Chiron has struggled a bit lately, but even the Great Teacher can learn some new tricks. Training Exercise is a versatile ability in that it can cleanse allies or damage enemies. Its Cooldown is being reduced to encourage using it in both ways. Also, the magic arrows of Centaurus have been sped up slightly to make the ability more useful against high speed gods or on larger maps.
ErLang Shen's ability to control his opponents with Pin was often too strong, especially once this skill was maxed out early. Pin will now Root and Cripple for 1.3s at all ranks, toning down his mid and late game while also allowing players to have a better understanding of how long the effect will last.
Adjusted Root and Cripple durations from 1.15/1.3/1.45/1.6/1.75 -> 1.3 at all ranks.
One thing we always want to ensure is that players can understand each ability and have good tells for when effects are about to end. Freya will now Banish for 1.5s at all ranks and has improved visual FX to help both allies or enemies react to the ability more consistently.
Adjusted Banish duration from 1/1.25/1.5/1.75/2 -> 1.5s at all ranks.
Updated visual FX to show when banished targets will fall.
Reduced Mana Cost from 75 at all ranks -> 70/65/60/55/50.
Hou Yi is an ability Hunter that is heavily influenced by when and how he uses Mark of the Golden Crow. Our goal for Mark is to augment and synergize with his other abilities, rather than just being used for a single combination (notably his 1). To emphasize this, we are increasing the potency of interaction with Sunbreaker. This ability now has a base slowing effect that gets even stronger when Mark is applied.
Now Slows all targets inside it by 20% for .5s on every hit.
Increased Slow on target's marked by Mark of the Golden Crow from 20% -> 40% and increased duration from .25s -> .5s
Kali's new passive allows players to select their target at the start of the game, but players learned they could quickly disconnect to cause the target to switch to a random target, negating the initial choice. After looking at various cases to solve this abuse case, we have decided to make Kali's passive now persist on disconnected targets.
Fixed an issue where Kali would be stuck without the ability to select her target.
Marked for Death
Kali's passive will no longer automatically switch away from a target who is disconnected.
Kukulkan's Slipstream is an ability we often receive feedback on. Overall, players felt like the ability had too high mana cost and was not effective enough. Slipstream now provides a lot more movement speed up front and then gets weaker over the 4 second duration. This allows the slippery serpent to react more quickly to enemy aggression. Additionally, this ability has a reduced Mana Cost which will encourage Kukulkan players to use it in the early game more often.
How this ability provides its Movement Speed has changed.
Increased Slipstreams Movement Speed from 20/25/30/35/40% -> 40/50/60/70/80%, but the movement speed now decays over the duration of the skill.
Reduced mana cost from 85 at all ranks -> 65 at all ranks.
We made a large set of changes to Susano recently to help him not feel as frustrating to fight and wanted to see how these played out. While frustration went way down, so did his performance overall. We are looking to revert some of the previous changes that did not solve frustration issues, while continuing to look at fair ways to bring up his power level.
Reverted the pre-fire change to Storm Kata's first hit, from .4s -> .1s.
Typhoon now changes visually and will Knockup enemies after charging for 1s.
Monolith creates a long lasting zone of healing that can potentially become dangerous to enemies at any time. In this patch, Monolith will now be destroyable through enemy Basic Attacks, giving some more options for enemies to counter it.
Can now be destroyed by players by using 3 Basic Attacks.
Xbalanque's Mana Costs can be very punishing if not managed properly, even in the late game. With these changes the Hidden Jaguar will now have more freedom to cast and use his abilities. He will still blow through his Mana if he spends it needlessly, but players will have a bit more mana to play with when it comes time to commit to a fight.
Reduce Mana Cost from 8/10/12/14/16 -> 6/8/10/12/14.
Reduce Mana Cost from 70/75/80/85/90 -> 60/65/70/75/80.