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Thread: Closed Beta 19 | Serpent Temple | Patch Notes

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    Closed Beta 19 | Serpent Temple | Patch Notes



    Serpent Temple
    Closed Beta 19 Patch | Mar 17th, 2016

    Beta Expectations





    General

    • Map voting removed and adding back separate queues for each game mode.
      "Due to our smaller population in early Closed Beta, we introduced the map voting option to keep all players in a single queue in order to maintain short queue times. This also allowed us to gather data on how each mode was doing. As we grow into the later stages of Closed Beta we want to make sure players can now choose what mode they want to play."
    • New Payload Map: Serpent Temple.
    • Capture Only game mode has been removed.
      "Though Capture Only provided some quick fun, based on its performance and popularity along with its similarity to the Siege game mode we felt it was better to remove it."
    • Fixed an issue where players were not able to choose a Mount in Match Lobby.
    • Fixed an issue where renaming a deck would crash the game when players would use certain special characters.
    • Added a feature that allows you to automatically upgrade your cards throughout a match, prioritizing Legendary cards. This is on by default, and can be turned off in the Settings menu or by pressing "U" to view cards.
    • Improved HUD treatment when an ability cannot be used. It will clearly be red and crossed out.
    • Fixed an issue where the Beacon still appeared to be in players hands on respawn if dying while holding it.
    • Fixed an issue where the Beacon UI was showing in Survival mode, where there is no Beacon.
    • Addressed an issue where the spawn gates would be a second or so behind the actual match starting.
    • Addressed an issue with players getting stuck in the ground when spawning into match.
    • Fixed an issue where the Beacon pick up message was missing on the UI when standing on a Beacon.
    • Fixed an issue with a missing Survival death fog horn. The volume on the fog horn will be adjusted in future patches.
    • Fixed an issue in certain conditions with charge abilities that would cause players to get stuck on top of another player's head.
    • Addressed an issue where voice lines were triggered too often, creating voice chatter.
    • Fixed an issue on Glacier Keep where players were unable to step up onto certain windows.
    • Fixed an issue on Glacier Keep where wooden poles near the center capture point were missing collision.
    • Fixed an issue where the client would sometimes crash on shutdown.
    • Fixed an issue where some Champion skins appeared too small in match.





    VFX

    • Continued polish and cleanup to various attacks, impacts, and skills. Improving clarity and removing legacy particle systems to clear up the battlefield and make visibility clearer.
      • This release addresses the following Champions: Barik, Buck, Cassie, Grover, Grohk, Pip, Ruckus and Skye.





    Killcam

    • Fixed an issue where the Respawn Beacon losing portal effect.
    • Fixed an issue where your respawn timer UI would overlap other elements.
    • Fixed an issue where the health bar for the Siege Engine would persist on your screen, even after the Siege Engine was destroyed.





    Gameplay

    • Ultimate abilities no longer charge before the match has begun.
    • Fixed an issue where players were not being able to reload while Disarmed.





    Champions - Balance/Updates/Fixes

    "Since we have removed the passive stat benefits that cards provide, we have rolled that lost damage into the champions themselves, primarily onto their weapons. The bonus Health cards provided was not salvaged. We feel this keeps the damage and survivability of each champion consistent and more reliable to play with and against."
    • Androxus
      • General
        • Fixed an issue where an Androxus bot would have no AI when a player disconnects.
        • Fixed an issue where Androxus cards were not showing scaling in their description.
        • Fixed an issue where a floating gun piece would appear in 3rd person view.
      • Reversal
        • Fixed an issue where Reversal was dealing true damage.
      • Revolver
        • Increased damage from 300350.
      • Defiance
        • Updated animation treatment to better represent the style of fire.
        • Now will dismount Androxus when fired.
        • Increased damage from 300350.
        • Increased refire time from 11.2s.
        • Increased time between shots from 0.10.15s.
        • Decreased accuracy from 7570%.
      • Nether Step
        • Addressed an issue with where your movement would get corrected by the server and seem jittery.
      • Accursed Arm
        • Increased projectile speed from 190320.
        • Increased damage from 600750.
        • Can now be cancelled by re-activating Accursed Arm again.

    • Barik
      • Barricade
        • Increased duration from 5s8s.
      • Rifle
        • Increased projectile speed from 220390.
        • Increased damage from 340433.
      • Turret
        "Since Barik is positioned as a Damage Over Time champion, his Turret then has been updated to reflect that."
        • Reduced damage from 345140.
        • Now deals 60 Fire damage over 0.5s every hit.
        • Increased attack speed from 1.40.7s.

    • Buck
      • Shrapnel Cannon
        • Increased damage per hit from 5064.

    • Cassie
      • Blast Shot
        • Now knocks Cassie back if she hits herself with the explosion.
      • Shortbow
        • Increased projectile speed from 270320.
        • Increased damage from 360460.
      • Scout
        • Fixed an issue where Scout was not revealing stealthed targets.

    • Evie
      • Ice Staff
        • Increased range from 130175.
        • Increased damage from 360510.
        • Now knocks Evie back and she deals 100 damage to herself if she hits herself with the explosion.

    • Fernando
      • Shield
        • Fixed issue where shield would sometimes not activate. The most notable example of this was at the central point on Enchanted Forest.
      • Lance
        • Increased damage from 3045.

    • Grohk
      • Chain Lightning
        • Fixed from sometimes not damaging enemy players.
      • Ghost Walk
        • Fixed an issue where Grohk could be damaged in Ghost Walk.
        • Fixed Ghost Walk not working in wind totem.
      • Lightning Staff
        • Increased damage from 3541.

    • Grover
      • Axe
        • Increased damage from 275350.

    • Kinessa
      • Sniper Mode
        • Removed voice cue playing while aiming down sight.
      • Scout Rifle
        • Increased damage from 7797.
      • Sniper Rifle
        • Increased maximum damage from a full charge from 800880.
      • Headhunter
        • Fixed an issue where Headhunter would reveal stealthed targets.

    • Pip
      • Explosive Flask
        • Now knocks Pip back if he hits himself with the explosion.
      • Potion Launcher
        • Increased damage from 360460.
        • Now knocks Pip back and he deals 100 damage to himself if he hits himself with the explosion.

    • Ruckus
      • Minigun
        • Increased damage from 6785.

    • Skye
      • Hidden
        • Reduced duration from 53.5s.
        • Reduced Movement Speed from 2015%.
      • Poison Bolts
        • Increased damage from 130190 over 3s.
      • Wrist Crossbow
        • Increased projectile speed from 250275.
        • Increased damage from 90115.





    Card Art - Updates

    • Wrecker
    • Cauterize
    • Moral Boost
    • Giga Siphon
    • Breaker
    • Quick Draw





    Cards - Balance/Updates/Fixes

    • General
      "The card passive stats were originally implemented to help separate cards based on strength, but unfortunately creates a lot of confusion around which cards are better. It also makes it less clear how much Health and damage an enemy will have in any given match. We feel it is cleaner and more understandable to let the cards usage stand on their own and create decks around synergies instead of raw stats."
      • Cards no longer come with a passive bonus of increased maximum Health and increased damage percent. These bonuses have been rolled into each Champion's base damage.
    • Neutral
      • Blast Shields
        • Reduced damage reduction from 35%20%.
        • Increased threshold from 500600.
      • Deft Hands
        • Reduced reload time reduction from 50%25%.
      • Haven
        • No longer works against damage over time (DOTs).
        • Reduced damage reduction from 35%20%.
        • Increased threshold from 75100.
      • Life Rip
        • Reduced life steal from 25%15%.
      • Gather
        • No longer triggered by HP Drops that are triggered from cards.

    • Androxus
      • Marksman
        • Fixed an issue where this card was not functioning.

    • Barik
      • Mega Turret
        • Decreased Attack Speed from 1.40.9s.

    • Kinessa
      • Beam Me Up
        • Reduced the cast time reduction per rank from 25%15%.
        • Rank 1 now starts at 15%.





    Known bugs can be found here: http://forums.paladins.com/showthread.php?5331
    Last edited by HiRezKaostic; 03-17-2016 at 02:05 PM.
    Community Manager | Forum Manager | @Kaostic

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  2. #2
    Member Baronet NinjaBoffin's Avatar
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    Nice to see not much new content and just lots of polish and bug fixes

    edit: FINALLY! no more

    "I SEE YOU"
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    Last edited by NinjaBoffin; 03-17-2016 at 01:25 PM. Reason: I SEE YOU
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    R.I.P. in Peace Fernando 2015-2016.

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    *Map voting removed and adding back separate queues for each game mode.*

    YUSSS!

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    Evie's range increase and she can hurt herself with her own attacks now. Time to turn my Evie into a long range fighter.
    Last edited by Searson; 03-17-2016 at 01:29 PM.
    What's the matter? Got cold feet?

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    Not sure how I feel about those Barik changes, especially Mega Turret.

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    so, evie and pip can fuck themselves with their basic attacks but cassie with her blast shot dont receive damage... and more damage with her bow... GG hi rez for makin more Op than she is. The nerdys hentai lovers gonna be happy

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    Member Count Tekron's Avatar
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    So can I ask a question, how come Barik now has 3 ways to apply Burning (Legendary Card, Regular Turret, and Ultimate), but Fernando, the guy who has a FLAMETHROWER, and can shoot a FIREBALL, cannot apply said Burning with either? Just seems odd that someone with a FLAMETHROWER CANNOT APPLY AFTERBURN but SOMEONE WITHOUT A FLAMETHROWER CAN!.

    (The caps are just to emphasize my point and not really meant to be anger)
    I got the Feaster Bunny into SMITE, let's see what I'll somehow manage into Paladins...

    Also here's my list of Champion Concepts and whatnot, take a gander and just go to Trainmageddon

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    Barik got, nothinged I suppose? I think that the way in which the turrets work now may be interesting when players enter or leave the turrets range which may make it slightly easier to kill the enemy

    Quote Originally Posted by HiRezKaostic View Post
    Addressed an issue where the spawn gates would be a second or so behind the actual match starting
    Damn, my friend and I always found it fun to try and jump through when mounted. Also I thought it was a feature considering it's been in there for as long as I've been playing (CB 8)

    Quote Originally Posted by HiRezKaostic View Post
    Fixed an issue with a missing Survival death fog horn. The volume on the fog horn will be adjusted in future patches.
    Could you just make the sound file itself quiter? Although I'm still young(ish) I often find myself on the edge of my seat in survival

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    I'm happy they're fighting against mass retardation ( ie: Evie and Pip jumping in and spamming at their feet)

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