Bugs, Typos & Lack-of-descriptions = The 'Please-Fix' Thread
Posted: June 1st, 2012, 11:34 pm
This is my new bugs report thread for the newer versions of EotA, since I've now found some people that like to play it (T.Dogg, StyleMatters_, khelmeth and they're all on East), I will list them as I find the time and patience to do so here.
Changelog:
08/18/14 - Began list. Added Sorrow Liege, Ascendant, and Arboreal Crusader to Tooltips
08/19/14 - Added Forlorn Martyr to Tooltips
Tooltips
EotA v1.17b
- Sorrow Liege, Take Charge: It says: "The nearest (3 + 0.2 x Level) allied units will follow the Hero's commands for 30 seconds." Actually, this is misleading. When first read, it can be assumed that control over those units is literally given to the caster and allows him to directly control them as if they were his own units; however, what really happens is that those units simply mimic his move/attack commands, etc. The Hero cannot control them or make them cast spells; they are still acting on their own, and will not grant gold to the Hero if they kill enemy units, etc. Also, 'the nearest' allied units? How near are we talking, here? Maybe you should mention the area of effect that this skill works in.
- Sorrow Liege, Royal Guard: The description for his Royal Guard ability is sadly quite lacking; Royal Guards have Hero-type armor and damage, receive bonuses when Weapon and Armor upgrades are researched at the Sorrow Liege's altar, learn the Bash ability at Level 2, Resolute (Damage Block) at Level 3, Vigilance at Level 4, etc., but none of that information is stated on the ability description at all. Also, when I moused over the tooltip for Royal Guards when using group-selection, it reads: "Light melee unit with Immolation." I understand that it's more of a filler thing, but that should be changed to something like: "Resilient melee unit (with X ability, if at a certain level). Takes a percentage of damage directed to the Sorrow Liege upon itself. Cannot venture X range from the Sorrow Liege." Oh yeah, on that note, you should probably also mention that Royal Guards can't move beyond a certain point from their controller, otherwise they'll be teleported straight back to him. One more thing: when Royal Guards are at Level 5, they get the Martyr ability, which kills the Royal Guard using it and teleports the Hero to its position. It doesn't say how far away this can be used from the Hero. This is a big problem, because I tried using it at the maximum tether range (how far they can go before being teleported back) from the Hero and it failed to work. Please fix.
Suggested New Ability - Unsummon/Release: I've been having problems with newly-summoned Royal Guards dying the second they're raised from a corpse, when they should be taking the place of older Royal Guards. To circumvent this, I suggest that you give them a new ability that, when used, instantly (or after a few seconds) kills them, thus freeing up space for new, fresh Royal Guards.
- Sorrow Liege, Shadow Bastion: His Shadow Bastion ability description does not say how long it takes to summon in the flying fortress, and it also doesn't say that the Shadow Bastion itself is invulnerable while it is being summoned (though this isn't as big of a deal as the channeling time). It also doesn't mention that the Shadow Bastion has a Spirit Tower-like ranged turret mounted on it, let alone how much damage it deals, at what attack speed, and at what range. That's a pretty big deal, so that should be fixed ASAP. One more thing: the description for the Shadow Bastion ability doesn't mention how much HP it has, at any level. It also doesn't say anything about how it can Load up to 8 friendly units, including the Hero. That, especially, is a VERY big deal, so it could use a fix.
- Sorrow Liege, Despair: It doesn't mention the exact area of effect this spell covers. Not sure if this is somehow intentional or no, but I thought I'd point it out.
- Ascendant, Sentinel: First off, isn't this kind of a name conflict with Arboreal Crusader's Sentinel ability? Maybe you should rename Dryad's Sentinel to Sentry, or something. Anyways, from what I can see, Plight's Sentinel ability does say that it 'drops units from a great height', but it doesn't say exactly how much damage it does, or what happens while the gargoyles are carrying enemy units; it might be worthwhile to know exactly how long they are kept in the air before being dropped down. I also noticed that the gargoyles gain extra maximum health somehow, either when Plight gains more strength or when he gains a level, but the description doesn't mention this, either.
- Ascendant, Terra Smash: It doesn't mention the range at which this ability works, or its cooldown time. It also doesn't say that it can destroy trees. The current description for the ability also cuts off; there is no punctuation mark, like a period, at the end of it: "...slows movement speed by 30%, lasts 6 seconds". Please fix.
- Forlorn Martyr, Recharge/Static Charge: It says that it restores health when used, but it doesn't say how much. The amount clearly scales up as the hero gains levels or maximum HP, but I can't tell which one. It would be helpful to people to know just how much Recharge can heal at maximum, or deal damage to an enemy hero when they get attacked.
- Forlorn Martyr, Stormspire: There is no explanation as to what the Stormspires use their mana for, how they regain it, or any of that. I notice that they apparently charge up and deal damage to nearby enemies via lightning strikes whenever a spell is cast near them, but there is no mention of this, let alone damage values. This is a big deal and should be fixed ASAP.
- Arboreal Crusader, Sentinel: It doesn't mention the sight range of the owls produced by the skill, the cooldown time until another one is ready, or the cast range (though that is less important).
- Arboreal Crusader, Gale: It doesn't mention the length of the 'line' that Gale affects, how far it goes before it stops, or the cooldown time of the spell.
- Arboreal Crusader, Tangleweed: It doesn't mention the timed life duration of the Tangleweed ward, or its area of effect when the trap is triggered. It also doesn't mention the cooldown time of the Tangleweed spell itself. You also might want to include in the description the fact that a triggered Tangleweed trap destroys all other Tangleweeds in its area of effect, so the user should avoid putting them too close together.
- Arboreal Crusader, Cure Wounds: It doesn't mention anything about the cooldown time of the spell, which I'm assuming is the big deal with putting skill points into it because adding ranks doesn't increase healing. It also doesn't display the casting range.
- Arboreal Crusader, Geomancy: Not a single one of the spells in this rather expansive list mentions how long the cooldown is until you can use another Geomancy spell (at least from what I've seen). Also, the Raging Tides (Water Elemental) spell lacks information about the health, damage, etc. of the Water Elemental being summoned. The Forestwalk spell (the one used when standing on leaves) doesn't mention the fact that it's not just invisibility, but a full-blown Wind Walk, which enables the Arboreal Crusader to walk right through enemy units -- this should be explained immediately (note that my findings with that spell are based on the Level 6 version of Geomancy; I'm not sure if weaker versions of it do the same thing or not).
- Arboreal Crusader, Force of Nature: It doesn't mention the cooldown, casting range, or distance at which the Wisp will begin to track enemies (which is a very important point).
- Blazing Priest, Firestorm: It just gives a flat damage value without mentioning modifiers from attributes or anything of the sort; ex. 145 damage per second at Level 4, but it shows up as 166 per second in the Spells list (-s).
Changelog:
08/18/14 - Began list. Added Sorrow Liege, Ascendant, and Arboreal Crusader to Tooltips
08/19/14 - Added Forlorn Martyr to Tooltips
Tooltips
EotA v1.17b
- Sorrow Liege, Take Charge: It says: "The nearest (3 + 0.2 x Level) allied units will follow the Hero's commands for 30 seconds." Actually, this is misleading. When first read, it can be assumed that control over those units is literally given to the caster and allows him to directly control them as if they were his own units; however, what really happens is that those units simply mimic his move/attack commands, etc. The Hero cannot control them or make them cast spells; they are still acting on their own, and will not grant gold to the Hero if they kill enemy units, etc. Also, 'the nearest' allied units? How near are we talking, here? Maybe you should mention the area of effect that this skill works in.
- Sorrow Liege, Royal Guard: The description for his Royal Guard ability is sadly quite lacking; Royal Guards have Hero-type armor and damage, receive bonuses when Weapon and Armor upgrades are researched at the Sorrow Liege's altar, learn the Bash ability at Level 2, Resolute (Damage Block) at Level 3, Vigilance at Level 4, etc., but none of that information is stated on the ability description at all. Also, when I moused over the tooltip for Royal Guards when using group-selection, it reads: "Light melee unit with Immolation." I understand that it's more of a filler thing, but that should be changed to something like: "Resilient melee unit (with X ability, if at a certain level). Takes a percentage of damage directed to the Sorrow Liege upon itself. Cannot venture X range from the Sorrow Liege." Oh yeah, on that note, you should probably also mention that Royal Guards can't move beyond a certain point from their controller, otherwise they'll be teleported straight back to him. One more thing: when Royal Guards are at Level 5, they get the Martyr ability, which kills the Royal Guard using it and teleports the Hero to its position. It doesn't say how far away this can be used from the Hero. This is a big problem, because I tried using it at the maximum tether range (how far they can go before being teleported back) from the Hero and it failed to work. Please fix.
Suggested New Ability - Unsummon/Release: I've been having problems with newly-summoned Royal Guards dying the second they're raised from a corpse, when they should be taking the place of older Royal Guards. To circumvent this, I suggest that you give them a new ability that, when used, instantly (or after a few seconds) kills them, thus freeing up space for new, fresh Royal Guards.
- Sorrow Liege, Shadow Bastion: His Shadow Bastion ability description does not say how long it takes to summon in the flying fortress, and it also doesn't say that the Shadow Bastion itself is invulnerable while it is being summoned (though this isn't as big of a deal as the channeling time). It also doesn't mention that the Shadow Bastion has a Spirit Tower-like ranged turret mounted on it, let alone how much damage it deals, at what attack speed, and at what range. That's a pretty big deal, so that should be fixed ASAP. One more thing: the description for the Shadow Bastion ability doesn't mention how much HP it has, at any level. It also doesn't say anything about how it can Load up to 8 friendly units, including the Hero. That, especially, is a VERY big deal, so it could use a fix.
- Sorrow Liege, Despair: It doesn't mention the exact area of effect this spell covers. Not sure if this is somehow intentional or no, but I thought I'd point it out.
- Ascendant, Sentinel: First off, isn't this kind of a name conflict with Arboreal Crusader's Sentinel ability? Maybe you should rename Dryad's Sentinel to Sentry, or something. Anyways, from what I can see, Plight's Sentinel ability does say that it 'drops units from a great height', but it doesn't say exactly how much damage it does, or what happens while the gargoyles are carrying enemy units; it might be worthwhile to know exactly how long they are kept in the air before being dropped down. I also noticed that the gargoyles gain extra maximum health somehow, either when Plight gains more strength or when he gains a level, but the description doesn't mention this, either.
- Ascendant, Terra Smash: It doesn't mention the range at which this ability works, or its cooldown time. It also doesn't say that it can destroy trees. The current description for the ability also cuts off; there is no punctuation mark, like a period, at the end of it: "...slows movement speed by 30%, lasts 6 seconds". Please fix.
- Forlorn Martyr, Recharge/Static Charge: It says that it restores health when used, but it doesn't say how much. The amount clearly scales up as the hero gains levels or maximum HP, but I can't tell which one. It would be helpful to people to know just how much Recharge can heal at maximum, or deal damage to an enemy hero when they get attacked.
- Forlorn Martyr, Stormspire: There is no explanation as to what the Stormspires use their mana for, how they regain it, or any of that. I notice that they apparently charge up and deal damage to nearby enemies via lightning strikes whenever a spell is cast near them, but there is no mention of this, let alone damage values. This is a big deal and should be fixed ASAP.
- Arboreal Crusader, Sentinel: It doesn't mention the sight range of the owls produced by the skill, the cooldown time until another one is ready, or the cast range (though that is less important).
- Arboreal Crusader, Gale: It doesn't mention the length of the 'line' that Gale affects, how far it goes before it stops, or the cooldown time of the spell.
- Arboreal Crusader, Tangleweed: It doesn't mention the timed life duration of the Tangleweed ward, or its area of effect when the trap is triggered. It also doesn't mention the cooldown time of the Tangleweed spell itself. You also might want to include in the description the fact that a triggered Tangleweed trap destroys all other Tangleweeds in its area of effect, so the user should avoid putting them too close together.
- Arboreal Crusader, Cure Wounds: It doesn't mention anything about the cooldown time of the spell, which I'm assuming is the big deal with putting skill points into it because adding ranks doesn't increase healing. It also doesn't display the casting range.
- Arboreal Crusader, Geomancy: Not a single one of the spells in this rather expansive list mentions how long the cooldown is until you can use another Geomancy spell (at least from what I've seen). Also, the Raging Tides (Water Elemental) spell lacks information about the health, damage, etc. of the Water Elemental being summoned. The Forestwalk spell (the one used when standing on leaves) doesn't mention the fact that it's not just invisibility, but a full-blown Wind Walk, which enables the Arboreal Crusader to walk right through enemy units -- this should be explained immediately (note that my findings with that spell are based on the Level 6 version of Geomancy; I'm not sure if weaker versions of it do the same thing or not).
- Arboreal Crusader, Force of Nature: It doesn't mention the cooldown, casting range, or distance at which the Wisp will begin to track enemies (which is a very important point).
- Blazing Priest, Firestorm: It just gives a flat damage value without mentioning modifiers from attributes or anything of the sort; ex. 145 damage per second at Level 4, but it shows up as 166 per second in the Spells list (-s).