We've noticed that Bane's fully charged Skill 2 venom deals excessive damage in Magic builds and is difficult to counter. To address this, we've reduced its Magic Power Bonus when fully charged.
Skill 2 - Ale NERF
Magic Power Bonus When Fully Charged: 250% >> 200%
We've noticed that Bane's fully charged Skill venom deals excessive damage in Magic builds and is difficult to counter. To address this, we've reduced its Magic Power Bonus when fully charged.
Ultimate - Ale NERF
Magic Power Bonus When Fully Charged: 250% >> 200%
Increased his Jungling Speed and ability to fight Jungle Tanks.
Passive- Shark Bite
Damage: 100% of Physical Attack +3.5 (Level0.3)% of target's Max HP → 95% of Physical Attack +4 (Level0.4)% of target's Max HP
Reduced the Mana Cost of some skills to match the purple Buff adjustment.
Skill 1 - Crab Claw Cannon
Mana Cost: 40 →
30
Skill 2 - Ale
Mana Cost: 60-110 →
50-75
Reduced how fast Bane could kill the Turtle in the early to mid game.
Passive - SkillName SkillName
Percent damage dealt based on enemy's Max HP: 5 (+0.2 x Hero Level) % → 3.5 + (0.3 x Hero Level) %
Damage Cap against Creeps: 500 → 200 + 20 x Hero Level.
Bane's skill kit is more tailored toward a defensive counterattack style and he has a hard time breaching the enemy's formation, but his damage poses a greater threat to heroes with less HP. We hope the following adjustments will remedy this contradiction and boost his damage against front line heroes, and allow Bane to benefit more from a half offense, half defense build. We also made some adjustments to minimize the impact on pure damage builds.
Passive - SkillName SkillName
Damage: 135%-170% Total Physical Attack → 100% Total Physical Attack + 5% - 8% of target's Max HP (scales with level, and can deal up to 500 damage to Creeps)
Skill 1 - SkillName SkillName
Bounce Damage: 150% at all levels → 150%-200%
The projectile's damage no longer increases after eliminating a target.
CD: 6-4s → 8-6s
Cooldown reduction for every 100 Physical Attack: 5% → 8%
Skill 2 - SkillName SkillName
Base HP Recovered: 200-300 → 200 at all levels
Percentage of Lost HP Recovered: 6% + (2.5% Total Magic Power) → 5-10% + (1.5% Total Magic Power)
As a Fighter that deals massive damage, Bane can't support teammates when he's surrounded, so we're enhancing his control abilities.
Ultimate - Deadly Catch
Control Duration: 0.4s → 0.8s
Improved its early and mid-game damage and sustain.
Skill 2 - Ale
Base Damage: 200-400 → 250-450
Base HP Regen: 160-285 → 200-300
We're tapping down Bane's Physical Damage in the early to mid game.
Skill 1 - Crab Claw Cannon
Base Damage: 180-380 → 150-350
We're handing Magic-build Banes the appropriate Skill 1 they've been missing. As a result, Bane's role has been changed to Fighter/Mage.
Skill 1 - Crab Claw Cannon
New Effect: Enemies hit are slowed by (10 + 10% Magic Power)% for 1s (that is, 10% at 0 Magic Power and 60% at 500 Magic Power)
Skill 2 - Ale
Extra HP Restoration: 10% of Lost HP → (6 + 2.5% Magic Power)% of Lost HP
Cooldown Reduction Per 100 Magic Power: 5% → 7%
We've given Bane new battle and display effects, and also revamped his Passive to make it stack up to 2, while shrinking its area of effect to make him more balanced as a Fighter.
Attributes
Physical Attack Growth: 7.9 → 10.9
Passive - Shark Bite
Whenever he casts the skill, Bane infuses his weapon with Tidal Energy, up to 2 stacks. His next Basic Attack will consume 1 stack to deal damage to nearby enemies.
Damage: 150-200% Physical Attack → 144-180% Physical Attack
Skill 2 - Ale
Max Damage Increase as the skill is charged: 200% → 150%
We're overjoyed to see how popular magic equipment builds are for Bane. At the moment, though, it seems he's far stronger with magic equipment than physical equipment. In addition to resolving this, we've also fixed an issue with Bane's Skill 1 and Skill 2 cooldowns; from now on, his late-game cooldowns won't be reduced so much. We've made some adjustments in light of all this that we hope will make both physical and magic equipment builds viable for Bane.
Skill 1 - Crab Claw Cannon
Fixed an issue where, following death, cooldown reductions would fail to take effect.
Skill 2 - Ale
Fixed an issue where, following death, cooldown reductions would fail to take effect.
Cooldown: 7.5-4.5s → 9-6s
Cooldown Reduction from each point of Magic Power: 0.08% → 0.05%
Magic Power Bonus for HP Regen: 200% → 150%
Ultimate - Deadly Catch
Magic Power Bonus: 200% → 150%
Following extensive testing, we've finally decided Bane's ready for everyone to try out. In this round of adjustments, we retained and enhanced his high damage dealing characteristics, and slightly increased both his survivability and mobility. More importantly, we've made different Bane builds possible so that he can adjust to the ever-changing battlefield. You can continue to choose physical-focused equipment, and cast Skill 1 and enhanced Basic Attacks to poke from a safe distance, but now it's also possible to use new magic builds and get up close and personal, wiping out squishy enemies. You can even focus instead on building Bane's survivability, and shuttle across the battlefield as you please!
As before, Bane can get seriously strong in the late game but must first push through the early game, in which he's relatively weak. Enemies can capitalize on this, and try to prevent him gaining equipment early on. Overall, we're hoping that Bane gets a warm reception from you all!
Passive - Shark Bite
Damage of enhanced Basic Attacks: 160-190% → 150-200%
Optimized the display of buff stacks on the Passive icon.
100 stacks display the same effect as that of 20 stacks before this patch.
Skill 1 - Crab Claw Cannon
Cooldown: 6-3.5s → 6-4s
New Effect: The cooldown reduces by 0.05% for each point of Physical Attack
(multiplication applied after cooldown reduction calculations)
Physical Attack Bonus: 140% → 160%
Skill 2 - Ale
Cooldown: 10 → 7.5s-4.5s
Cooldown Calculation: Cast Start → Cast End
New Effect: The cooldown reduces by 0.08% for each point of Magic Power (multiplication applied after cooldown reduction calculations)
Movement Speed Increase: 25% → base of 50% but decays quickly
Minimum Damage: 100-300 + 120% Physical Attack → 180-380 + 180% Magic Power
HP Regen: 260-460 + 200% Magic Power → 160-285 + 10% of lost HP + 200% Magic Power
Ultimate - Deadly Catch
Damage Type: Physical Damage → Magic Damage
Damage: 500-900 + 160% Physical Attack → 600-1000 + 200% Magic Power
Optimized all skill descriptions, and added recommended builds for playing Bane as magic DPS/Tank
Others
No Adjustment -> Damage Dealt-5%, Damage Taken+5%
Ultimate - Deadly Catch
The damage ratio to Turrets increased from 25% to 40%.