After releasing “The Tiny Update”, it seems like Valve felt sorry for us, as they added a few balance changes with “The Bigger Update” which was released soon after. In this article, I’ll be reviewing all the changes in The Bigger Update. Let’s get started right away!
- Reduced the chances of finding T4 Units by 5%, from level 6 to 8.
This might feel like a small change on first glance, but it is actually a game-changer. Before this update, the “good stuff” meta was very popular, where everyone tries to rush levels and replace their low-cost units with T4 and T5 units. This strategy can still be played, but it was much easier before.
Previously, the odds of finding T4 units at level 8 was 15%, and now its 10%. This allowed you to get a few T4 units at level 7-8, and after rushing for level 9, you could get 2* T4 units very early.
- Maximum Health changed from [700, 1400, 2800] to [600, 1200, 2400]
Arc Warden has been an amazing unit right from the release of the Underlords beta, and even though he keeps getting nerfed, players keep picking him.
This tiny change is not going to stop players from going Arc Warden in every build.
- Ace Effect: Now prevents gaining mana from attacks while Hexed, Silenced or Stunned, instead of draining it.
This is a huge nerf to Enigma, and more importantly the Shaman Ace synergy. The Shaman Ace synergy has been changed almost completely. Previously enemies used to lose mana whenever they got disabled, and now they just don’t receive mana while they are disabled. It goes without saying how much worse the Ace effect is now.
- Ace Effect: Now reads: The effect of the Warlocks Alliance is now applied to 1 target per Alliance level.
This is a nerf to 1* level of the Warlock alliance. Previously, it was incredible to have a Disruptor along with one or two more Warlocks in your line-up. Disruptor, Alchemist and Necrophos was an incredible combo for example. Since every Warlock unit could link itself to two units each, every unit in the team would get mass healing throughout the fight.
Now you need to have atleast 4 Warlock units to be as strong as it was before. Level 3 Warlock alliance got buffed here, as each Warlock unit can link with 3 other units with this buff.
However, the next change also affects the strength of 6 Warlocks in this patch.
Considering that barely anyone was going for 6 Warlocks, this is a minor nerf to Warlocks. Even if you go for 6 Warlocks, 100% healing is already more than enough in my opinion. We will have to play for ourselves and find out.
- Assassin Alliance: On a critical strike, Assassin’s wound the target reducing healing done by [50%, 100%]
After this update, the Assassins got completely bugged. Instead of applying the bleed effect on crits, they stopped critting altogether. However, this was fixed soon after.
I’ve seen many players try Assassins builds after this change, but I haven’t seen anyone win with it yet. Sure, you might see one Assassins player get into top 4 every now and then, but its sad that you can never aim for #1 if you go Assassins.
However, a sophisticated Assassins build might still show up. We will have to wait and see.
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