have +10 movement speed: Alchemist, Dragon Knight, Meepo
* The following melee heroes now have +15 movement speed: Legion Commander, Lifestealer, Lycan, Sven, Ursa, Wraith King
* Ranged heroes with 295 movement speed and above now have 5 less movement speed

* Tier 2 tower armor increased from 14 to 15
* Tier 3 tower armor increased from 14 to 16
* Melee Barracks armor increased from 13 to 15

* Tower Protection armor bonus for Tier 2/3/4 increased from 3 to 4

ITEMS

* Animal Courier: Flying movement speed increased from 460 to 470

* Aeon Disk: Active status resistance increased from 50% to 75%
* Aeon Disk: Recipe cost reduced from 1350 to 1250

* Battle Fury: Percentage damage bonus against non-hero units changed to be a fixed amount matching Quelling Blade

* Bloodstone: Bloodpact changed from 60% of current mana to 30% of max mana

* Bloodthorn: Cooldown reduced from 18 to 15

* Boots of Travel: Level 2 movement speed increased from +32% to +35%

* Buckler: Activated armor bonus duration on heroes reduced from 25 to 15 (carries through to Mek)

* Crimson Guard: Recipe cost increased from 600 to 750

* Drum of Endurance: Passive changed from a 6% movement speed aura to +20 movement speed to yourself only

* Ethereal Blade: Enemy debuff duration increased from 3 to 4 (matching duration when cast on allies)

* Eul’s Scepter of Divinity: Movement speed bonus changed from +6% percentage to +20 flat

* Holy Locket: Now uses Energy Booster instead of a Void Stone (provides +325 Mana)

* Iron Branch: Cast range increased from 200 to 400

* Manta Style: Movement speed bonus reduced from +25 to +20

* Mask of Madness: Lifesteal increased from 15% to 20%

* Mekansm: Stack limit is now tied to cooldown on cast (like Greaves and Crimson stack mechanics)

* Meteor Hammer: Radius increased from 300 to 315

* Necronomicon: Last Will damage increased from 550/675/800 to 600/700/800

* Nullifier: Duration increased from 5 to 6

* Phase Boots: Recipe changed from Gloves of Haste to Blades of Attack
* Phase Boots: Armor bonus increased from 5 to 6
* Phase Boots: Now gives +18 damage on melee (and +12 on range) instead of +20 attack speed
* Phase Boots: Melee active speed increased from 20% to 22%

* Power Treads: Recipe changed from Blades of Attack to Gloves of Haste
* Power Treads: Attribute bonus reduced from 14 to 10
* Power Treads: Now gives +20 attack speed instead of +12 damage

* Sange and Yasha: Movement speed bonus reduced from +35 to +30

* Solar Crest: Movement speed bonus changed from +6% percentage to +20 flat

* Spirit Vessel: Damage as a percentage of current health increased from 4.5% to 5%
* Spirit Vessel: Movement speed bonus changed from +6% percentage to +20 flat

* Tranquil Boots: Active form movement speed increased from 24% to 26%
* Tranquil Boots: Disabled form movement speed reduced from 20% to 18%

* Vladmir’s Offering: No longer uses Headdress nor provides its hp regen/stats
* Vladmir’s Offering: Now requires a 525 gold recipe

* Wind Lace: Movement speed bonus changed from +6% percentage to +20 flat

* Yasha: Movement speed bonus reduced from +25 to +20
* Yasha and Kaya: Movement speed bonus reduced from +35 to +30

HEROES

* Abaddon: Curse of Avernus curse duration increased from 4 to 4.5
* Abaddon: Aphotic Shield manacost reduced from 115 to 100/105/110/115

* Alchemist: Base movement speed increased by 10
* Alchemist: Base agility increased from 16 to 22
* Alchemist: Chemical Rage base attack time improved from 1.3/1.15/1.0 to 1.2/1.1/1.0
* Alchemist: Level 10 Talent reduced from -8s Unstable Concoction to -7s
* Alchemist: Level 20 Talent Concoction talent now adds the damage to the max instead of the base

* Ancient Apparition: Chilling Touch damage increased from 50/85/120/155 to 50/90/130/170
* Ancient Apparition: Ice Vortex manacost reduced from 65/80/95/110 to 50/70/90/110
* Ancient Apparition: Level 25 Talent reduced from 900 AoE Cold Feet to 700
* Ancient Apparition: Level 25 Talent increased from +4% Ice Blast Kill Threshold to +5%

* Anti-Mage: Fixed Counterspell providing double magic resistance when the shield is active

* Arc Warden: Spark Wraith damage increased from 100/160/220/280 to 100/170/240/310
* Arc Warden: Tempest Double duration increased from 14/16/18 to 16/18/20
* Arc Warden: Level 10 Talent increased from +25 Attack Speed to +30

* Bane: Enfeeble attack speed slow increased from 40/60/80/100 to 50/75/100/125
* Bane: Enfeeble manacost reduced from 70/90/110/130 to 50/75/100/125
* Bane: Level 10 Talent increased from +6 Armor to +7
* Bane: Fiend’s Grip duration increased from 5 to 6

* Batrider: Firefly now grants a 4/7/10/13% movement speed bonus
* Batrider: Firefly duration reduced from 18 to 15
* Batrider: Firefly cooldown reduced from 40 to 34

* Beastmaster: Inner Beast attack speed reduced from 15/25/35/45 to 10/20/30/40
* Beastmaster: Hawk health reduced from 300/450/600/750 to 150/200/250/300
* Beastmaster: Level 15 Talent changed from +40 Boar Damage to +65 Wild Axes Damage
* Beastmaster: Level 20 Talent changed from +80 Wild Axes Damage to +50 Boar Damage
* Beastmaster: Level 25 Talent increased from -15s Hawks Cooldown to -20s
* Beastmaster: Level 25 Talent reduced from +30 Inner Beast Attack Speed to +25

* Bloodseeker: Base movement speed increased by 5

* Bounty Hunter: Shuriken Toss cooldown reduced from 10 to 9
* Bounty Hunter: Jinada gold steal increased from 12/18/24/30 to 12/20/28/36
* Bounty Hunter: Track critical strike damage increased from 140/160/180% to 140/170/200%

* Brewmaster: Drunken Brawler critical strike reduced from 170/200/230/260% to 140/180/220/260%
* Brewmaster: Cinder Brew duration reduced from 7 to 5
* Brewmaster: Cinder Brew duration is refreshed on ignition
* Brewmaster: Cinder Brew ignite DPS increased from 20/25/30/35 to 20/30/40/50
* Brewmaster: Level 10 Talent reduced from +20 Damage to +15

* Bristleback: Viscous Nasal Goo manacost reduced from 25 to 12/16/20/24

* Broodmother: Level 10 Talent increased from +75 Spawn Spiderlings Damage to +125
* Broodmother: Level 15 Talent changed from +35% XP Gain to +15 Agility
* Broodmother: Level 20 Talent increased from +20 Spiders Attack Damage to +30
* Broodmother: Level 25 Talent increased from +350 Spiders Health to +450

* Centaur Warrunner: Retaliate no longer gains charges while it is active

* Chaos Knight: Chaos Strike cooldown reduced from 7/6/5/4 to 4
* Chaos Knight: Chaos Strike lifesteal reduced from 50/55/60/65% to 40/50/60/70%
* Chaos Knight: Chaos Strike max damage increased from 160/190/220/250% to 160/195/230/265%
* Chaos Knight: Reality Rift slow duration increased from 2 to 3
* Chaos Knight: Reality Rift slow reduced from 15/25/35/45% to 10/20/30/40%

* Chen: Divine Favor bonus damage reduced from 10/20/40/80 to 12/24/36/48
* Chen: Divine Favor now provides double bonus damage on non-hero units
* Chen: Divine Favor duration increased from 12 to 14
* Chen: Divine Favor manacost reduced from 110 to 70/80/90/100
* Chen: Hand of God heal increased from 250/400/550 to 300/450/600
* Chen: Level 15 Talent reduced from -10s Divine Favor Cooldown to -7s
* Chen: Level 25 Talent reduced from +400 Hand of God Heal to +350
* Chen: Level 25 Talent increased from +4 Holy Persuasion Max Units to +5

* Clinkz: Level 15 Talent changed from +20% Evasion to +15 Strength

* Clockwerk: Battery Assault cast point removed
* Clockwerk: Rocket Flare manacost reduced from 50 to 35/40/45/50
* Clockwerk: Level 20 Talent changed from +20% Magic Resistance to Rocket Flare True Sight
* Clockwerk: Level 25 Talent changed from Rocket Flare True Sight to +50% Magic Resistance

* Crystal Maiden: Freezing Field now grants you 10 bonus armor while channeling
* Crystal Maiden: Arcane Aura allied mana regen reduced from 1.2/1.7/2.2/2.7 to 1/1.5/2/2.5
* Crystal Maiden: Arcane Aura self mana regen increased from 2.4/4.4/6.4/8.4 to 2.5/4.5/6.5/8.5

* Dark Willow: Bramble Maze manacost reduced from 140/150/160/170 to 100/120/140/160
* Dark Willow: Bramble Maze cooldown reduced from 34/31/28/25 to 25

* Dazzle: Poison Touch mancost increased from 95/110/125/140 to 110/120/130/140
* Dazzle: Shadow Wave cast range reduced from 900 to 800

* Death Prophet: Base damage increased by 3

* Disruptor: Base armor increased by 1

* Doom: Scorched Earth cooldown reduced from 55/50/45/40 to 50/45/40/35
* Doom: Devour health regen from 4/8/13/18 to 3/8/13/18

* Dragon Knight: Base movement speed increased by 10
* Dragon Knight: Dragon Blood health regen increased from 4/7/10/13 to 4/8/12/16
* Dragon Knight: Elder Dragon Form frost attack slow increased from -20 to -30
* Dragon Knight: Level 20 Talent changed from 2x Dragon Blood to +25 Strength
* Dragon Knight: Level 25 Talent changed from +40 Strength to 2x Dragon Blood

* Drow Ranger: Level 15 Talent changed from +25 Attack Speed to +10 Agility

* Earthshaker: Fissure manacost reduced from 125/140/155/170 to 110/130/150/170

* Earth Spirit: Rolling Boulder damage reduced from 100 to 70/80/90/100
* Earth Spirit: Boulder Smash slow reduced from 80% to 60%
* Earth Spirit: Level 15 Talent reduced from +200 Rolling Boulder Damage to +150

* Elder Titan: Level 10 Talent reduced from +25 Movement Speed to +20

* Ember Spirit: Sleight of Fist cooldown reduced from 30/22/14/6 to 18/14/10/6
* Ember Spirit: Base damage increased by 3

* Enchantress: Enchant cooldown reduced from 55/40/25/10 to 22/18/14/10
* Enchantress: Enchant creep duration reduced from 50/60/70/80 to 26/44/62/80
* Enchantress: Enchant manacost reduced from 65 to 40/50/60/70

* Enigma: Midnight Pulse manacost rescaled from 75/95/115/135 to 50/80/110/140

* Faceless Void: Time Dilation AoE increased from 725 to 775
* Faceless Void: Level 10 Talent increased from +8 Strength to +10
* Faceless Void: Level 15 Talent changed from +300 Health to -1s Time Walk Cooldown

* Grimstroke: Phantom’s Embrace rend damage reduced from 120/200/280/360 to 75/150/225/300
* Grimstroke: Ink Swell manacost increased from 90/100/110/120 to 120/130/140/150
* Grimstroke: Ink Swell movement speed reduced from 18% to 12/14/16/18%

* Gyrocopter: Base strength increased from 19 to 22

* Huskar: Attack point reduced from 0.4 to 0.3
* Huskar: Berserker’s Blood max attack speed reduced from 220/260/300/340 to 160/220/280/340
* Huskar: Life Break damage and cost reduced from 34/39/44% to 32/38/44%
* Huskar: Level 15 Talent reduced from +15 Burning Spears DPS to +10

* Invoker: Base damage increased by 3
* Invoker: Exort bonus damage reduced from 4->28 to 3->27 per instance
* Invoker: Level 10 Talent changed from +1.25s Tornado Lift Time to -30s Ghost Walk Cooldown

* Io: Temporarily removed from Captains Mode
* Io: Tether now transfers health and mana even when Io is at max hp/mp
* Io: Overcharge now has an 18 second cooldown and an 8 second duration. No longer has a 2 second toggle.
* Io: Overcharge now costs 40/60/80/100 mana to cast. No longer cost 6% of health and mana per second.
* Io: Overcharge attack speed bonus increased from 40/50/60/70 to 50/80/110/140
* Io: Overcharge damage reduction increased from 5/10/15/20% to 15/20/25/30%
* Io: Relocate delay increased from 2.7/2.35/2 to 3.5/3.25/3
* Io: Relocate cooldown reduced from 130/110/90 to 90/75/60
* Io: Relocate is now cast delay again instead of channeling (being interrupted, silenced, rooted, etc will cancel the ability)
* Io: Level 25 Talent changed from -60s Relocate Cooldown to -30s

* Jakiro: Level 10 Talent changed from +30% XP Gain to +300 Attack Range
* Jakiro: Level 15 Talent changed from +300 Attack Range to +40% XP Gain

* Juggernaut: Base armor reduced by 1
* Juggernaut: Omnislash no longer allows you to teleport while using it
* Juggernaut: Healing Ward movement speed reduced from 420 to 400
* Juggernaut: Omnislash cooldown increased from 130/120/110 to 130
* Juggernaut: Level 15 Talent changed from +1s Blade Fury to +50 Blade Fury Movement Speed

* Keeper of the Light: Level 10 Talent changed from 8% Spell Lifesteal to +30% XP Gain
* Keeper of the Light: Level 15 Talent changed from +30% XP Gain to +1 Will-O-Wisp Health Count

* Kunkka: Level 25 Talent changed from -1.5s Tidebringer Cooldown to +60% Tidebringer Cleave

* Legion Commander: Base movement speed increased by 15
* Legion Commander: Level 20 Talent reduced from +40 Movement Speed to +35
* Legion Commander: Level 25 Talent changed from -10s Press The Attack Cooldown to 350 AoE Press The Attack

* Leshrac: Diabolic Edict increased from 9/18/27/36 to 11/22/33/44
* Leshrac: Level 25 Talent reduced from +50 Diabolic Edict Explosions to +40

* Lich: Frost Shield slow reduced from 35% to 20/25/30/35%
* Lich: Chain Frost damage reduced from 300/400/500 to 250/375/500
* Lich: Level 25 Talent increased from +40% slow to +50%

* Lifestealer: Base movement speed increased by 15
* Lifestealer: Base armor increased by 2
* Lifestealer: Level 15 Talent reduced from +30 Movement Speed to +25

* Lina: Base damage increased by 3

* Lion: Level 10 Talent increased from +75 Cast Range to +100
* Lion: Level 15 Talent increased from +120 Gold/Min to +150

* Lone Druid: Spirit Bear movement speed increased from 340/355/370/385 to 340/360/380/400
* Lone Druid: Spirit Bear attack damage increased from 35/50/65/80 to 35/55/75/95
* Lone Druid: Level 20 Talent changed from -0.3 Spirit Bear Attack Time to 0 Entangle Cooldown
* Lone Druid: Level 25 Talent changed from 0 Entangle Cooldown to -0.5s Spirit Bear Attack Time

* Luna: Level 10 Talent increased from +200 Cast Range to +300

* Lycan: Base movement speed increased by 15
* Lycan: Wolves armor reduced from 1 to 0
* Lycan: Wolves magic resistance reduced from 80% to 70%
* Lycan: Wolves health increased from 230/260/290/320 to 300/350/400/450
* Lycan: Howl health regen increased from 4/6/8/10 to 4/8/12/16

* Medusa: Fixed Mystic Snake bouncing to Spell Immune enemies
* Medusa: Level 10 Talent reduced from +20 Damage to +15
* Medusa: Level 15 Talent reduced from +35% Mystic Snake Mana Steal to +30%
* Medusa: Level 20 Talent changed from +700 Mana to -4s Mystic Snake Cooldown
* Medusa: Level 25 Talent changed from +7 Split Shot Targets to +1000 Mana

* Meepo: Base movement speed increased by 10

* Mirana: Sacred Arrow movement speed increased from 857 to 950

* Monkey King: Base movement speed increased by 5
* Monkey King: Wukong’s Command attack rate improved from 1.3 to 1.2

* Morphling: Strength gain increased from 2.3 to 2.6
* Morphling: Level 15 Talent increased from +15s Morph Duration to +20s

* Naga Siren: Base movement speed increased by 5
* Naga Siren: Mirror Image duration from 24 to 26
* Naga Siren: Mirror Image damage taken reduced from 475/450/425/400% to 400%
* Naga Siren: Level 20 Talent increased from -5s Ensnare Cooldown to -7s

* Nature’s Prophet: Using tango on a sprout tree will 2x regen (like eating a branch tree)
* Nature’s Prophet: Level 20 Talent changed from -4s Sprout Cooldown to +25% Cooldown Reduction

* Necrophos: Death Pulse damage increased from 100/140/180/220 to 100/150/200/250
* Necrophos: Level 15 Talent increased from +20% Ghost Shroud Slow to +30%

* Night Stalker: Hunter in the Night movement speed bonus increased from 20/25/30/35 to 22/28/34/40%
* Night Stalker: Removed Scepter
* Night Stalker: Dark Ascension now provides full unobstructed vision, instead of only 900 range
* Night Stalker: Level 15 Talent changed from +150 Cast Range to +15% Lifesteal

* Nyx Assassin: Base movement speed increased by 5
* Nyx Assassin: Strength gain increased from 2.3 to 2.5
* Nyx Assassin: Level 10 Talent increased from +60 GPM to +90
* Nyx Assassin: Level 10 Talent increased from +6% Spell Amp to +8%

* Ogre Magi: Fireblast cooldown reduced from 12/11/10/9 to 11/10/9/8
* Ogre Magi: Multicast 2x chance increased from 60% to 70%

* Omniknight: Heavenly Grace status resistance reduced from 50/60/70/80% to 50%
* Omniknight: Heavenly Grace duration increased from 8 to 10
* Omniknight: Heavenly Grace now provides 7/14/21/28 bonus strength
* Omniknight: Heavenly Grace manacost increased from 75 to 80/90/100/110

* Outworld Devourer: Sanity’s Eclipse multiplier from 9/10/11 to 8/9/10
* Outworld Devourer: Level 15 Talent reduced from +30 Movement Speed to +25

* Pangolier: Base damage increased by 4
* Pangolier: Level 10 Talent changed from +20 Movement Speed to +300 Swashbuckle Slash Range

* Phantom Assassin: Rearranged Level 15 Talents – +25% Cleave vs +15% Lifesteal
* Phantom Assassin: Rearranged Level 20 Talents – +20% Blur Evasion vs -4 Armor Corruption
* Phantom Assassin: Rearranged Level 25 Talents – +5% Coup de Grace vs Triple Strike Stifling Dagger

* Phantom Lancer: Level 10 Talent increased from +10% Evasion to +15%
* Phantom Lancer: Level 20 Talent increased from +4 Max Juxtapose Illusions to +5

* Phoenix: Sunray can no longer move forward while rooted

* Pudge: Base damage increased by 6

* Queen of Pain: Scream of Pain manacost reduced from 95/110/125/140 to 80/100/120/140
* Queen of Pain: Shadow Strike damage per tick increased from 30/45/60/75 to 30/50/70/90

* Razor: Attack backswing reduced from 0.7 to 0.4
* Razor: Level 10 Talent increased from +200 Health to +225

* Riki: Base damage increased by 4
* Riki: Base movement speed increased by 5
* Riki: Level 20 Talent increased from +0.2 Backstab Multiplier to +0.3

* Rubick: Telekinesis lift duration reduced from 1/1.4/1.8/2.2 to 0.8/1.2/1.6/2.0
* Rubick: Level 15 Talent increased from -45 Fade Bolt Hero Attack to -60

* Sand King: Burrowstrike damage increased from 85/150/215/280 to 100/160/220/280
* Sand King: Sand Storm AoE increased from 350/450/550/650 to 425/500/575/650

* Shadow Demon: Soul Catcher manacost reduced from 110 to 50/70/90/110
* Shadow Demon: Shadow Poison manacost reduced from 50 to 35/40/45/50

* Shadow Fiend: Presence of the Dark Lord armor reduction increased from 3/4/5/6 to 4/5/6/7

* Shadow Shaman: Level 20 Talent reduced from +3s Shackles Duration to +2.5s

* Silencer: Last Word cooldown reduced from 28/22/16/10 to 22/18/14/10
* Silencer: Level 10 Talent increased from +5 Armor to +6

* Skywrath Mage: Mystic Flare deals damage to creeps if no heroes are around

* Slardar: Level 25 Talent reduced from +1.5s Slithereen Crush Stun to 1.25s

* Slark: Pounce no longer does 30/60/90/120 damage

* Sniper: Headshot now has a back knockback of 10
* Sniper: Level 15 Talent changed from +35 Shrapnel DPS to +15% Shrapnel Slow

* Spectre: Strength gain increased from 2.3 to 2.5
* Spectre: Spectral Dagger movement speed increased from 8/12/16/20% to 10/14/18/22%
* Spectre: Level 20 Talent reduced from +20% Spectral Dagger to +18%

* Storm Spirit: Electric Vortex manacost reduced from 85 to 60/70/80/90
* Storm Spirit: Level 10 Talent changed from +20 Damage to +30 Overload Damage

* Sven: Base movement speed increased by 15
* Sven: Warcry shield health changed from 110/220/330/440 to 80/110/140/170 + 1/1.5/2/2.5x your strength
* Sven: Storm Hammer cooldown increased from 13 to 16/15/14/13
* Sven: Storm Hammer damage reduced from 100/175/250/325 to 80/160/240/320

* Techies: Remote Mines manacost reduced from 200/240/300 to 120/180/240

* Templar Assassin: Meld debuff is now applied before the attack damage is reduced by armor
* Templar Assassin: Fixed meld bonus damage being increased by Spell Amplification
* Templar Assassin: Level 10 Talent changed from +3 Psionic Traps to +15% Evasion
* Templar Assassin: Level 15 Talent changed from +7 Armor to +25 Movement Speed

* Terrorblade: Strength reduced from 16 + 1.7 to 15 + 1.5

* Tidehunter: Anchor Smash damage reduction from -45/50/55/60 to -30/40/50/60%

* Timbersaw: Reactive Armor bonus armor reduced from 1.3/1.4/1.5/1.6 to 1/1.1/1.2/1.3
* Timbersaw: Reactive Armor bonus health regen reduced from 1/1.2/1.4/1.6 to 1/1.1/1.2/1.3
* Timbersaw: Reactive Armor max stacks increased from 5/10/15/20 to 6/12/18/24
* Timbersaw: Whirling Death tree bonus damage increased from 10/15/20/25 to 12/18/24/30
* Timbersaw: Level 20 Talent increased from +10% Cooldown Reduction to +15%

* Tiny: Avalanche AoE reduced from 400 to 325/350/375/400
* Tiny: Avalanche cooldown increased from 23/20/17/14 to 26/22/18/14
* Tiny: Level 15 Talent reduced from +125 Avalanche Damage to +100
* Tiny: Level 15 Talent increased from +350 Health to +400

* Treant Protector: Living Armor damage block increased from 20/40/60/80 to 25/50/75/100
* Treant Protector: Scepter now causes Treant’s Overgrowth to deal damage instead of only Enchanted Trees
* Treant Protector: Overgrowth duration increased from 3/3.75/4.5 to 3.25/4/4.75
* Treant Protector: Level 20 Talent increased from +40 Leech Seed Damage/Heal to +50

* Troll Warlord: Level 15 Talent increased from +75 Whirling Axes Damage to +90
* Troll Warlord: Level 20 Talent increased from +20% Evasion to +25%

* Tusk: Tag Team slow duration reduced from 0.5 to 0.4
* Tusk: Tag Team manacost increased from 40/50/60/70 to 70
* Tusk: Tag Team cooldown increased from 15 to 24/21/18/15

* Underlord: Base movement speed increased by 5

* Undying: Level 15 Talent changed from Tombstone On Death to +30 Tombstone Zombie Damage
* Undying: Level 20 Talent changed from +30 Tombstone Zombie Damage to Tombstone On Death

* Ursa: Base movement speed increased by 15
* Ursa: Fury Swipes damage reduced from 10/16/22/28 to 7/14/21/28

* Vengeful Spirit: Level 20 Talent increased from -5s Magic Missle Cooldown to -6s

* Venomancer: Strength gain increased from 1.9 to 2.1

* Viper: Nethertoxin AoE increased from 350 to 380
* Viper: Nethertoxin damage increased from 20/35/50/65 to 30/45/60/75

* Visage: Level 10 Talent reduced from +125 Cast Range to +100
* Visage: Level 20 Talent reduced from +60 Familiars Movement Speed to +50
* Visage: Level 20 Talent increased from +15 Soul Assumption Damage Per Charge to +20

* Warlock: Base strength increased by 2
* Warlock: Chaotic Offering attack damage increased from 75/125/175 to 100/150/200
* Warlock: Golem attack backswing reduced from 0.74 to 0.57

* Weaver: Level 10 Talent changed from +7 Strength to +75 Shukuchi Damage
* Weaver: Level 15 Talent changed from +75 Shukuchi Damage to +14 Strength

* Windranger: Level 15 Talent increased from +100 Attack Range to +125
* Windranger: Level 15 Talent increased from +100 Powershot Damage to +125

* Winter Wyvern: Cold Embrace base health regen increased from 15 to 14/18/22/26
* Winter Wyvern: Cold Embrace manacost changed from 75 to 50/60/70/80

* Witch Doctor: Maledict cooldown reduced from 50/40/30/20 to 30/26/22/18
* Witch Doctor: Level 10 Talent increased from +5 Armor to +6

* Wraith King: Base movement speed increased by 15

* Zeus: Reworked Static Field. Now affects enemies directly affected by your abilities. No longer has a range.

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  News - Smash Bros. Ultimate's Piranha Plant DLC Now Available For Purchase
Posted by: xSicKxBot - 02-04-2019, 01:29 AM - Forum: Lounge - No Replies

Smash Bros. Ultimate's Piranha Plant DLC Now Available For Purchase

Super Smash Bros. Ultimate's first DLC character, Piranha Plant, arrived earlier this week alongside the big 2.0.0 update. Nintendo offered the new fighter for free to players who purchased and registered their games on My Nintendo by January 31, but if you missed the cutoff date, you now have the option to buy it.

Piranha Plant is now available to purchase in the Switch Eshop. Unlike the other planned DLC characters for Super Smash Bros. Ultimate, Piranha Plant isn't included in the game's Fighters Pass, so you only have the option to pick it up individually. If you do want to add it to your roster, it costs $5--slightly cheaper than the price of other upcoming fighters, presumably because it doesn't come with a new stage and music tracks.

Beyond Piranha Plant, Nintendo is working on five other DLC characters for Smash Bros. Ultimate. The first of these will be Joker from Persona 5. Each new fighter will come in a pack alongside a stage and multiple music tracks for $6. You'll also be able to get all of them at a discount through the $25 Fighters Pass. Picking up the Fighters Pass will also get you a bonus Mii costume based on Rex from Xenoblade Chronicles 2.

All of Super Smash Bros. Ultimate's DLC characters are slated to arrive by February 2020. Nintendo hasn't officially revealed the identities of the remaining four fighters yet, but during the Game Awards in December, NOA president Reggie Fils-Aime teased they will all be newcomers to the series and are characters "who you wouldn't anticipate."

Super Smash Bros. Ultimate launched for Nintendo Switch on December 7 and has set new sales records for the series. Not only was it Amazon's best-selling video game of 2018 (and the US's fifth best-selling game) despite launching near the end of the year, it has already sold 12 million copies around the world, making it Nintendo's third best-selling Switch game to date.

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