Tome of Power

Raise concerns about balance.

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DarnYak
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Tome of Power

#1 Post by DarnYak »

Had a random idea last night that might make this item less useless. Obviously will probably tweak cost to go with it.

New effect: Sets the hero's exp to be equal to the highest player on his team
Alternate option #1: Sets it to the average exp of the team
Alternate option #2: Sets exp halfway to the highest player on his team

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Re: Tome of Power

#2 Post by watermelon »

DarnYak wrote:Alternate option #1: Sets it to the average exp of the team
So with this, it could make the hero potentially lose exp?

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Re: Tome of Power

#3 Post by DarnYak »

In theory but it would probaby be hard coded not to.

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Re: Tome of Power

#4 Post by Zdig25 »

Think its better to just be a lvl but a bit cheaper

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Re: Tome of Power

#5 Post by Mandein »

Zdig25 wrote:Think its better to just be a lvl but a bit cheaper
that OR equal to the highest level on the team (idk about the cost, as much or higher)
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Re: Tome of Power

#6 Post by BustroQuick »

I don't really like the item, I'd rather see it removed entirely. I'm not sure bonus experience gain is a necessary mechanic.

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Re: Tome of Power

#7 Post by DarnYak »

Originally it existed for the option of leveling quicker, but that neither works in the current game and it's a particullarly risky mechanic to have.

I'm wanting to change it so that heroes that fall behind on levels have a viable option to catch up in levels. Getting too far behind really screws a hero for the rest of the game as it is now. This would let heros catch up, but since it's capped at your own team level it won't help if everyone's behind.

The other purpose of this is to help heroes that are doing something important but results in falling behind. A recent example is when 4 of us were fighting over the southern obelisk for about 5 mins straight in the early game. By the end of it the 4 of us were still around 9-12 while everyone else were 22+.

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Re: Tome of Power

#8 Post by Tehw00tz »

Just take it out of the game, changing it will just bring more problems.
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Re: Tome of Power

#9 Post by Sparda963 »

i like the idea of having some way to recoupe the loss of exp for early strategies that cost you exp like that
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Re: Tome of Power

#10 Post by Tehw00tz »

It's called risk and reward for a reason. Making tome of power give you any viable way to get back into a game after a failed strategy is dumb.
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Re: Tome of Power

#11 Post by jamn455 »

If it costs like 5000 gold maybe.
Line 'em up.
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Re: Tome of Power

#12 Post by Sparda963 »

its not if the other team steals an obb from you at the start and you spend the next 5 min trying to get it back
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Re: Tome of Power

#13 Post by Tehw00tz »

Command towers, they are important.
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Re: Tome of Power

#14 Post by jamn455 »

I just don't like the idea of making tome of power the "get out of suck" free card. If you pick a hero killer, you know that you are going to gain less experience while you are chasing people around trying to get kills, the idea that you could just buy the experience you lost during that time late game after possibly getting your gold and items seems silly. If anything reduce the cooldown on them a little bit, but they don't need a buff to experience or levels given. Possibly look into increasing the amount of experience gained for killing a hero.
Line 'em up.
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Re: Tome of Power

#15 Post by DarnYak »

Possibly look into increasing the amount of experience gained for killing a hero.
I did that with the hero gold change. Kinda hard to tell if it worked though.

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Re: Tome of Power

#16 Post by jamn455 »

The key to this is can you really find a price to place on this much potential experience gain.
Line 'em up.
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