Search found 36 matches
- May 19th, 2009, 3:21 pm
- Forum: General Discussion
- Topic: League of Legends and EotA
- Replies: 21
- Views: 10536
League of Legends and EotA
While League of Legends has guinsoo on board which is a bad thing, they seem to have one really good thing in their corner. They seem to be really interested in having strong mod tools, I've seen a map editor and an SDK mentioned. This could provide yak with a strong platform for his future work if ...
- April 19th, 2009, 3:30 am
- Forum: Balance
- Topic: Naga.... Discuss!
- Replies: 25
- Views: 19135
Re: Naga.... Discuss!
She's pretty fragile, 1 nuke and she has to retreat. A little more health can do her good.
- April 19th, 2009, 3:28 am
- Forum: Balance
- Topic: Rune Knight
- Replies: 46
- Views: 14818
Re: Rune Knight
The negative armor on imbued is one of the really scary aspects.
- April 18th, 2009, 5:57 pm
- Forum: Balance
- Topic: Early Deaths are imba!
- Replies: 12
- Views: 4294
Re: Early Deaths are imba!
As far as DotA goes, most of the early leaving do so to avoid the rampant attacks they receive just for dying even once, not speaking for myself really, though I have encountered a few douche bags in the game. But, I'm not the best DotA player. That games problem is its self-oriented style. Not nea...
- April 18th, 2009, 5:56 pm
- Forum: Balance
- Topic: Rune Knight
- Replies: 46
- Views: 14818
Re: Rune Knight
I argued that GR did too much damage but Yak lolpwned me. If my arguement against rune shell with a typo lolpwned you, that's one hell of an arguement. I haven't (intentionally) said anything about GR. DarnYak Grand rune is a solid skill, really shouldn't be changed. Its powerful, but also easily c...
- April 18th, 2009, 2:48 pm
- Forum: Balance
- Topic: Early Deaths are imba!
- Replies: 12
- Views: 4294
Re: Early Deaths are imba!
There is a chunk of players who will always rage quit the game after dying. That's just part of the war3/dota culture. You can't do much about that. It isn't the penalty, it is just the fact that they died and they should never die. However, I am very for death penalty being reworked to be based mor...
- April 17th, 2009, 1:27 pm
- Forum: Balance
- Topic: Rune Knight
- Replies: 46
- Views: 14818
Re: Rune Knight
I did, read the first paragraph of my post.Dekar wrote:TL;DR
I hope I find the time to read through it later, but only if you stop posting 10 pages of text every day.
Or someone could post a 5 line summary.
- April 17th, 2009, 2:50 am
- Forum: Balance
- Topic: Rune Knight
- Replies: 46
- Views: 14818
Re: Rune Knight
The Rune Knight is quite simply too good at what he does. He is both a defensive and offensive powerhouse with some of the best lane presence in the game. You could argue maybe other heroes aren't good enough, but the truth is, nearly every other hero would have be taken up a notch or two to match t...
- April 16th, 2009, 1:11 pm
- Forum: Balance
- Topic: Some Balance issues
- Replies: 16
- Views: 6629
Re: Some Balance issues
It hits for 1200-1500 a pop at later levels. Totally wrong here, sorry.Try 800-950 with +200 Str. Rune Knight: You misunderstand, that is what mortal strike is actually hitting for. It says less, but later on when it says it hits for 400-500 it hits for 1200-1500. Go set-up a lab game and mortal st...
- April 16th, 2009, 1:18 am
- Forum: Balance
- Topic: Some Balance issues
- Replies: 16
- Views: 6629
Re: Some Balance issues
It hits for 1200-1500 a pop at later levels. It is also on a fairly short cooldown and fairly cheap mana-cost wise. If you want it to do that level of damage it needs a greatly increased cooldown and cost. He is incredibly fast and incredibly deadly. Plus the caster heroes with very high damage nuke...
- April 16th, 2009, 1:08 am
- Forum: Balance
- Topic: Some Balance issues
- Replies: 16
- Views: 6629
Some Balance issues
Gargoyle: -Overall quite overpowered -His abilities should absolutely in no way damage buildings. He is a flying hero with a number of ways to approach with impunity. When he uses his ult, you don't get visual on him, thus he can nuke a couple of outposts from the treeline and there is no way to int...
- April 15th, 2009, 2:39 pm
- Forum: Suggestions
- Topic: Chaos Rider
- Replies: 15
- Views: 5647
Re: Chaos Rider
I think its really, really hard to get a good random in a game this style. The randomness for the most part ends up a non-factor (the damage spreads.) I think you would get a better results with buffs or area effects though. The stun, bonus damage, and instant mana burn should go though. I think pro...
- April 15th, 2009, 3:35 am
- Forum: Suggestions
- Topic: Chaos Rider
- Replies: 15
- Views: 5647
Re: Chaos Rider
Pinpoint is too random and bad random. Its the kind of random that may or may not score you a kill depending on if you get lucky with your stun and snare. The randomness is too influential and not really something you can adapt to. Some Sirlin, but its a good explanation of randomness in games. Alth...
- April 15th, 2009, 3:16 am
- Forum: Balance
- Topic: Sorrow Liege
- Replies: 31
- Views: 10192
Re: Sorrow Liege
Found it, mortal strike does more than it says.
It is doing about 3x the displayed amount. The actual amount is intended to do could probably use a small buff, obviously the extreme over damage needs to end.
It is doing about 3x the displayed amount. The actual amount is intended to do could probably use a small buff, obviously the extreme over damage needs to end.
Re: Death
There will always be people who quit after their first death, they are retards and you can't really make them happy. Players need to be taken out of the equation for a bit after they die. Otherwise if you kill them, they will just bounce right back with full health/mana. Death needs to sting enough ...
- April 13th, 2009, 1:02 am
- Forum: Suggestions
- Topic: Mercenary Bladesman
- Replies: 10
- Views: 4310
Re: Mercenary Bladesman
Some new versions of skills to be applied to original hero design. Innate - Celebrate(Active): Spend 25 gold (party supplies), Nearby allies spawns move 100% faster and attack 100% faster for 5 seconds. Innate - Celebrate(Passive): When you deliver a deathblow to an enemy hero gain a level. This can...
- April 11th, 2009, 10:51 pm
- Forum: Suggestions
- Topic: Mercenary Bladesman
- Replies: 10
- Views: 4310
Re: Mercenary Bladesman
Mercenary Bladesman revision Points A fork of the mercenary bladesman, a shift in mechanics. To support the new mechanics both deadly promise and celebrate have to go. Final Cut becomes a pump attack instead of an all out final attack. Innate - With Style: Strike the enemy hero dealing X damage, gai...
- April 10th, 2009, 5:01 pm
- Forum: Suggestions
- Topic: Wild Augur
- Replies: 14
- Views: 6400
Re: Wild Augur
Okay, you've proven your point about the Final Cut. I just keep imagining that I'm keeping myself up at a high level, constantly. Also, side note: Brilliant Burst is great, except for the fact that the enemy units won't auto-acquire your units. Maybe not 0, but some low number? EDIT: replaced "...
- April 10th, 2009, 4:25 pm
- Forum: Suggestions
- Topic: Mercenary Bladesman
- Replies: 10
- Views: 4310
Re: Mercenary Bladesman
As for Final Cut, I saw it as a high-damage, single target nuke with a significant drawback, not that he will stop attacking. In that regard, perhaps actually preventing him from dealing damage for a couple seconds would be a better alternative, while slowing his movement to give the enemy hero a p...
- April 10th, 2009, 4:17 pm
- Forum: Suggestions
- Topic: Wild Augur
- Replies: 14
- Views: 6400
Re: Wild Augur
Innate - Brilliant Burst: Concentrate magically energy on a single point causing a bright explosion in the air. This blinds nearby enemy units reducing their vision range to 0 for X seconds. Obliterate: Using his own body as a conduit for raw magical energy the Wild Augur unleashed destructive bolt...
- April 10th, 2009, 3:28 pm
- Forum: Suggestions
- Topic: Mercenary Bladesman
- Replies: 10
- Views: 4310
Re: Mercenary Bladesman
Altered Mercenary Bladesman Innate - Celebrate: If you have killed an enemy hero gain 1 level and 5 crystals. Final Cut: Expend all your energy to stike the enemy with a brutal finishing blow. Lose all mana and deal X damage + Y damage per mana spent this way. For the next 10 seconds you are exhaus...
- April 10th, 2009, 2:59 pm
- Forum: Balance
- Topic: Sorrow Liege
- Replies: 31
- Views: 10192
Re: Sorrow Liege
I'd also like to note that the game played like it was a slide show and I DID NOT get a single point into Purtrid Eidolon's Ultimate. Was this with EotA-HB? The game dies when peopel are downloading in another hosted game. I need to get sparda to turn it off completely. DarnYak It was an EotA-HB ga...
- April 10th, 2009, 1:40 pm
- Forum: Suggestions
- Topic: Wild Augur
- Replies: 14
- Views: 6400
Re: Wild Augur
Sorry if this seems hostile, I'm just trying to help you improve the hero. This guy needs a bit of work -- He has AoE, but as of now, he doesn't have a spell worth using against heroes, which is something each hero needs. He does seem pretty interesting, though. Nitpicking and bouncing ideas back a...
- April 10th, 2009, 2:14 am
- Forum: General Discussion
- Topic: Ion's Challenge
- Replies: 55
- Views: 23074
Re: Ion's Challenge
Ok, we'll start with you, since I don't see your achievements posted yet. No fuckin' shit I'm the one giving the challenges. If I thought I could seriously do them on this pos laptop of mine I'd try, but I'm leaving it up to you guys to be real men and do me proud. I will accept three wins against ...
- April 10th, 2009, 1:57 am
- Forum: Balance
- Topic: Sorrow Liege
- Replies: 31
- Views: 10192
Sorrow Liege
This hero seems pretty overpowered at the moment. A large part of it seems to be his health regen, it just seemed insane around the 20 mark. I think he may be bugged and somehow getting an unholy aura health regen bonus from his speed aura (which I have up most of the time.) At times my health just ...