Full notes
Full Looking for Heals update
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What changed
- Gameplay
- Balance
- Fixes
Looking for Heals changes
Enemy group AI has been reworked for this week's update. Swarms of enemies should be easier to handle as they will intelligently wait their turn to make attacks now. This should make encounters feel more fair with only a limited number of enemy actions occurring at any particular time. Enjoy! Features and Updates:
Enemy attacks are now bottle-necked to a limited number of actions at a time, it's controlled chaos now as opposed to regular chaos!
Cave Art Pass
Traps no longer hurt friendly targets, and inflict heavy damage on enemies to be more useful in combat.
Defender Changes: Now has a percent chance to fully block an attack in range
Marksman Changes: Increases damage the longer they stay in place
Beastmaster Changes: Pet pulls more threat from enemies before going down. It's time the rat did some off-tanking!
Assassin Stun reduced to one second.
Bleed now removed much faster after Brutalizer stops attacking
Desert Grunt Art has been updated
Blunderbuss projectiles are no longer stopped by units with full health (Thanks Blunderbutt)
Healing Orb has a longer cooldown but heals faster
Changed Life God totem to release a single burst of area damage instead of an aura (Thanks Blunderbutt)
Fixes:
Fixed being unable to switch back to Priest after changing classes
Fixed incorrect projectile behavior
Fixed an issue where Bleed would never get removed
Fixed issue where the talent screen would not update after a reopen
Source
Changelog.gg summarizes and formats this update. How we read updates.
