06 July 2017
Lords and Ladies!
Update 11.3 has been installed, game servers are online again!
In update 11.3, we added a few changes that are designed to make battles more dynamic and fun.
They touched on a number of aspects of our battle gameplay: both ordinary soldiers that now level up faster, the strengthening of the ‘super soldiers’, that enter the battlefield after the destruction of the enemy Arsenal, two new groups of neutral Touched which heroes will fight over on the top and bottom lanes, and even special bonuses that will be provided by a repeated Kiton kill!
Let’s take a closer look at all these changes.
In the conditions of the aggressive meta of today, many lane heroes at the beginning of the battle have to buy Health potions, spending their initial stocks of Prime and starting the lane phase without any active talents.
Often you want to take a skill from the general pool rather than a class skill at the start of a fight – for example “axe”, “training” or one of the new legendary Orders to have more opportunities to beat your opponent in the lane. On the whole, heroes are missing variety at the start of the game, and as we know, a good start is the key to victory!
In update 11.3, we’ve added changes both to the starting amount of prime that heroes get at the very beginning of the fight, and to how much Prime they earn over time.
This means that from the very beginning of the fight, heroes get more variety in choosing their talents and consumables, which allows the pace of the battle to grow faster.
The main aim of Soldiers is to help their heroes push their lane and destroy enemy buildings. However, heroes level up relatively fast, while it’s harder for Soldiers to level up. As a result, the battle is already nearly over by the time Soldiers reach their peak.
It is now much easier for Soldiers to help allied heroes on the battlefield – they gain levels faster, the ‘double’ support from Firethrowers / Destroyers starts to be noticeable earlier on, Warriors are stronger, and defense against the Main Building’s AoE attacks has increased significantly.
As you know, toward the end of the game two Destroyers / Firethrowers begin to appear at once in the waves.
The special Soldiers that enter the battlefield after the enemy Arsenal is destroyed have also been given some nice changes. Their Health and Damage have been increased by 20%.
The damage from the Main Building’s AoE ability against Soldiers has been reduced by a factor of 3. At the same time, damage from this skill against enemy heroes remains the same.
It’s convenient enough for heroes in the middle lane to farm the woods if necessary to catch up to their enemy in terms of Prime or to just beef up. But for heroes in the top and bottom lanes, it’s much harder to earn additional Prime by killing Touched.
To make it easier to get Prime in the top and bottom lanes and to make laning riskier for heroes, we’ve lured in four Hobgoblins – 2 for each lane.
Killing the first Kitton spawn was a serious source of overfarming at the early stage of the game. It provided a significant advantage to the team that did it. At the same time, toward the end of the game, killing Kitton earned the team practically nothing, which wasn’t entirely correct from the point of view of the battle pacing.
So we decided to review the bonuses that the team gets when they kill Kiton, to make it less significant on the one hand to get the advantage at the start of the game, but far more fun in terms of bonuses received for the team in the midgame and endgame.
Repeatedly killing Kiton now earns the team permanent bonuses:
This means that defeating Kiton now has strategic value – by minute 17-18, the team has the ability to collect all the bonuses and get a noticeable advantage over the opponent.
Please note: bonuses for the second and third Kiton kill are permanent and last until the end of the battle. However, they do not stack – the maximum addition to the highest stat is 15
Although the ‘axes’ were already weakened some time ago, this set still remains desirable in the build of a multitude of heroes: it helps beat additional Prime out of Soldiers and Touched, it often allows you to learn key abilities earlier and win your lane.
Apart from that, we couldn’t forget your numerous requests to reassess this set.
In consideration for all the above, we decided to reduce the amount of additional prime that a hero can obtain using this set both on the whole and for finishing off a Soldier or Touched.
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Absolute Dominance
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Mental Dominance and Strength Dominance
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Greedy Dominance
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Fury Dominance
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Made minor improvements to Dense Thorns, made intellect build stronger, increased defense stats.
After the previous rebalance, the Hero found acceptance in the hearts of players. However, some of his abilities, on which we initially wanted more of a focus, remained undervalued – primarily the hero's 'control'. We also made a few changes that will help the Hero more effectively deal with hordes of enemy soldiers and open up the intellect build.
The initial values of his defensive stats have increased:
Crack
With the help of the first passive skill, strength-build Dendromonsters were good at dealing with soldiers in the lane and monsters in the forest, leaving their intellect-based brethren behind. Now they can compete on a level playing field!
It's also worth noting that the changes concerned only the improvement of a skill, so the additional damage from Strength hasn't gone anywhere.
Wind Whistle
Dense Thorns
This talent, which is a decent control, hasn't worked out quite as we initially intended on the battlefield. The 'bushes' slowed heroes down very well when they didn't have any accelerating effects at a certain point in the game, but Heroes with any accelerating effect barely noticed them.
While an enemy Hero is within the effect radius of the skill, all acceleration effects active on the Hero have no effect. This means that, for example, the Amazon with a glyph of swiftness will be slowed when entering the skill's area of effect, but as soon as she leaves it, the acceleration from the glyph will return.
The way the hero’s support ultimate works wasn’t entirely clearly explained in the talent’s description. In addition, we wanted to make it truly irreplaceable for a team game, since Soul Catcher is often in the very center of the fight.
And now, with the help of his ultimate, Soul Catcher can also add speed to his allies – of course, if he uses the skill while on Native Terrain.
Shadow of Defense
The hero’s alternative ultimate was very useful in team battles toward the end of the game, forcing enemy’s main damaging heroes to lose a significant amount of damage.
But in earlier stages of the game, Terrifying Howl wasn’t effective enough – especially when the hero was fulfilling the role of jungler/ganker.
Terrifying Howl
The courageous and quick Archer wasn’t always able to use her new ultimate ability with the greatest effectiveness
The relatively long cast time of the talent for such a mobile hero depended a lot on the team’s actions – enemies had to be fixed in place or at least slowed. To compensate for the difficulties in using Bombardment, we somewhat reduced the time required for drawing the bow and added damage:
Bombardment
Self-propelled gun turned out to be very interesting – during the first week players have found some interesting techniques how to make it more effective in the battle.
On the other hand, it is very difficult to use the gun, especially for “clever” Inventors. So we increased the gun itself a little bit and taught the gun how to share Prime with the Inventor, just as you wanted.
Self-propelled gun
Immortal hero with his ne ultimate ability got perfect control – when the enemy Hero is inactive for 2.5 sec Immortal can deal a lot.
On the other hand, the Hero could not survive in dramatic battles and play his role as a team tank. We will change it!
Sword from the sky
See you on the battlefields!
Your Prime World Team