Patches/Patch 400028

This patch went live on 03 May 2021.

* This is the second patch that contains balancing changes. The previous balancing patch was Patch #400022.

## General Changes

* Changed default achievement filter from "All" to "Not Completed".

## General Fixes

* Fixed a Russian translation in the achievements filter.
* Fixed the Easter Egg achievement using the wrong year to calculate Easter Sunday.

## Card Changes

### Player Card Change

	+ Increased the cooldown from 40 to 55 seconds.

	+ Increased the radius of the healing aura from 15m to 20m.

	+ Removed ground presence on summoned **Lost Crawler**s.

	+ Lowered duration from 20 / 25 / 30 / 30 seconds to 15 / 20 / 25 / 25 seconds.

	+ Removed knockback against M-sized units.
	+ Updated the description to now reflect that he actually attacks every 3.5 seconds, and not every 4.
* Passive ability :
	+ Decreased the Ice shield's strength from 600 to 440.

	+ Fixed tooltip on upgrade I (missing name).
	+ Can now port every unit only once during its runtime. Interactions with cards that enable units to ignore Teleport Immunity still remain in place.

	+ Can now port every unit only once during its runtime. Interactions with cards that enable units to ignore Teleport Immunity remain in place.

	+ Reduced activation cost from -- / 80 / 80 / 70 to -- / 70 / 70 / 60.

	+ Decreased the maximum splash damage from 300 to 180.

* :

* Increased the card's energy cost from 50 to 55 power.

* :

* Changed the unit's attack type from L counter to XL counter.
* Added the passive ability :
*35% of the damage dealt by the unit will be added to its life points.*

* / :

* Increased the card's energy cost from 110 to 120 power.

* :

* Passive ability  **Looter**:
	+ Removed power gain against units and updated the description accordingly that it only works against buildings now.

* :

* Removed the initial 10-second delay after completion of construction that prevented selection of a mode.
* Active ability :
	+ The statue now switches back immediately after the duration has run out.

	+ Reduced damage against structures from 15 / 16 / 18 / 20 to 8 / 8 / 9 / 10.

	+ Removed the 250 trample revenge damage.
	+ Affected melee units now deal 30% more damage.

	+ Decreased the activation cost from 25 / 25 / 25 / 20 to 15 / 15 / 15 / 10 energy.
	+ Decreased the duration of the effect from 30 to 25 seconds.

## Map Changes

### Background Information

Introduction

The focus for early balance changes was to aim towards a more equal footing for all T1 factions. This leads to the question, which aspects should be adjusted by changing T1 factions themselves and which should be adjusted by changing the conditions maps create. While some progress could be made by altering T1 cards, some problems certainly had to be solved using the map editor. For example, some maps stop Frost T1 from taking any wells or monuments in a position, where Frost T1 can consistently defend against early aggression. Using swift units to abuse long well distances would most likely result in an advantage for the attacking player. When properly executed this could even lead to a near auto-win scenario. To combat this, we will be changing several maps by diminishing early well distances. This should not only help out Frost T1 but also strengthen Nature T1 versus split attacks and weaken some T2 attack patterns for the better.

Walls

### PvP

* Official 1vs1 spectator maps:

* Added the final version of each 1vs1 PvP map as official spector map. Affected maps are:

* :

* Starting positions (Wells and Monument) were slightly moved towards the map's centre.
* Starting positions of player 1 and 2 were swapped.
* Increased starting wall construction cost from 25 to 50 energy.
	+ This wall is no longer pre-built at the start of the game.
* Increased all player's starting void power from 400 to 425.
	+ This results in the same starting void as before if the player destroyed the wall immediately.
* Wells at positions 1 slightly repositioned to reduce cliffing opportunities.
* Monuments added at positions 2 to reduce overall map control gained by center control.
* The Minimap has been updated accordingly.

🡫🡩1122
 >

* :

* Starting positions (Wells and Monument) were slightly moved towards the map's centre to reduce early well distances.
* Starting positions of player 1 and 2 were swapped.
* The Minimap has been updated accordingly.

🡯🡭
 >

* :

* Walls 1 to 4 energy cost set to 50 energy.
* Walls 1 to 3 moved/changed to prevent offensive walls.
* The Minimap has been updated accordingly.

11223344
 >

* :

* Walls 1 moved to prevent offensive walls.
* Walls 2 removed to prevent offensive walls and 50 m range use-cases.
* Walls 3 moved to only contest the outer well on both sides.
* Walls 4 slightly adjusted to only contest one well on both sides.
* The Minimap has been updated accordingly.

11223344
 >

* :

* Heavily changed by opening up previous existing cliffs and terrain to reduce well distances and cliffing.
* The Minimap has been updated accordingly.

◌◌**] [****] [**
 >

* :

* Starting positions of players 1 and 2 were swapped.
* Decreased starting wall construction cost from 75 to 50 energy.
	+ This wall is no longer pre-built at the start of the game.
* Increased all player's starting void power from 400 to 475.
	+ This results in the same starting void as before if the player destroyed the wall immediately.