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item bonuses
4 posters
Page 1 of 1
item bonuses
so, as a test (i know this will take forever to actually do ) im gona half the bonuses on all items (in terms of damge and stats and armor etc) movespeed and proc chances and actives will prolly all stay the same
EDIT:
as of right now, im pretty confident that this change pretty much fixed the late game heroes problem... all.. (5?) of my games, the late gamers werent dominating, but were still a presence... which is exactly what i wanted
however! it opened up the new problem: burst damage now becomes insanly powerful.
i need creative ideas for early items that grant survivabilitiy in some more-creative way than +150 hp. (altho that is an example of something that would work)
some thoughts:
Force Field(consumable): basic protection technology employed by most races to protect the wearer from large impacts. When used, the user is protected from the next 100 damage.
(name): intricate piece of equipment that bonds with the user's physioligcal system, greatly increasing stamina. Gives +200 hp.
also, does anyone agree/disagree with me on my conclusion?
EDIT:
as of right now, im pretty confident that this change pretty much fixed the late game heroes problem... all.. (5?) of my games, the late gamers werent dominating, but were still a presence... which is exactly what i wanted
however! it opened up the new problem: burst damage now becomes insanly powerful.
i need creative ideas for early items that grant survivabilitiy in some more-creative way than +150 hp. (altho that is an example of something that would work)
some thoughts:
Force Field(consumable): basic protection technology employed by most races to protect the wearer from large impacts. When used, the user is protected from the next 100 damage.
(name): intricate piece of equipment that bonds with the user's physioligcal system, greatly increasing stamina. Gives +200 hp.
also, does anyone agree/disagree with me on my conclusion?
Last edited by Grass Hopper on Sun Oct 25, 2009 12:35 am; edited 1 time in total
Re: item bonuses
Could we make this an optional mode rather than default?
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: item bonuses
thats why im gona playtest it lots
and no, no we couldnt XD way to much work for me to create two copies of every single item
and no, no we couldnt XD way to much work for me to create two copies of every single item
Re: item bonuses
Moreso than restarting balancing?
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: item bonuses
It is not my belief we will need to rebalance every single hero in the game just because stats are being halved.
As said earlier, some will get better (And receive a deserved buff) while others won't be nearly as good as they used to be. There's nothing wrong with that. We just need to shake off our attachments to what was once and to believe firmly in what goes on now.
As said earlier, some will get better (And receive a deserved buff) while others won't be nearly as good as they used to be. There's nothing wrong with that. We just need to shake off our attachments to what was once and to believe firmly in what goes on now.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: item bonuses
And I firmly believe that when we have skills that do 900 damage, we need something to ensure survival.
That being said, this will go through a long period of testing, so if it works out in there, then I have no complaints. If it turns out how I expect it to, well, at least it won't have happened in live games.
That being said, this will go through a long period of testing, so if it works out in there, then I have no complaints. If it turns out how I expect it to, well, at least it won't have happened in live games.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: item bonuses
yeah, im fully aware that this is an *imense* change, and i plan on having a good many games to test the effects. if it does *anything* less than improve overall balance, then ill just change it back
Re: item bonuses
For the recent betas have you reduced bounty?
Also: It would be neat to reduce bounty gained from hero kills and reduce gold loss from dying - would reduce the effectiveness of feeding.
Also: It would be neat to reduce bounty gained from hero kills and reduce gold loss from dying - would reduce the effectiveness of feeding.
Xenostalker- Contributor
- Posts : 47
Join date : 2009-10-05
Re: item bonuses
ok, update for the blue icon!!!
as of right now, im pretty confident that this change pretty much fixed the late game heroes problem... (all.. 5?) of my games, the late gamers werent dominating, but were still a presence... which is exactly what i wanted
however! it opened up the new problem: burst damage now becomes insanly powerful.
i need creative ideas for early items that grant survivabilitiy in some more-creative way than +150 hp. (altho that is an example of something that would work)
some thoughts:
Force Field(consumable): basic protection technology employed by most races to protect the wearer from large impacts. When used, the user is protected from the next 100 damage.
(name): intricate piece of equipment that bonds with the user's physioligcal system, greatly increasing stamina. Gives +200 hp.
edit: also, does anyone agree/disagree with me on my conclusion at the top of my post?
as of right now, im pretty confident that this change pretty much fixed the late game heroes problem... (all.. 5?) of my games, the late gamers werent dominating, but were still a presence... which is exactly what i wanted
however! it opened up the new problem: burst damage now becomes insanly powerful.
i need creative ideas for early items that grant survivabilitiy in some more-creative way than +150 hp. (altho that is an example of something that would work)
some thoughts:
Force Field(consumable): basic protection technology employed by most races to protect the wearer from large impacts. When used, the user is protected from the next 100 damage.
(name): intricate piece of equipment that bonds with the user's physioligcal system, greatly increasing stamina. Gives +200 hp.
edit: also, does anyone agree/disagree with me on my conclusion at the top of my post?
Re: item bonuses
It did indeed seem pretty balanced, though it was hard to say considering how KoS, Lelith, and Ahrimen were essentially the dominating heroes in and of themselves.
That being said, what about a consumable item of the sort of a dispersion field that disperses damage above an amount X threshold to nearby allied units (Maybe best to make it non-hero only though) as long as there are some nearby? Either as a consumable that lasts say 5-10 sec, or as a spell on some armor/accessory?
That being said, what about a consumable item of the sort of a dispersion field that disperses damage above an amount X threshold to nearby allied units (Maybe best to make it non-hero only though) as long as there are some nearby? Either as a consumable that lasts say 5-10 sec, or as a spell on some armor/accessory?
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: item bonuses
Is there already an item that blocks a random targeted spell on the wielder every x seconds? That would be best to counter large nukes (bursting damage I suppose)....
Xenostalker- Contributor
- Posts : 47
Join date : 2009-10-05
Re: item bonuses
the only problem with some of these suggetsions is that they should really be on higher tier items...
and for a spellblock item as noticed with the current heroes with spell block skils... it doesnt work very well against triggered damage/spells
and for a spellblock item as noticed with the current heroes with spell block skils... it doesnt work very well against triggered damage/spells
Re: item bonuses
Though some need a change now that I think about it. Like how Psycher's ult doesn't affect Warboss when he has his ult active, but some char's basic skills do? (Also, maybe making Warboss untargettable by the spells blocked would be nice, if it's possible, rather than wasting mana/CD on trying and finding out it doesn't affect him.)
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: item bonuses
well, the thing about spellblock, your not supposed to know they have it... because if you know they do, target them with a really basic/non-consequential spell, thus wasting the shield.
(also, not making them targetable = magic imune, which we all know is imba when used for long periods of time)
(also, not making them targetable = magic imune, which we all know is imba when used for long periods of time)
Re: item bonuses
Hmmm... okay, but I still say take a look at what spells do and don't affect Warboss during his ult. Some basic spells (I think Doc's heal/damage was one) affect him, while certain ults (Psycher's, for example) don't.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: item bonuses
thats because the base skill of the docs heal is chainlightning (which provides the targeting) and the rest is done through triggers, while psykers ult is just a basic stormbolt, and the only triggers involved are the ones that cast a stun on the psyker
Re: item bonuses
Ah... is there a way to change it's 'priority' without completely redoing the move?
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: item bonuses
not easily... not without an extensive ammount of coding (including modifying each skill that spellshields dont block)
the thing is really just to know which skills are blocked, or just waste the spellshield with a useless skill (or some auras XD), *then* firing off your ult
the thing is really just to know which skills are blocked, or just waste the spellshield with a useless skill (or some auras XD), *then* firing off your ult
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