Mid Wars hero-specific base attribute & attribute gain changes were mostly experimental. While the balance changes did make Mid Wars meta picks more toned down & led to a more varied picks, it ultimately meant that transitioning strategies from Mid Wars to Forests of Caldavar (and vice-versa) were made more difficult and less intuitive & consistent.
Qi is actually the traditional way to spell this word. "Chi" is the westernized version that was created so that it is more easily & phonetically translated for the purpose of easier pronunciation.
Note that both are still referring to the same thing and are equally valid, and pronounced the same way. We currently do not have a hero name that starts with the letter "Q" though, and Qi looks a lot cooler!
Movement Speed Slow for enemies reduced from 30% to 15%.
Healing percentage of damage taken reduced from 40% to 30%.
Bramble's performance was a little too good since her rework in Patch 4.7.3. Ensnaring Shrubbery was a bit too overloaded with effects and somewhat overlapped with other heroes. As a result, the Movement Speed Slow and Healing percentage of damage taken was reduced.
Note that the ability still spawns a trail that increases Movement Speed for allies, so Bramble's team will still have a large net advantage in Movement Speed despite this nerf. It just makes the net advantage a little less one-sided in Bramble's team's favour.
Still has a 0 second cooldown while Chronos is inside Chronofield.
Magic Damage per proc increased from 40/60/80/100 to 45/70/95/120.
Proc chance is increased by 3x if the target is affected by Chronofield.
Curse of Ages is still using pseudo-RNG, so this does not directly translate to a 75% proc rate at level 4 of the ability in this scenario.
What this change does is allow Curse of Ages to proc once every 1-3 attacks much more consistently while the target is affected by Chronofield.
With the Runed Cleaver nerf, Chronos started to underperform as well. Making Curse of Ages more reliable and impactful while Chronofield is active will help Chronos' damage output while he is attacking.
Max Armor reduction on enemies and max Armor gain on allies changed from 12/18/24 to 8/16/24.
Demented Shaman's power is now slightly lower for the early game, while retaining most of his power in the mid-game and late-game. The Shaman minions were causing too much of a discrepancy in his performance, so they have been removed. To compensate for the damage loss, Demented Shaman received minor buffs to his Entangle damage & autoattack damage.
The ability cooldown starts again after Doctor Repulsor exits Ludicrous Speed.
The Ludicrous Speed change slightly increases the time period where Doctor Repulsor is vulnerable, and gives opponents a realistic chance of disabling/killing Doctor Repulsor if he uses Ludicrous Speed carelessly. Enemy players will still have to have relatively quick reflexes and precision to do so though.
For those wondering: a 0.5 second cooldown is not long enough to erase Doctor Repulsor's viability from the game, please don't treat it as such. Try it yourself before making any judgments, it's not too long, nor too short.
The Attack Range and Magnetic Contraption changes make him more of a viable laner, but less viable of a jungler.
Bonus True Damage reduced from 60/80/100/120% to 40/60/80/100%.
Movement Speed Slow reduced from 20% to 15%.
Movement Speed Slow duration reduced from 2.5 seconds to 1.5 seconds.
Cleave damage percentage of total damage dealt reduced from 40% to 30%.
Jeraziah's carry potential was a little bit too strong. The cleave effects were supposed to be add-ons that make him feel more like his HoN beta iteration and weren't supposed to be particularly impactful.
Some players still play Jeraziah primarily as a support. This is suboptimal, as Jeraziah should be played as one of the core heroes on your team since he needs to be on the front lines to actually make full use of all his abilities. This means that he requires farm, and should typically be played as a semi-carry at a minimum to have a reasonable impact on the game, which implies he should play as a solo hero or with a ranged hero as a lane partner. Jeraziah is meant to be a core hero first & foremost, with pretty strong support abilities as a supplement. He is not meant to be played as a traditional hard support hero, and some support heroes like Jeraziah are never meant to be played as a traditional hard support hero with very little items.
Here is an educational remark for players regarding Core Heroes. A Core Hero (i.e. a "Core") does not necessarily equate to a traditional Hard Carry (high autoattack DPS that scales with items and levels). This is an important distinction that many players do not grasp. Using the standard number priority system from 1 to 5 to represent general resource allocation for a particular hero on a given team, where "1" is the highest resource allocation & "5" is the lowest resource allocation, Cores are typically between priorities 1 to 3 throughout the entire game. Most hard carry heroes are priority 1, and most non-hard carry heroes fluctuate between priorities 2 & 3 depending on the game, hero lineup & context of the game at any given moment during the game. By the way, did you know number priorities for each hero may change over the course of the game? For example, a Behemoth/Magmus may be considered anywhere from priority 1-4 depending on how important it is for them to secure their Portal Key as fast as possible in that particular game. After that hero obtains their Portal Key, their priority typically shifts to a 4 or 5 (not always though, if they have to be played as a Core in that particular game).
For those who took the time to read all of this to become better players, now that we know Hard Carry Heroes are only a type of Cores (and being a Core does not mean you are a hard Carry Hero), it is a fact that most non-Hard-Carry Cores need a reasonably high gold & level allocation. While they won't hard-carry through hard DPS like traditional Hard Carries do with enough of a gold/level advantage, they end up doing a little bit of everything while having high enough survivability and high enough damage (plus their unique tools) to make them a threat. But they can only achieve this if they get a particular amount of gold & levels relative to your team & to the enemy team. Their positions will typically vary from 2 to 3 throughout the entire game. Core heroes are typically mid/late semi-carries, and examples include: Torturer, Defiler and Soul Reaper, since these heroes thrive the longer teamfights go for if they can stay alive.
All of this context is necessary to explain that Jeraziah will always be suboptimal as a traditional hard support hero, especially if he itemizes as one. He has very limited effectiveness in the back lines and needs to have enough durability and damage on the front lines to pose a threat, and this is why melee support heroes must be played as core heroes/semi-carries at the least to be effective.
Basically: don't play Jeraziah as a traditional hard support hero, but also don't play him like a traditional hard carry hero. Play him as a Core Hero. If for some reason Jeraziah has to be shafted to priority 5, then at least get your survivability & damage up with cost/slot efficient items so that you can at least be in the front lines long enough to do something meaningful.
Finally, remember HoN is a dynamic & highly adaptable game, and while there sometimes isn't a definitive "best" resource allocation & "best" way to play certain heroes depending on the unique scenario you are playing in, there are certainly a number "highly viable" ways to play them, and a large amount of suboptimal ways to play them in given scenarios.
Now also applies a 0.1/0.2/0.3 second Stun to affected enemies.
Magebane's high Agility was problematic because of the high Armor value associated with high Agility in the late game. At the same time, Magebane has been statistically underperforming.
Rather than continuing to adjust his Agility in small increments, Magebane reacquired his low Base Attack Time (BAT, as one of the only exceptions in the game, due to how much it actually impacts Magebane relative to other heroes who had a low BAT. This allows him to scale much better with Agility and Attack Speed indirectly than other heroes without the side effect of drastically increasing his Armor late game. The attribute adjustments to Magebane are considered both a nerf and a buff.
The second adjustment that Magebane received to compensate for the multitude of nerfs to Magebane in Patch 4.7.3 (direct nerfs, and the Runed Cleaver nerfs and Ancients gold bounty nerfs) was a small buff to his ultimate to increase Magebane's contributions to early and mid game teamfights. The mini-stun was returned to prevent Homecoming Stones from acting as a free escape, and was overall a quality-of-life change for him. With all of these changes, Magebane should be in a more mechanically balanced spot than before.
Percentage threshold to reach Max Magic Damage & Movement Speed Slow application reduced from 0.3% to 0.2% for every 1 point of Intelligence Martyr has.
Staff of the Master effect: in addition to all existing effects on the ability and current Staff of the Master effect, now also grants a third Heavenly Vault cast instance.
Ability can now only target non-player-controlled (NPC) creeps.
Levels 1, 2 and 3 of the ability can still only target ally creeps like before, with the added restriction of it only being able to affect NPC creeps.
Level 4 of the ability also still allows targeting of enemy and neutral creeps, with the added restriction that they must be NPC creeps.
This fixes an exploit where Plague Rider was able to deny high value targets from allies like Booboo and Shudder. However, on the grander scheme of things, Plague Rider has no need to deny an ally player-controlled creep since it is griefing almost all the time if done.
Although Plague Rider loses a little bit of utility against enemy player-controlled creeps later on (at level 4 of the ability), Plague Rider will still be a strong hero.
Cooldown rate of increase for self for items and non-ultimate abilities reduced from 4x to 3.5x.
These changes should allow Warchief to use his abilities a little more frequently without the need of Warcry (with slightly above average cooldowns compared to the average hero), while also giving his abilities slightly lower cooldown than before while Warcry is active.
The Damage-over-Time (DoT) effect is now changed to Direct Health Removal, but the amount of Health removed will still be calculated based on the target’s Magic Armor.
As a result, Toxin Claws will no longer interrupt certain effects on the target, particularly those of Health Potion, Mana Potion and Bottle.
The HoN Live button is now disabled for the International (NAEU/non-SEA) Client to combat committed griefers by reducing the amount of game disrupting exploits.
Report any player that is suspected of continuing to perform these exploits. They will be permanently suspended if found guilty.
Fixed the Prophets map/mode by skipping the hero selection phase so that the gameplay functions as intended.
Predasaur Crusher's attack animation now accurately matches the attack's actual impact time.
No longer displays a Staff of the Master visual if he obtains that state in any way (since he does not have a Staff of the Master effect on any of his abilities).
The Well Invulnerability state (when a hero respawns) for heroes around Nymphora will now be continuously dispelled while Teleport is being channeled.
This allows Teleport to correctly select the number of ally heroes to teleport when Nymphora uses Teleport at her ally Well, without breaking any other invulnerability interactions.