A Warhammer 40k MOBA by Grasshopper72
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Current Version: v0.0.01A

Alpha version


Changelogs to come



Poll

Changes to the way I release versions? (read the thread)

A couple things with .44 RC I_vote_lcap63%A couple things with .44 RC I_vote_rcap 63% [ 5 ]
A couple things with .44 RC I_vote_lcap38%A couple things with .44 RC I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
A couple things with .44 RC I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
A couple things with .44 RC I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
A couple things with .44 RC I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
A couple things with .44 RC I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
A couple things with .44 RC I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
A couple things with .44 RC I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
A couple things with .44 RC I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
A couple things with .44 RC I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
A couple things with .44 RC I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
A couple things with .44 RC I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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A couple things with .44 RC

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A couple things with .44 RC Empty A couple things with .44 RC

Post by Fromundaman Fri Nov 20, 2009 1:40 am

Granted, these were done on RC1, since that's the latest I have, but here's what me and Far_Clear_Sky found (Thanks very much Sky for helping and testing all this):

-The pulverize effect on the power fist doesn't work.
-The tooltip for the power fist recipe (the recipe when you buy it alone, without the ingredients) is wrong on the stats.
-Daze on the Hammer only works when it feels like it.
-Daze stacks with the active slow, meaning an item that causes a 60% slow by itself.
-Burning Lance's innate is still WAY too strong. Far_Clear_Sky was pretty much unkillable the whole game... and he was tanking the 4 outpost towers at level 7.
-Kharne's ult is weird. It still accepts focus fire commands. It also gives gold for ally kills, meaning denying is amazingly useful. Also, it only lasts 6 seconds (at least on level 1), which is retarded.
-Sigimund needs a nerf. That ult needs a higher cooldown, on top of what you planned on doing to his innate anyway. Maybe also put a visual effect on the victim of his ult too. His angel thing is the same as for his charge I believe, and half the time I'm trying to reposition myself for the charge only to realize I'm being ult raped.
-The Hammer doesn't actually need/use the Emperor's Tears, despite saying it needs them.


These were done in 1v1 OM mode.

This is all I currently remember, but I will update if I forgot something.
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Post by Glycine Fri Nov 20, 2009 8:52 am

RC1 might be your problem. xD

Pulverize does work, I get powerfist with lucius, ult, and rack a free kill that way pretty much at any level of health. xD

Daze on the Hammer works as well. Although the active effect should be a stun, not a daze and the slow on the hammer needs to be replaced with a bash.

Anyone else get the feeling that it would be better to give Fuegan less resistance to attacks? >>

I remember getting the tears for the hammer? Perhaps you're right now.
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Post by Grass Hopper Fri Nov 20, 2009 11:31 am

pulverize works, ive seen it
tooltip is ez.
the tears arent actually in the recipe triggers atm, i can fix that ez

hammer stunning also makes sense.
slow + slow is still alot less worse then bash + slow
edit: oh, just reaslised what u said sry XD stun + stun >>>> slow+ slow, and thunder hammer is *already* a very powerful item

well, outposts suck against heroes A couple things with .44 RC Icon_razz its a proven fact XD i guess i can still nerf his innate a bit more.
kharns ult also has a realy low cd relativly A couple things with .44 RC Icon_razz and gives a ton of bonuses. and you would willingly kill your allies for 250 gold? you evil evil person A couple things with .44 RC Icon_razz
edit: and your allowed to target people, just u cant move anywhere cause its treated as an attack move order, and u can attack your allies etc. u still get control, just everything gets converted into an attack order

sigi does need a nerf. i agree. how so? im trying to figure out what needs nerfing. and the ult has a 100 second cd. a 100 second cd for a 5(6?) second pseudo disable is still alot. its *prolly* not the cd thats the problem. its the +dmg%, -armor aura, and forced attacking that is the real issue

edit: and as of right now, the thunder hammers two abilities got combined... so it has a 15% chance to stun the target for 1 second, dealing 100 damage, and deal 250 aoe damage and slow by 30% in a 300 aoe.
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Post by Fromundaman Sat Nov 21, 2009 12:40 am

In any case, it doesn't work on Burning Lance in version RC1 (And I put everything I saw that WASN'T in the beta log as having been updated in future RCs).

Do NOT put another bash item in ever again!

That being said, my point was that the Hammer is too powerful, since it can give a 60% slow. However, either the tooltip is wrong (AKA if it has a chance to proc that isn't mentioned), or the effect doesn't always work.
EDIT: So it is a %chance to proc? Need to put that in the description.

Outposts should still do visible damage to a level 7 hero, especially when he's alone, against towers, creeps, and another hero.

Yeah, it does in fact have a rather low CD, but at level 1, with a duration of 6 seconds (Does it increase with level?), that translates to like 6 attacks. Not really all that great...

And no, I would DENY my allies for gold and feed off of leaver heroes, which is kind of the main problem with that.

Sigi's ult is much more than a pseudo disable. It is a movement/location manipulating pseudo-disable with bonus damage. I mean, you are right, the effects all together are tough, especially when his passive disables you right afterwards, but the big problem I see is that he basically kills off weak HP heroes easily, and by the time you revive, he can do it again. Something needs a nerf. If you had time to gain gold/get survival equipment *MAYBE* you could manage. If he didn't basically nuke you before it starts *maybe* THAT would do it. However, I think both need nerfing, since this is much, much more, as a concept, than just a pseudo disable.
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Post by Grass Hopper Sat Nov 21, 2009 12:51 am

lmao. 15% chance to bash is fine, on a str item, that costs 7.6k. (cyclic was op cause it gave 20% chance and +85% ias)
the slow on the hammer is an orb effect, if that means anything.

fuegan's innate got nerfed again. (.5x str => .4x)
and outposts now do real damage against heroes Razz

i might increase the duration on earlier levels. and look into the gold thing too cause ur right, leavers would be a problem

and sigi's ult got a duration and cooldown nerf. (and his root's removed too, so its only hsi ult and charge that disables)
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Post by Fromundaman Sat Nov 21, 2009 3:25 pm

Sounds good, but I still think bash is a really bad idea...

STR item bash is seducing Bloodthirster, telling it that a 3 way with combat drugs will make all his dreams come true.

(Other characters will still heavily benefit from it I think, but ehhh... I personally think passive bash is just bad.)
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Post by Grass Hopper Sun Nov 22, 2009 1:10 pm

oh, and this bash is an orb effect Razz
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Post by Fromundaman Sun Nov 22, 2009 2:51 pm

Well, that's better, but I am still very wary of bash...
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Post by Grass Hopper Tue Nov 24, 2009 5:09 pm

im hoping this will be restrictive enough to not make it op Razz
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