Braxis Holdout

2018-07-10 Patch Notes

Battleground Updates

  • Beacons
    • Now become contested immediately when Heroes from both teams are on the point.
  • Zerg Waves Undocumented
    • The baseline zerg wave has been strengthened significantly.
      • This should encourage teams to split up in order to defend against an incoming zerg wave, rather than send all five players to attack with an allied wave.
      • Base wave increased from 6 zerglings to 10 zerglings, 2 hydralisks, 1 guardian, and 1 ultralisk.
  • Beacon Progress Bars Undocumented
    • The progress bars in the lower-right corner of the screen have received visual updates to coincide with the above changes.
    • Total beacon capture time increased from 30 seconds to 37.5 seconds.
      • Time between 2% intervals increased from 0.6 seconds to 0.75 seconds.
  • Structures Undocumented
    • Damage to zerg waves increased by 75%.

Battlegrounds

Mercenaries

  • Heroes can no longer Heal, Shield, or target allied Mercenaries with Abilities unless an Ability specifically states that Mercenaries are valid targets.

2018-06-06 Balance Update

Design & Gameplay

Structures

  • Fort Tower experience reduced from 500 to 250.
  • Fort experience increased from 1,000 to 1,200
  • Keep experience increased from 1,650 to 2,050
  • Towers of Doom
    • Fort Tower experience reduced from 500 to 250.
    • Fort experience increased from 1,100 to 1,200.
    • Keep experience increased from 1,900 to 2,050.
      • Note: Towers of Doom Forts upgrade to Keeps when the Tunnels open, approximately 12 minutes into a match.

Developer Comment: We're taking some of the experience offered by outer Towers and distributing it amongst other Structures in an effort to keep teams closer in levels for a little while longer. We still want to reward skillful play, but a team that completes the first objective is frequently able take out a lot of the opposing team's outer Structures. Not only did this open up a strategic advantage (Healing Fountains get destroyed, Fortifications provide less safety), but it also pushes the winning team further ahead. Usually, this results in one team reaching level 10 before their opponents, allowing them to snowball to an even greater lead. We'd like to instead slow down early game leads, so that winning teams have to play well for a longer period of time.


2018-03-30 Hotfix Patch

Bug Fixes

  • Structures: Fixed an issue in which certain Abilities could be used to move Structures.

2018-03-27 Patch Notes

Bug Fixes

  • Braxis Holdout: Destroying a Healing Fountain will no longer cause Minimap icons for Healing Fountains in the top lane to disappear.

2018-03-06 Patch Notes

Bug Fixes

  • Mercenaries: Fixed an issue in which neutral Mercenaries could spawn twice at their Mercenary Camp under specific circumstances.

2018-02-06 Patch Notes

Bug Fixes

  • Braxis Holdout: Fixed an issue in which A.I. Heroes would pace near an enemy Gate rather than attack the Core.

2018-01-09 Patch Notes

Battleground Updates

Regeneration Globes

  • Total Health regen over 5 seconds reduced from 11.7% Maximum Health to 9%
  • Total Mana regen over 5 seconds reduced from 7.8% Maximum Mana to 7%

Mercenaries

  • Hellbats
    • Defender
      • Armor Shred amount reduced from 5 to 4% per stack
      • Base Health reduced from 4275 to 3420
    • Laner
      • Armor Shred amount reduced from 5 to 4% per stack
      • Base Health reduced from 4700 to 3760
        • Health Scaling (Minutes 1-5) reduced from 50 to 40
        • Health Scaling (Minutes 6-10) increased from 75 to 110
        • Health Scaling (Minutes 11 -15) increased from 100 to 150
        • Health Scaling (Minutes 16-20) increased from 125 to 235

Forts

  • Gate Tower Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%.
  • Fort Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%

Keeps

  • Gate Tower Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%
  • Keep Damage to Minions, Mercenaries, Monsters, and Heroes increased by 33%
  • Keep Health increased from 16,000 to 17,000

Developer Comment: As expected, our gameplay update for 2018 resulted in large changes to many of our game systems. While we’re overall happy with the direction of the update, there have been some unintended side effects that we’re hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all maps. We’re giving our towers some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and map events. We’re also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we’re reducing their power. We’re also taking a look at the Warhead Junction boss and reducing its early and mid-game pushing power, as right now it is too strong when combined with Nukes from the map event. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that Neutral Regen globes provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We’re also seeing players picking up more Regeneration Globes in general, so this will help to keep the game’s overall sustain in check. These are some hefty changes, and it’s likely that there will be more needed to be done over time as things continue to settle. We’ll be keeping an eye on things, and are prepared to make more updates as they’re needed.


2017-12-12 Patch Notes

Battleground Updates

Battleground Objectives

  • The first Battleground objective event will now activate 90 seconds into the match, following a 30-second warning, for the following Battlegrounds:
    • Braxis Holdout
      • Beacon events after the first will now consistently spawn 2 minutes and 10 seconds after a previous Zerg wave has been defeated.

Regeneration Globes

  • Regeneration Globes will now become neutral (claimable by both teams) if not claimed within 3 seconds.

Structures

  • All attacking structures no longer have ammunition.
  • Walls will now be destroyed if their connected Towers and Gate are also destroyed. Walls can still be attacked normally.
    • After reviewing community feedback, we’ve decided to revert this change. Destroying the Gate and Towers will no longer automatically destroy connected Walls.
  • Tower vision range has been increased by 25%
  • Tower damage to minions has been reduced by 25%
  • Structures now have a warmup period of .5 seconds before firing and must face their targets completely
    • Structure attack warning responsiveness has been significantly improved
  • Standalone Towers (found next to Forts and Keeps) have been removed.
    • The Health, granted Experience, and Damage of Standalone Towers has been redistributed into their surrounding gate Towers, Forts, and Keeps.
  • Forts and Keeps now have True Sight, meaning they will reveal and attack Stealthed Heroes.
    • True Sight is disabled while the Structure is disabled by effects such as the Raven Lord’s Curse or Sylvanas’ Black Arrow Trait.

Minions

  • Minion base damage has been increased by roughly 10%
  • Minion base health has been increased by roughly 10% Undocumented
  • The 5 second delay before Minions spawn after the game begins has been removed.

Mercenaries

  • Respawn Timers
    • Mercenary Camps will now spawn 60 seconds after the game begins
  • Hellbat Camp
    • Respawn times have been doubled
    • Hellbats will now prioritize structures
      • Defender Hellbat Stats
        • Base health increased by 114%,
        • Health scaling increased by 160%
        • Damage increased by 83%
        • Damage scaling reduced by roughly 60%
      • Laner Hellbat Stats
        • Base health increased by roughly 18%
        • Health scaling increased by 25%
        • Base damage increased by 25%
        • Damage scaling decreased by 66%
          • Damage scaling will now stop after 20 minutes (previously 30)
        • Damage taken from structures reduced by 50%
    • Attacks now apply a 3-second stacking -5 Armor debuff to all targets, stacking up to 20 times (structures included)

Bug Fixes

  • Structures: Auriel's Blinding Flash and Artanis' Suppression Pulse can no longer Blind Structures.

2017-11-14 Patch Notes

Bug Fixes

  • Melee Lane Units: Melee Minions, Mercenaries, and Braxis Holdout’s melee Zerg units will no longer ignore an enemy Ragnaros in Molten Core form.

2017-09-26 Patch Notes

Bug Fixes

  • Garrosh: Into the Fray will no longer place targeting indicators on attacking Hydralisks on Braxis Holdout.
  • The Lost Vikings: Can no longer clip into Gates on Braxis Holdout during the pre-game countdown.

2017-09-05 Patch Notes

Bug Fixes

  • Boss: Captured Bosses will now correctly use their area of effect Abilities when attacking down a lane.

2017-08-08 Patch Notes

Bug Fixes

  • Braxis Holdout: Fixed a rare issue that could cause large units to get stuck on the corners of Structures.
  • Mercenaries: Heroes will no longer be pushed when allied Mercenaries path into them.
  • Minions: Catapults that are destroyed while their projectiles are mid-air will no longer deal half-damage.

2017-07-11 Patch Notes

Bug Fixes

  • Mercenaries – Fixed an issue causing the Raven Mercenary’s Seeker Missile reveal effect to occasionally persist after the Seeker Missile detonated.

2017-06-13 Patch Notes

Battlegrounds

Minions

  • Catapults
    • Can now slightly overlap with one another to help prevent them from becoming stuck against one another when multiple Catapults bunch up around a Core.

Bug Fixes

  • Braxis Holdout: Fixed an issue in which players could be kicked for inactivity while defending the Beacons.
  • Mercenaries: Captured enemy Mercenaries will no longer drop Fresh Meat stacks for The Butcher or Mineral stacks for Probius.

2017-05-16 Patch Notes

Bug Fixes

  • Braxis Holdout: Beacon UI that appears below the minimap will now correctly appear neutral if they are not controlled by either team.
  • Braxis Holdout: Fixed an issue that could cause players to receive an AFK warning while contesting a Beacon.

2017-04-25 2.0 Launch Notes

Bug Fixes

  • Regeneration Globes: Will now play an animation upon expiration rather than suddenly disappearing.

2017-04-04 Patch Notes

Bug Fixes

  • Braxis Holdout & Warhead Junction - Heroes that are revealed by Raven Mercenaries will now display the revealed eye icon over their heads.

2017-03-14 Patch Notes

Design & Gameplay

Body Blocking Improvements

  • Improvements have been made to allied body blocking.

Bug Fixes

  • Braxis Holdout: Fixed an issue causing Zerg melee units to crowd around enemy objects that were in the process of arming, such as Toxic Nests or Time Traps, rather than ignore them.
  • Observer Mode: Excess Regeneration Globe visual effects will no longer appear for Observers and other neutral players while watching replays or custom games.

2017-02-14 Patch Notes

Design & Gameplay

Minions

  • Minion leash range decreased from 10 to 9.

Bug Fixes

  • Braxis Holdout: Fixed an issue that could cause Zerg units to become stuck in the walls of their pens.

2017-02-08 Hotfix Patch

Bug Fixes

  • Color Blind Mode: Fixed an issue causing Minimap icons for uncaptured Merc Camp to appear very similar in color to Merc Camps that have been captured by allies.

2017-01-24 Patch Notes

Bug Fixes

  • Braxis Holdout: The Archangel will no longer leave its leash range to attack a nearby Murky Egg.
  • Structures: Fixed an issue in which the Core could continue to reveal enemy Stealth Heroes in a small radius outside its intended reveal range.

2017-01-04 Patch Notes

Design & Gameplay

Armor & Vulnerability

Developer Comments: With today’s patch you will notice that a lot of our tooltips that used to reference the Resistant/Vulnerable system have been changed. Matthew Cooper detailed the changes on our forums last month explaining a bit about the new system. While the tooltips may have changed, the actual functionality for the system has been in since the Varian patch hit during the week of November 14, so the game itself should not feel any different than what you are currently used to. You will also notice that we have added baseline Armor to three Heroes – Arthas, Anub'arak, and Greymane’s Worgen Form. These are the first of a handful that we are planning to release and would love to hear any feedback you have. We are hoping that the Armor System will open up future design flexibility, increase the depth of strategy (both in game, and in draft), and grant us another knob to help balance the game.

Bug Fixes

  • Diablo: The Hellgate Talent is no longer removed after being struck by the Archangel’s Bulletstorm Ability on Braxis Holdout.
  • Minimap: Catapult Minimap icons are now slightly lighter in color to help players more easily differentiate them from other Minions.

2016-12-14 Patch Notes

Battleground Updates

  • Zerg Rush
    • Initial Zergling spawn increased from 3 to 6 Zerglings

Bug Fixes

  • Braxis Holdout: XP awarded for destroying the Archangel now correctly scales over the course of the game.

2016-11-22 Hotfix Patch

Bug Fixes

  • Minions: Catapult Minimap icons will now appear team-colored.

2016-11-15 Patch Notes

Bug Fixes

  • Braxis Holdout/Warhead Junction: XP earned by capturing Mercenary Camps will now properly scale throughout the match.

2016-10-18 Patch Notes

Bug Fixes

  • Braxis Holdout: Fixed an issue in which a captured Archangel could target enemy Heroes with its Bullet Storm Ability.
  • Braxis Holdout: Fixed an issue in which Zagara’s Mutalisk could cause a captured Archangel to exhibit pathing issues.
  • Braxis Holdout: Neutral Raven Mercenaries will no longer clip into the terrain after being knocked back.

2016-09-27 Patch Notes

Battleground Updates

  • All Zerg Units have received the following changes:
    • Early-game damage scaling significantly reduced
    • Mid-game damage scaling slightly reduced
    • Late-game damage scaling moderately increased
  • Banelings
    • Base damage increased by 20%
  • Hydralisks
    • Base damage increased by 25%
  • Guardians
    • Base damage increased by roughly 17%
  • Ultralisks
    • Base damage increased by 20%

Developer Comments: We’ve noticed a few more one-sided games than we’d like on Braxis Holdout. The battleground plays faster by design, but we think that a few changes to reduce the early game effectiveness of the zerg will put the balance closer to what we’d like after the battleground goes live.


2016-09-13 Patch Notes

Design & Gameplay

Mounts

  • Movement Speed reduced from 40 to 30%

Regeneration Globes

  • Time before Globes despawn reduced from 8 to 6 seconds

Battleground Updates

The Dominion used the remote and hostile planet Braxis to conduct experiments on ways to turn the Zerg swarm into a weapon they could unleash on their enemies. Though the Dominion's main psi disrupter was destroyed, this space platform's beacons remain fully operational and ready to be used. Capture the beacons and watch what happens when a flood of weaponized Zerg ravages the battlefield.

  • Capture the Beacons
    • Two Beacons will periodically spawn near the center of the Battleground. Capture both to fill your team’s Holding Cell with Zerg over time.
  • Fill Holding Cells
    • The longer a team holds both Beacons, the stronger and more numerous their Zerg army will become. Once either team has completely filled their Holding Cell, both will open, unleashing Zerg forces into each lane.
  • Unleash the Swarm
    • Each team must decide whether to defend against the opposing Zerg rush, or push with their own to lay siege to all who stand in the way of the Swarm.

Battlegrounds

Mercenaries

  • Timing Changes
    • Previously all Mercenary camps spawned at 120 seconds. The following adjustments have been made to spawn times:
      • 90 seconds: Sappers, Doubloon Pirates
      • 120 seconds: Siege Giants (unchanged), Impalers (unchanged)
      • 150 seconds: Knights, Fallen Shaman
      • 180 seconds: Grave Golem (unchanged)
      • 300 seconds: Headless Horseman (unchanged)
  • Captured Mercenaries will no longer grant Experience when killed.

Developer Comments: We started playtesting with staggered Mercenary Camp spawn times, and quickly began to realize that it added more strategic depth to the game, and coincided with some of our Battleground events. We have been happy with the changes overall, and are listening to any feedback you may have!

Bug Fixes

  • Heroes can no longer push captured Mercenaries by walking into them.