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Problematic Air?

Posted: August 6th, 2007, 3:35 pm
by FutatsuNoOmoi
  Some say it needith a disadvantage-ith. But at the same time, as we know, we done not be wanting them to be of the nerfed status. Well of the anyway, or anyhow, whichever you prefer of those two... Maybe perhaps provide a wind current system, that the flying heros must follow to be able to move. And if they don't move along them, their move speed will decrease, and eventually to stop, and land on the ground. And have to retake off. It would definently make air harder to use, and limit them in a way. If nothing else it would be fun stuff.

  JUST AN IDEA, OKAY?! So get off my dick. And try to find ways to better the idea, rather than only seeing negative. Look back on how garbage older version of EotA were, then think. "Oh that should have been discarded altogether, and not have the map that is developing now." ^_^

Re: Problematic Air?

Posted: August 6th, 2007, 4:21 pm
by Tehw00tz
I think 1.10 was better than 1.11
To say the older versions were garbage seems to be out of ignorance, but to each his own.

Re: Problematic Air?

Posted: August 6th, 2007, 4:25 pm
by mianmian
Its a interesting Idea, but I think it would be too harsh, no matter how "soft" it would be, to flying heroes, and theres only 2 of em... so I still really dont find it that big of a problem :p

Re: Problematic Air?

Posted: August 6th, 2007, 4:31 pm
by FutatsuNoOmoi
  Well, make more flying heros. I think it's about time Yak starts to expand on the already existing 1.10 races[edit]. And actually I was voiding 1.10 out my statement. I consider 1.11 a deluded 1.10 with an extra race. Hell if there were more air heros, and maybe another air spawn tower unit added to the selection of all the races, air hit only abilities would be viable to have in the game. ^_^

Re: Problematic Air?

Posted: August 6th, 2007, 7:56 pm
by mianmian
I like that :D more AIr everything :D

Re: Problematic Air?

Posted: August 7th, 2007, 2:56 pm
by LordSuzaku
interesting concept however i think there should be a reward of a speed bonus for following the air, instead of being at the regular speed

Re: Problematic Air?

Posted: August 8th, 2007, 7:40 am
by Pheonick
It's a good idea, but perhaps too complex? Maybe just a tiring trigger where if flying heroes stay out of bases for too long they lose movement speed or mana until a point where they are forced to land and walk back. If they get stuck, the harpy could have a 'jump' ability added to her innate which allows her 3s of free flight movement or something, Ascendant can just use terra smash to get out of an enclosed area. While wind currents are interesting, they may be too taxing an addition to EotA - correct me if I'm overestimating.

Re: Problematic Air?

Posted: August 17th, 2007, 11:22 pm
by Demongod86
Why not just add a hard counter that absolutely screws over flying heroes if people choose to implement it? You know, like amulet of detection = GG infiltrator, we need some permanent item of GGing flyers.

Re: Problematic Air?

Posted: August 18th, 2007, 8:22 pm
by FutatsuNoOmoi
  You know, if an Infiltrator has a zephyer totem, and/or malicious escape. If the target hero doesn't have you targetted, and has aggro on another unit, you can use blink with a shifted AOO to hit them, or stun/disable type moves, or whatever the other many possibilities that bend to the situation. The key is creativity, and should remain that way as well as making it more so the key. ^_^ .v

Re: Problematic Air?

Posted: August 20th, 2007, 11:16 pm
by Demongod86
Is there a secret skill infilt has to stun/disable an enemy hero?

Re: Problematic Air?

Posted: August 21st, 2007, 6:50 am
by Hammel
Trapping Net? Dunno if it works, but it matches the description (not really her own skill, but it should help getting AoO in... and that is the only reason for her to disable)... and btw, this isnt a thread about infil but air... ~~

Re: Problematic Air?

Posted: August 21st, 2007, 1:42 pm
by FutatsuNoOmoi
Demongod86 wrote:Is there a secret skill infilt has to stun/disable an enemy hero?
  Narrow minded, wannabe solo super man mentality. I will give you the options to look further into it and see the light, or just bask in ignorance. ^_^ .v

Re: Problematic Air?

Posted: August 31st, 2007, 1:16 pm
by Furion
eota is already complex...
if this would be added and some other things like that
...it would get completely messed up

despite the idea isnt that bad

Re: Problematic Air?

Posted: September 1st, 2007, 1:09 pm
by FutatsuNoOmoi
EotA isn't as complex as you may like to think. =\

[POST ADDITION]
  You could say that the the learning experience is a complex one, but on the flipside that doesn't mean it's anymore difficult to learn than other maps, such as DotA that has a retarded abundancy of heros and information basis on a community that n00bse you if you ask. Or a simply but decently optionable map, but with a poor layout that is disorganised(not complex, just lacking order), or the maps rely on secret information that effects game balance, golems for example, needing specific combinations to make things, too time consuming for something so simple. If you ask me, EotA: Twilight is probably one of the most complex maps to learn, but at the same time is probably one of the easiest to learn... if you're compitent.