Patch 2.2

Patch 2.2 is one of the Patches in the game Orcs Must Die! Unchained. It is known as Rifty Business.

Overview
Patch time again! Here are some important things:


 * New Deckbuilder UI!
 * Cygnus has his unique weaver!
 * Third Guardian added to every lane!
 * Chest-opening is now much more streamlined!
 * Glory Seeker Ballista, Healing Well, and Mana Well reworks!
 * Basic weaver pass for every hero!
 * Matchmaking numbers!

Heroes

 * All Heroes (except Ivy) have had their health reduced by 10%.
 * Note from the devs: The additional Guardian and removal of the Guardian armor penalty caused lethality to drop. This should help compensate for that.
 * Instant ranged attacks now have a damage fall-off. The damage penalty applies from 5000 to 10000 range, scaling from 100% to 50%.
 * Note from the devs: There are specific spots on the map that allow ranged heroes to be overly effective. This change helps balance those situations.
 * All weaver upgrades that reduce control effects have been increased to 50%.
 * All weaver upgrades that affect coin trickle have been increased to 3/sec from 2/sec.

Blackpaw

 * Kindred Surge weaver upgrade has been changed to provide 20% damage reduction.
 * Spirit Armor weaver upgrade has been replaced by the Vigor weaver upgrade, which provides +3/s health regeneration.
 * Shadow Escape weaver upgrade has been replaced with the Vengeful Tide weaver upgrade, which grants 0-25% increased damage based on low health. Lower health results in more damage.

Cygnus

 * New ability! “Rift Shard” Cygnus summons a miniature unstable Rift wherever he is. He receives the benefit of his passive near these mini-rifts. Allies also regenerate health and mana near them.
 * “Meditate” has been removed.
 * Rift Lord passive: Damage bonus reduced to 15%, down from 25%.
 * UNIQUE WEAVER ADDED!!
 * Force of Will weaver upgrade increases additional maximum health to 80, up from 60.

Dobbin

 * Coin Forge trap: Now costs nothing, down from 1000 coin.
 * Melee attack time has been reduced to 0.8 seconds, down from 1.0 second.
 * Primary attack damage lowered to 42, down from 55.
 * Primary attack animation is much faster.
 * Note from the devs: These changes shouldn't affect Dobbin's melee DPS, but should allow him to chase enemies much more effectively.
 * Strike it Rich! weaver upgrade increased to 8000 coin, up from 5000.
 * Overstocked weaver upgrade lowered mana cost reduction to -10, down from -15.
 * Sparky weaver upgrade lowered cooldown reduction to 1.5 seconds, down from 2 seconds.
 * Demon Dust weaver upgrade increased additional slow to 25%, up from 15%.
 * Bug Fix: Dobbin properly receives the Strike it Rich! weaver upgrade coin if he selects it while dead.
 * Tunnel health now scales with the player’s battle level.

Gabriella

 * Fancy Perfume weaver upgrade now increases the duration of “Devious Allure” by 0.75s, down from 1s.
 * Effortless Blink weaver upgrade now reduces the mana cost of “Blink” by 15, up from 10.
 * Improved Summoning weaver upgrade now increases maximum retainer health by 25%, up from 20%.
 * “By My Command” now affects Cygnus’ Pylon trap.
 * Bug Fix: Some instances where you could teleport out of the world using “Blink.”

Hogarth

 * “Ambush!” no longer puts you in combat.

Ivy

 * Elven Swiftboots passive now triggers at 20% health remaining, up from 15%.

Maximilian

 * Done This Before weaver upgrade changed to display percent, and now increases primary attack damage by 14%.
 * Chiseled Abs weaver upgrade increases max health to 80, up from 60.
 * Overpowered weaver upgrade changed to a 5 second minion slow.

Midnight

 * Hard to Kill weaver upgrade has been changed from max health to +3/s health regeneration.
 * Shadow Lover weaver upgrade changed to reduce slow penalty by 10%.
 * Hide in Plain Sight weaver upgrade has been replaced with the Resurgence weaver upgrade, which grants +100 health and +100 mana on kill or assist.
 * Skirt the Edges weaver upgrade has been reworded to be a percent, and buffed. Move speed increase is now 5%, up from 2%.
 * Skirt the Edges weaver upgrade and Shade Cloak weaver upgrade switched places. Skirt the Edges is now tier III, Shade Cloak is now tier II.

Smolder

 * Naptha trap: Now sprays continuously for 10s, and resets after 4s. Trap cost has been increased to 1000 coin, up from 250.
 * Feisty weaver upgrade changed to 5% damage and 20% increased projectile speed.
 * Red-headed weaver upgrade changed from adding max 40 health to adding max 60 health.
 * Endothermia weaver upgrade changed to reduce the mana cost of “Channeling Dragons.”
 * Stolen Tinder weaver upgrade changed to "Fire form is now free.”
 * Sapper weaver upgrade improved to 35% slow to “Incinerate”, up from 25%.
 * “Fireball” can now damage Cgynus’ Pylon trap.
 * “Heart of Flame” no longer triggers chandeliers.

Stinkeye

 * Totem cast range increased to 3900 units, up from 3500.
 * Distant Chant weaver upgrade now provides at 35% increase in cast range, down from 50%.
 * Zaftig Zoomer weaver upgrade increases Totem of Speed by 35%, up from 25%.
 * Motivation weaver upgrade has been replaced by the Demotivation weaver upgrade. It increases the enemy slow by +20%, rather than increasing the speed boost.

Unchained Fortress

 * More art and lighting passes.
 * Player passage hallway coming out of the front of the rift rooms only lead to your defensive lanes now. This was to reduce confusion.
 * Player starts and respawn locations moved to back of rift room.
 * Escape area added to center of map for when offensive players are gated.
 * Strategic trap boxes added to hallways that are not in the default path for minions but can be used if barricades redirect the minions.
 * New Minimap.

General gameplay changes

 * The Rift now provides restoration whenever it is not attacking, rather than when the player is out of combat.
 * Offense now gains experience 15% slower.
 * Defense now gains experience 35% faster.
 * Trickle experience has been increased by 25%.
 * Trap cap and resource trickle are more consistent when there are less than 5 players on a team.
 * Trap cap and resource trickle are no longer reduced in games with less than 5 players on a team.
 * Escort leadership has been lowered from a base of 35 per second to 30 per second.
 * Note from the devs: Overall, the balance between offense and defense leveling should remain roughly equal, albeit slightly faster for both.
 * Escort Aura has been re-balanced. The amount of trap armor has been significantly increased, but there are large diminishing returns on stacking.  In general, the curve is much more flat and unchanged for those escorting with 3 players.
 * Note from the devs: This change was made to help fewer people push a lane. We want to make it easier to play offensively and allow split pushes to become more effective.
 * Player kills are now worth 50% more coin and leadership than before.
 * Note from the devs: While Orcs Must Die is not about player killing, the advantage of killing an enemy was too intangible.
 * Changed terminology of Crowd Control to “Control effects.”

Traps

 * Changed terminology of ‘Glory-seeker’ to ‘Hero-seeker’ to more effectively communicate their functionality.

Hero-seeker traps

 * All will now deal flat, scaling damage. (Damage adjusts based on battle level of the owner.)
 * Hero-seeker Ballista traps can only lock on to a single Hero at a time.
 * Hero-seeker Ballista traps deal 30-49 damage, based on the battle level of the owner.
 * Hero-seeker Ballista traps now deal physical damage.
 * Note from the Devs: This change makes Hero-seekers deal roughly 75% more damage in small numbers, but significantly less effective in large numbers.

Shield Power-up Trap

 * Now reduces damage by 50%, down from 100%.
 * Reset time increased to 60s, up from 30s.
 * Still blocks the same amount of total damage before expiring (100 damage)
 * Note from the devs: This should only affect strategies that involved chaining the shield power-up.

Boulder Chute Trap

 * Damage increased by 20%.
 * Reset time lowered to 5s, down from 9s.

Healing and Mana Well Traps

 * Both wells now grant a 10 second buff that restores 6% health (or 6 % mana) per second for 10 seconds. The Buff is lost upon taking damage.
 * You are no longer required to stand next to the well to gain its benefit.
 * Note from the devs: These traps are intended to be about restoring the player quickly. However, because the trap was being used in combat, we had to make the values low.  Unfortunately, this resulted in the trap being used exclusively for damage mitigation, rather than restoration.  Because we already have a mitigation trap (the shield power-up), we decided to redesign these traps to have a more unique role.

Quarter Pounder

 * Damage increased to 300, up from 270.

Swinging Mace Trap

 * Reset time reduced to 5s, down from 6s.
 * Damage reduced from 175 to 150.

Gear

 * Fireball Ring can only hit one target.

Minions

 * The health of the following minions has been increased by 15%:
 * Bears
 * Shield Grizzlys
 * Light Soldiers
 * Kobold Runners
 * Light Orcs
 * Dwarf Shaman
 * Gnoll Hunters
 * Note from the devs: These changes complement other gameplay changes made and also help tier 3 minions from feeling like such a drastic step in power.
 * Dwarf Shaman shields now lasts 3.5s, up from 3s.
 * Ogre health increased to 670, up from 640.
 * Trolls are now worth 3 Rift Points.
 * Shielded Trolls have a slightly increased collision radius.
 * Replicated units will continue to rush for the Rift.
 * Time between minion spawning has been adjusted for several waves.
 * Adjusted some minion pathing to keep them from spreading out so much.
 * Bug Fix: Fixed issue preventing some minions from showing that they were receiving the trap armor buff.

Mages

 * Health increased to 400, up from 300.
 * Attack cooldown decreased to 3s, down from 4s.
 * Score 4 Rift Points.

Medium Orcs

 * Speed lowered to 500, down from 575.
 * Health increased to 360, up from 315.

Bosses

 * Score callout is now implemented.
 * Bug Fix: Captains should not attack shielded doors.

Orfum

 * Should now attack Barricades and players more intelligently.

Urza the Fire Lord]

 * Should now properly disappear when he dies, allowing firelings to be more easily seen.

Guardians

 * A third guardian has been added to every lane.
 * The first guardian has 22% less health than before.
 * Guardians can now only use their Whirlwind attack 4 times, down from 6.
 * Note from the devs: The first guardian was previously balanced to fall around wave 5 or 6 in an equally skilled match. However, we weren't fond of offense feeling a lack of progress for the first 10 minutes of the game.  By adding an additional guardian, we can make the first guardian fall earlier, without causing defense to feel pressed up against their rift (back guardian) after wave 3.  In addition, this change enables defense to spread their traps more evenly amongst the lane and play forward more easily.  Lastly, because the early game is more threatening, cheap traps will become more useful.
 * Now has a de-aggro range of 2500.
 * Ranged attack now deals 75 damage, up from 45.
 * Guardian damage stacks now last 10 seconds, up from 5.
 * Mana regeneration aura decreased to +6/s, down from +10/s.
 * The -40 guardian proximity armor penalty applied to enemies has been removed
 * Note from the devs: Previously, melee heroes weren't noticeably tankier than ranged heroes when fighting the guardian due the the armor debuff. If defense has a hard time after this patch, we will search for alternative ways to improve their experience
 * Guardian now heals and restores mana when he is not in combat, rather than when the player is not in combat
 * Note from the devs: We don't particularly like how hidden his current healing mechanics are. In general, in-combat vs. out-of-combat isn't obvious.  However, it is very obvious when the guardian switches from attacking enemies to healing his teammates.
 * Rift Room Guardians have been removed.

War camps

 * Under-leveled minion cards have red indicators around them.
 * The War Camp HUD in the lower left corner now remains visible while in a War Camp menu.

Bots

 * Bots decks have been adjusted.
 * Adjusted Bot priority system so the bots won’t do non-combat things if they need to be in combat.
 * Bug Fix: Bots now use the correct trap cap.
 * Adjusted bot trap selling and trap placing.

Dashboard and UI

 * Chests! Pretty! Shiny! Full of fun!
 * More specifically, we changed the chest-opening sequence flow to be shorter.
 * Sound improvements.
 * Bug Fix: Rifts should now always show up on the minimap.
 * Bug Fix: Fortress team color effects should display properly.

Matchmaking and Co-op

 * Bots on teams with other human players have difficulties, either normal, intermediate, or nightmare. They always match the difficulty of the enemy team bots.
 * Note from the Devs: From the previous patch. the bots you played against in a co-op game were “intermediate difficulty” and the ones you had on your team were “normal difficulty.” Now, all bots will be the same difficulty in this situation. You will have intermediate bots as allies and you will be fighting against intermediate bots.
 * Trap cap is now set by map, not by player. If a player drops out or is disconnected, you will still have the maximum trap cap.