Patch notes on Buffs not affecting Environment Tiles?

I just suddenly noticed that environment tiles aren't affected by buffs any more. And it like just happened.

Where are the patch notes of this change?

Comments

  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    It was like a month ago. Might have been in that big deadzone where IceIX was out and the other devs weren't around either
  • I'm pretty sure it was a little more recent than that. It was only after IM40 tourney, I think.

    No patch notes? Seriously? No announcements, nothing, boom, they throw a bombshell change at us...
  • It was done either during or right after first Hunt, I noticed giant crits and enviro on cHawk, started to use it, then - BAM! - it was gone.
  • I was thinking this had happened at least a month ago.
  • Nemek
    Nemek Posts: 1,511
    Boosts haven't been percentage based in at least a month and there were patch notes about it (whenever it switched to the red crystal). They are now a variety of a lot of different things, including both flat and percentage increases for different aspects of a character.
  • Boosts did affect environmental AP gain in the IM40 tourney and The Hulk event. I know because I abused it a lot.
  • GEFPenst wrote:
    It was done either during or right after first Hunt, I noticed giant crits and enviro on cHawk, started to use it, then - BAM! - it was gone.

    This is correct for buffs on critical tiles. It happened in the middle of the last Hunt.

    Buffs on environmental tiles went away at the start of the current Hunt, I believe.
  • Pretty sure Smash Hit was the tournament where they stopped buffing environmental damage, and it's a good change because there's just all kinds of insanity you can do on the forest level with boosted environmental damage.
  • mechgouki wrote:
    I just suddenly noticed that environment tiles aren't affected by buffs any more. And it like just happened.

    Where are the patch notes of this change?

    viewtopic.php?f=7&t=1267&p=15058&hilit=+R44#p15058
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    Phantron wrote:
    Pretty sure Smash Hit was the tournament where they stopped buffing environmental damage, and it's a good change because there's just all kinds of insanity you can do on the forest level with boosted environmental damage.
    Somewhere thereabouts, yeah. I wish they'd remove diminishing returns now that they normalized gains
  • It's a bit overpowered if environmental tiles values are buffed. Punisher and GSBW have 4x Critical and 4x Env already. 2x Environmental tiles and 1 critical tile yields 48 env (in the primary match-3).
  • I'm pretty sure that without the buffs, you will almost never get enough charges for Forest Fire and System Failure etc. They might as well be unobtainable powers now.
  • mechgouki wrote:
    I'm pretty sure that without the buffs, you will almost never get enough charges for Forest Fire and System Failure etc. They might as well be unobtainable powers now.

    With effort you can. Most people want to beat the opponent, not trigger an overpriced ability.
    • Thorned Rose: Ability is overpowered. Should cost more or return less AP. I spend more time in the forest (more than 90%) and that's unfortunate.
    • Forest Fire: This isn't really that good. One can only obtain 30 total AP of any particular color. IIRC, forest fire costs more than 6x Thorned Rose, which will definately max out AP in every color (180 AP). The match damage from a screen full of red tiles isn't much, compared to the damage that can be dealt with maxed out AP.
    • Hot Dog stand: 55 Env AP to heal 50 HP. Not too bad for levels in the single digits. I suggest keeping the 55 Env AP and heal 20% of teams total hit points. Consider that this requires 5 to 7 (match-3) environmental matches. Web Bandages (5/5) or Anti-Gravity belt both require 9 AP of their respective color, which is typically 3 matches of 3. In a team of their respective peers, they are able to heal 20-40% of the HP of their teammates.
    • Narrow alley: This is okay, but it seems overpriced using thorned rose (as it is now) in comparison. For good or for bad, It clears both sides of the board (2 rows on either side, 32 tiles) and the player obtains the AP. If we use either storm in comparison, we're looking at 10+ AP to obtain random tiles on the board. To get 32 tiles Modern Storm needs to use her ability twice, at (5/5). That's 20 AP, or about 7 matches. I believe Classic Storm can get 30 tiles if the team has 30 green AP, but uses only 12 AP (It can be used again to grab 18 more tiles, for 12 AP) That's 10 green matches. There are drawbacks to the ability. A cost of 60-90 env AP might be too close to either storm with a similar ability. 120 to 150 environmental AP seems reasonable. It's possible during gameplay.

    I suggest using similar comparisons to evaluate the ability costs
  • I would love more abilities that deal with Env tiles like m.Storm. She still has one of my fave movesets in the whole game.
  • I would love more abilities that deal with Env tiles like m.Storm. She still has one of my fave movesets in the whole game.

    Bullseye comes to mind. He can turn any object into a deadly weapon. He's missing a third ability.
  • I think the desert and danger room had pretty reasonable environmental effects. Both are basically take a chance and about 80% they turn out to be beneficial, 15% of the time it turns out to be nothing, and 5% of the time it can be harmful. The environmental tiles are supposed to be the worst tiles (one of the goons have an ability that says 'hampers the heroes by turning red/blue into environmental tiles) so you shouldn't be actively trying to match them over colored tiles, but you should at least be able to salvage some of your wasted APs. Thorned Rose, of course, is way too good.