 What's up everybody I'm the mangoose you are awesome and now that I've had some time to play it we're going to talk about the .40 patch for Fault. My opinion is all the changes are overall positive so if you were hoping for a patented mangoose rant I'm sorry. This is also going to be a pretty boring video visually, but let's dive in and go line by line discussing the changes that Strange Matter made. Learning with hero experience, XP gain was changed so that you level a little bit slower especially to level 2 and everything else was balanced around that. It does encourage better farming from players but I really didn't notice that much of a change. I was expecting this to slow the game down but in my experience it didn't and I'm happy about that. The gold you get from kills and XP bounties, a lot to go over here I'm just going to try and summarize this a bit. You'll get more gold from killing someone who's on a kill streak, that's someone who is dominating, and you'll get less gold from killing someone who's on a death streak. That's somebody that's being pushed in the entire game. Assist gold is fixed at 150 unless you kill someone that's on a death streak. Group kills give XP according to the victim's level and is shared among everyone that gets the kill. You get all of that XP plus a bonus if you solo kill someone. So you get more experience from killing someone higher level than you and less if they're lower level. All of this adds up to discouraging deathballing while also giving the losing team more of a comeback mechanic. All in all great changes as far as I'm concerned, Fought has been a very snowbally game and these changes should alleviate that somewhat. Back to the end of all of this, they're reducing the shared XP from lane minion kills from 30% to 25%. The way I see that, it's a bit of a nerf to supports that are trying to get their XP through their carry getting last hits. And I don't like this at all, I mean I'm already suck a dick for levels as a support. Just through discourage stacking a lane, but I think it hurts to the supports more than it discourages deathballs. Skrystone is a great idea to help supports gain some gold, but I'd rather have experience to be honest. Now that they're chopping that down a bit, I don't know. As a support you rely more on the impact than the efficacy of your abilities and slowing down support leveling ain't good. Hopefully I'm just kind of misreading that and I'm not getting it or something, I don't know. It didn't really seem to have that much of an effect, I mean as a support you're always down on golden levels anyway, so whatever. Basic attack projectiles, they increase projectile speed by 20%, good change. To quote the door gunner from Full Metal Jacket, you just don't lead them as much. Some changes to how heroes function, the hero camera field of view decreased slightly and the camera position tweaked. This brings the view of Fault more in line with Paragon, which I like. Hero acceleration and animation speed increased slightly, I don't think they increased this enough, Fault still feels a bit sluggish. But I like that they are amping this up in small increments, I would rather they gently tune this until it feels right instead of going overboard and making everything too fast. Base movement has been tweaked according to class, so ranged heroes will move slower than melee. I like this change and I think it should have been this way from the beginning. It just makes sense that your fighter should be able to close the distance to a ranged character, feels like shit getting kited to death. Lane minions, now this along with the raptor changer probably had the most effect on the game overall. They increased the amount of minions that spawn in a wave, instead of two melee and two ranged, you now get three melee and three ranged. The health damage XP and gold have been redistributed among the minions so each minion has less health and deals less damage individually. This was supposed to help with last hits and it does for the most part. However I see this as a step forward in solving one of Fault's main issues which is a lack of lane based macro play. One of the hallmarks of any MOBA is manipulating minion waves to your advantage but you don't see that as much in Fault because the minions are kind of weak while the towers are very strong. You can just straight ignore a big minion wave and go for a team fight instead because you know your tower ain't going down. Same with mid lane rotations. One of the reasons you normally take a mage in the mid lane is because you can quickly clear the lane and rotate but you don't have to clear the lane in Fault. There is no way in hell the enemy mid laner is going to take your tower if you rotate five minutes in. You can pretty much just say fuck it and let the lane handle itself while you go kill the enemy ADC. The new minion changes do somewhat alleviate that even if that wasn't the intended consequence. Yes the minions deal less damage and have less health but it seemed to me like the larger waves were a bit scarier and were able to deal more tower damage than before. I like to see them start to tune up minion damage a bit in the coming weeks until we have a good balance and setting waves becomes more of a meaningful skill set. A bit of a side effect here, the lower health with more minions made last hitting goddamn near impossible if you had a full wave. The little fuckers would delete enemy minions before you could get a shot in. The minions also get a little faster every 90 seconds maxing out at the 25 minute mark which also helps with using the minions to your advantage. Super minions got a little bit of a buff. The super minions now replace siege minions. They spawn at the front of the pack and they take 70% reduced damage from AoEs and they also grant physical and energy armor to minions around them. Great change that should help end games a bit more quickly here. They also fix the jungle minion spawn times. Now for the raptors. Big change to the raptor pit we now get one big raptor that awards two favor to your entire team instead of three small raptors that award one favor each. This is a great change and one that has been asked for. This helps prevent stacking favor on one dude that snowballs out of control while incentivizing the rest of your team to actually come to the damn pit and help out. It's a bit scarier now as the enemy team can snipe that raptor kill from you and you can't just kind of drop by take one and roll out. All in all I think this makes taking the raptors more of a meaningful decision that should be made based on what's going on in the game more so than just you know the timer for raptors is up everybody go. Or prime or prime got buffed a little bit taking prime now awards more XP and gold to the entire team which is great. Not much to say here really I just like this change makes the reward match the risk a little more. Optimization they did more fixes to optimization so you don't get as many frame rate spikes and they locked the frame rate at 100 until they can get things completely smoothed out. If you're still having frame rate issues a few things you can do is lower your shadow quality while also lowering your post processing. Check your task manager to make sure you don't have something like adobe eating up your ram. I also found that Norton firewall was causing crazy freezes in my game so I opened those settings and allowed fault through the firewall. If you're having trouble identifying the app jacka gave me a little tip in the fault discord it's called res win but I'll post it on the screen you only really need to know that if it's not already just straight up named fault. Bug fixes they fix a bunch of bugs biggest change here is that you can't get on top of the walls around the raptor pit anymore which is a great change. Gideon used to be able to just stand on that wall and rain down destruction it also makes it harder to cheese wards you can't just stick wards where mainly heroes can't get them that that is so cheesy it's not something that I ever do like I try and play the game fairly and the way it was intended you can cheese wards in a lot of different areas but always put them on the ground as they were supposed to be put. Bug fixes the muriel is actually a pretty big buff to muriel not really a buff but she works as intended now which is which makes her a lot better than she was. Her consecrated ground was supposed to give a shield when you entered it and another shield when it popped it wasn't doing that before it is now that's actually a huge change from muriel this effectively doubles the efficacy of one of her abilities I don't know if it's enough she still seems a bit weak unless you're going like off lane kill kill muriel her being weak is probably just me being bad at her really though some changes to items subs or substitution whatever you want to call it which lets you transfer damage from a friendly hero to yourself has gotten a much needed range increase I like this item but I haven't been taking it because you have to be dangerously close to the action to use it I'll probably try it out more now. T-Fist's active has been changed from energy damage to physical damage seems to be a trend to change stuff from energy to physical because people normally build physical armor long before they build energy armor change to one of the aspects one of my favorite aspects magician this one is the one that gives you mana regen based on your missing mana they reduce the amount of mana regen from 0.5 to 0.25 per 100 missing mana making this aspect less powerful I'm sad because I love taking magician with pretty much any hero that uses mana but I can definitely see that it was a little too strong this will force you to think about your mana consumption a bit more now heroes countess taking a big hit with nerfs to shadow slip dark tide and feast pretty big nerfs too all I can say is fuck yes countess was getting picked in pretty much every game and was deleting teams with very little skill I think really great countess players will still be a terror on the battlefield after these changes but people that were picking her because you could just like spam three buttons and kill anyone won't be able to do that anymore poor little babies Gideon got nerfs to cosmic rift and void breach while they buffed a black hole again great changes all around here his ultimate didn't feel as impactful as it should while his basic abilities were very strong especially in the hands of a skilled player not me that could take advantage of his passive ability to reset cooldowns so the countess and Gideon nerfs combined with the bellica nerfs from last patch means that all the casters have been nerfed in fault I think this is very much needed casters should feel strong and have devastating effects in a team fight but they shouldn't be crushing one person's entire health bar with two abilities Narbash thunk cooldown increased a bit as you level not a huge change I don't think it was needed but I'm a Narbash main so I'm biased as fuck Theo buffs to the damage of shield bash and his ultimate while the stun from his ultimate has been nerfed a little it's good to see the stun duration brought down a bit seems like the stun trains are a little too easy to pull off right now I'm not sure that he needed the damage buffs anytime I've played steel I felt pretty damn strong and other steels that I've seen also seem strong I may start picking him more than Narbash to be honest do you guys think he really needed the damage buffs I don't know and finally twin blast holy hell was this ever needed there is now a 0.625 I don't know how they came up with that number second delay between grenade charges twin blast is an ADC but people were playing him as a burst mage because you could just triple ram grenades up somebody's ass before they could react at all he was a terror in the early game because of the burst damage while still being scary late game because you know he's he's an ADC this was a much much needed change I think overall positive changes the fault many of these are things that we specifically asked for as a community so it's nice to see that strange matter is listening and willing to adjust if you enjoy my content please hit that like button and subscribe for now this is the mangu signing off you guys have a good one mangu