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Current Version: v0.0.01A

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

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Melee ranges?

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Melee ranges?

Post by ZebioLizard on Sat Dec 12, 2009 2:13 pm

I am rather curious, why is the Lord of Change and Zoanthrope melee?
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Re: Melee ranges?

Post by Grass Hopper on Sat Dec 12, 2009 7:00 pm

because the zoanthrope has no ranged attack on the zoey itself. it uses warp blast as its spell, and it has a 3 second cooldown, while the zoey itself has no ranged attack.

same thing with the lord of change

hope that helps ^^

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Re: Melee ranges?

Post by ZebioLizard on Sat Dec 12, 2009 7:26 pm

Ah right, I could've sworn both had an innate ranged attack. xD
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Re: Melee ranges?

Post by Grass Hopper on Sat Dec 12, 2009 7:27 pm

nope XD
well, LoC miiighht.... but hes also alot more balanced being melee.

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Re: Melee ranges?

Post by Glycine on Tue Dec 15, 2009 11:11 am

Zoey does need a buff now, though. He's good early game, but he gets absolutely wiped mid and late game. thus, make his spells more dependent on int and scale higher in damage?
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Re: Melee ranges?

Post by Grass Hopper on Tue Dec 15, 2009 12:02 pm

not all spells/heroes are about dealing damage! Razz

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Re: Melee ranges?

Post by Fromundaman on Tue Dec 15, 2009 1:15 pm

Right... but he's a nuker. He IS about dealing damage!
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Re: Melee ranges?

Post by Grass Hopper on Tue Dec 15, 2009 4:29 pm

but not late game!

while it is true that he is supposed to deal damage, (if you agree, i havnt seen him inna while) he excells early game against most heroes, and allowing him to also excell late game due to scaling would be bad.

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Re: Melee ranges?

Post by Glycine on Tue Dec 15, 2009 8:01 pm

So he's there for the point of sucking end-game? I've never heard such a bad statement.

As Zoey stands now, he's a 6 because he can't do anything late game. At all. And isn't it you who suggested that we try to at least make all heroes equal in potential ability? What's the point of putting in a doll that will only feed after the first 25 minutes of the game?

Early-game aptitude doesn't matter at all, unless you play a speedrush style of team whose goal is to base you in less than half an hour. All games nowadays go past 40 minutes and it's at this point that Zoey doesn't work. He is, in a sense, broken for the worse because he's not going to be given a fair chance by you. He will continue to feed late-game and be a scourge to his team because he can't do ANYTHING at that point. (Caps for emphasis. ^^)

Please, Grass, play Zoey once or twice in our clan games. I'm sure you'll be good with them, but once the half hour mark is reached and heroes can have enough health to take his nukes, you'll be in trouble.

PS: He's technically screwed even more by the disruptor field and iron halo, as half the damage is reduced from magic damage and then 30% of whatever he takes is ignored.
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Re: Melee ranges?

Post by Grass Hopper on Tue Dec 15, 2009 11:37 pm

well, the better your early game is, the better your late game is.
that being said, zoey might need a little help late game.

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Re: Melee ranges?

Post by Fromundaman on Wed Dec 16, 2009 6:27 am

While this is true, I had a pubbly game where I picked Zoe. Completely raped the other team, then AB made it so it was me as Zoe alone on the losing team against a noob with Cap.

Due to Zoe's inability to push, at all, or defend a lane. All he is good at is hero killing, and that gets negated late game by items. Even the losing team, if ganked to hell, can still nullify Zoe with a few simple items.
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Re: Melee ranges?

Post by Grass Hopper on Wed Dec 16, 2009 11:50 am

well, zoey can almost one shot a wave with his two basic spells.
and im thinking now about making catalyst also count enemy units.
and should warp blast increase damage from all sources instead of just additional warp blasts then?

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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Melee ranges?

Post by Fromundaman on Thu Dec 17, 2009 4:36 pm

I'd say for Warp blast either do that or up it's damage a bit anyway.

And yes, he can in fact eliminate a wave with two spells, but if he does, it leaves him open, since scream has a long enough recharge that it's far from spammable.
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