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Current Version: v0.0.01A

Alpha version


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

Nerfs/fixes for .46 I_vote_lcap63%Nerfs/fixes for .46 I_vote_rcap 63% [ 5 ]
Nerfs/fixes for .46 I_vote_lcap38%Nerfs/fixes for .46 I_vote_rcap 38% [ 3 ]

Total Votes : 8

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» With everyone dead
Nerfs/fixes for .46 I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
Nerfs/fixes for .46 I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Nerfs/fixes for .46 I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Nerfs/fixes for .46 I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Nerfs/fixes for .46 I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Nerfs/fixes for .46 I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Nerfs/fixes for .46 I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Nerfs/fixes for .46 I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Nerfs/fixes for .46 I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Nerfs/fixes for .46 I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

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Nerfs/fixes for .46

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Post by Glycine Wed Mar 03, 2010 2:23 am

It would be better to put this in the balance changes topic, but it'll be easier to see what nerfs need be made with a new topic. So then, onto the changes.

Nerfs:
Ahriman --> We talked already. Numbers nerf.

Typhus --> Fix winds please. Make it so that if Typhus cannot suicide with Rot damage. Tie rot to his mana pool somehow to limit it as well.

LoC --> Horrors need an attack speed debuff, a damage increase to accompany it, and a general nerf. They need to be killable if they're going to unsummon themselves in 7 seconds. Ult needs to last less time and do less DoT because you can cast it on an outpost and have constant mini-pushes.

Vindi --> Talked already. Nuke his attack speed to ridiculousness. He should not be able to stack IAS items and attack as fast as a very fast hero. He's a sniper. >> Look into making him more fragile as well and giving precise aim a mana cost per shot in exchange for a little increase in movement speed.

Avatar --> Emblem of War should only give health regen, not movement speed as well. Lower the passive immolation he gets as well, just a little. Wailing Doom needs to do less things (Nuke + Armor reduction + Slow = death).

Harlequin: Recode kiss to not work on the Carnifex and Squiggoth. Increase damage per strike on dance of death. Reduce IAS/IMS/triggered evasion chance on the innate and evasion skills.

Asurmen: Change Shuriken Vampraces to something else? I don't know if you're still in charge of Eldar remakes, Grass, but I think we could reshape Asurmen a bit and truly make him either a ranged character or a melee character. (of which, I think he's the latter)

Fuegan: Nerf FNP, I'll comment on your comment to my imagined skills.

Big Mek: Check the coding on bigga generator, make sure it's doing the actual damage listed in the tooltip.

Kharn: For all levels of the ult, don't give him max stacks of his innate. Give him max at level 3 only. Charge needs to be breakable somehow.

KoS: Lower the range on the hook to sight range or lower than 1k at least (long asked for).

Item nerfs:

Nuke the damage off thunder hammer and power fist. Reduce the chance of each proccing.

More to come.
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Post by Grass Hopper Wed Mar 03, 2010 4:51 pm

im curious as to your reasoning for the kharn changes
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Post by Glycine Thu Mar 04, 2010 2:24 am

Here come general buffs that need a thought or two.

Imperium:

Captain: See other thread.
Librarian: See remake.
Chaplain: See remake.
Sigismund: Buff the damage on charge to make it useful, lower the range.
Stern: See other thread.
Celestine: Increase the damage on her Jump skill, lower the amount of damage she gets from Ardent Blade, increase the AoE each beam of flame has from Ardent Blade.
Vindi: Lol, no buffs for vindi.
Commissar: Make the ult more focused so that you can actually kill someone at half health with it if you're lucky. >> It'll be better against buildings as well. Reduce the damage and armor bonus from hold the line and sacrifice.

Rakel: This'll be a little longer. Let's find her an actual female mage model that's small. Jaina's not very good, I assume?

I like what you did with the chain lightning, except I would make a slight change. The initial hit can do 210 damage and decrease by 10% for the next two bounces to 170 and then increase by 10% back up to 210 when it bounces twice more. Thus, you do the most damage to heroes that are close and heroes that are ranged in the back. That's just my creative twist on it, refute it if you will.

Nix the evasion aura and replace it with either a skill that buffs her attacking abilities or gives her more supporting abilities. Remember the passive we talked about where at the cost of extra mana, she would add a % of her intelligence or some amount of damage to the damage her spells do? Or she could have an active ability where she would place a ward and any enemy spells that hit within that area of effect have a % chance to be nullified/reduced in damage?

Eldar:

Taldeer: Nerf the Regen off Fortune a little.
Yriel: See remake.
Khaine: See above.
Harlequin: See above.
Asurmen: See above.
Fuegan: See above.
Karandras: The range on Mandiblasters is exceptionally low. Perhaps you could consider buffing it so that people who play Karandras don't have to only use it coming out of invisibility? >> With that said, nerf the hell out of Biting Blade. In fact, we need to change it so that he can't tank outposts. What would be a suitable alternative?

Tau:

I'm not typing anything for pathfinder. >> See remake.
Aun'va: Still needs a version, but seems like a ridiculous pusher. Increase cooldown on Pacify. Make it such that Pacify cannot affect heroes instantly, but instead has a decreasing "conversion" time: 3/2.5/2/1 second.

Orks:
Warboss: He could use damage scaling on his skills. We should probably remake him into the actual Gorgutz while we're at it or perhaps Ghazghkull Mag Uruk Thraka? Razz
Big Mek: See above.
Mad Dok: Increase the cooldown of his heal and kaboom a little.
Runt Herder: Percentages on the innate and ult need to increase. Number and health of grots need to increase as well, but eliminate the impact damage they do when summoned.
Warphead: We did indeed have a discussion about this. I feel that Warphead should not be able to do so much damage at such a long range, even if the person has to be skilled to pull it off. Skill is something that's easy to acquire if you really think. Base damage on the Zzap as well as all other bolts need to be reduced to 350 at the max with a coinciding increase in mana cost, cooldown, and %chance to cause a head explosion. The other two skills are really cool skills, so they don't need changes.
Snikrot: He's fine. I don't really see any problems with him to this point. Damage on ult could scale a little better (it's really good early, not as good late).

Chaos:
Kharn: See above.
Typhus: lolno
Lucius: He needs another version to render judgment at this point.
Ahriman: hahayou'rekidding
Bloodthirster: Lower the mana costs of his spells just a little. He's still the most challenging character to play.
KoS: See above.
LoC: See above.

Disorder:
Necron Lord: is fine.
Shredder: Already reduced damage reduction from skins, huh.
Carnifex: Even after further evaluation, would suggest a more in-depth remake. We'll see.
Lelith: Clones, you know.
Zoanthrope: still owns you all. See remake.
Void Dragon: Lol, durations are OP.
Tomb Spyder: Needs another version of testing. Another hard hero to use.
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Post by Glycine Thu Mar 04, 2010 3:12 pm

I know we're changing the items, so I'll work my comments off your new list, Grass.

First off: Fix leaver and squig-pods. One can still do it with squigs, even though you supposedly changed it.

Second: We should make a Mark of Chaos Ascendant, which combines the four marks, but make the recipe cost quite a lot (Both gold and honor).

I already noted Thunder Hammer and Power Fist, so for the changes:

Take out Spiky Bits as a recipe. The only item that uses it is the Khornate Chain Axe, and the Mark of Khorne can replace them there. It'll give us one slot for other items.

Buff the Sensor Sweep. Its cost is prohibitively large for an item that only gives true sight and a limited Far Sight. It should double the sight range of the hero during both day and night. Also, while we thought sweep would be relatively handy, it's quite useless because you hardly use it on your allies, but rather to scout with. It might need a few changes as an item.

Terminator Armor: Reduce how much base strength he gets off power armor. He only gets 10 from Power, so keep it that way and consequently increase the price of the armor, as it's too cost-effective compared to other armors.

Singing Spear: How does toss work exactly? Do you active target them? If so, where do you choose to throw them? And I know you have it based of str+agi, but it's a singing spear. >> Its damage should be determined by intelligence, as that's the measure of the power of the psyker.

How does Ethereal's Plane work? Just curious. It's quite expensive, so the effects must correlate.

Tyrant's Claw: When we first made the item, we thought a simple fire DoT spell on any targets in the area would do, but it's used more for the stats of the item. Perhaps it could be changed back to a cone of fire that does initial damage alone and then people might think it more handy?

Raven's Talons: Need another effect besides rending. We already talked about it being so expensive and how rending wasn't a very cost-effective effect to have. It also is unreliable due to orb of lightning's mechanics, so I think the effect needs to be changed from rending to something else.

Overall, my comments are that we need to take the regen off a lot of items and lower the stats a little more across the board. Don't forget to nerf Bionics.
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Post by Fromundaman Thu Mar 04, 2010 7:55 pm

Just a quick question: Did Ethreal's Plane change since the item came out? The reason I ask is because it was pretty useless at the time it came out...
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Post by Fromundaman Fri Mar 05, 2010 1:14 am

And... A few things I've noticed:

HOLY FUCK TOMB SPYDER MICROMANAGEMENT HELL!

Okay, just had to get that out of my system...

A) Are the healer scarabs actually healing? I had 6-7 of them with heal on auto-cast and my HP was dropping the same as it seemed to without them, even when no heroes were nearby.

B) I do like the idea of pods being usable anywhere, considering how big the map is now, but give it a startup time during which you are vulnerable, so that you can't just disappear, then reappear in the same place when your cooldowns recharge a bit, then disappear again or get a last minute escape due to it.

C) While I, like everyone else agree that Ahriman needs nerfing, I don't think nerfing the numbers alone will do it. As it stands, all of Ahriman's skills scale (except the passive, but it's an awesome passive nonetheless.), which is something NO other hero gets. A few heroes have a single skill that scales, but that's it. Having all scaling skills makes him insanely good, regardless of the numbers (though those too need nerfing. Giving a +60 int on a hero who's every skill scales with int is ridiculous.).

He is, so far, the only hero I have seen do enough damage that he can almost kill in the fountain (his life was dropping barely faster than mine... )

D) Zzap! could indeed use a change, but the problem with your change Gly, is that if the damage caps at 350, then it will not be very useful for hero-killing at all on it's current CD, and he will go from a good hero killer/shitty pusher to just a bad pusher. The only thing I could think to do for him is to lower the whole move's damage in general while keeping the mechanics the same, and maybe decreasing the CD a bit or something?
I mean, he's not exactly a great hero to begin with; he just has a certain ridiculous build that makes him so, and you can do a lot of damage if you aim well. That being said, he rapes himself, counters his own pushes, and cannot kill near outposts/in the base pretty much due to buildings absorbing Zzap.

E) Tomb Spyder's ult should make stronger Necron Warriors, BUT give them timed life. Having them without timed life is somewhat ridiculous it seems (granted, I only saw it in 2v2, but the person using him just didn't use Scarabs at all and instead just built up an army of Necrons by running them away and amassing them, to take outposts. I'll admit it didn't work so well when I tried it, but that was also because I was trying to use scarabs and as a result was micromanaging-failing with all my units, and mostly Ahrimen was on the other side, stealing my necrons with his ult.).

F) Pacify is indeed amazing (Though you're just mad because I interrupted your ult as Lelith with it Razz ). The only thing with fade time would be how much worst it would make it, since it would pretty much become a delayed support skill. Also, the duration would need to be buffed to accommodate. And honestly, you should never use it on anything but heroes Razz
Also, I think the clone should switch Pacify and skyray, and get skyray 2nd. Pacify is ridiculously good, and with both of them, you can almost perma-pacify. Skyray, as good as it may be, isn't quite as good IMO.

Oh, and honor guard spawned by the clone don't follow the main one when the clone is unsummoned/dies and vice versa. Is this intentional? It makes it so you can't respawn honor guards until the other one spawns.
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Post by Glycine Fri Mar 05, 2010 2:44 am

A) Well, did they have mana to heal with?

B) Pods should not be useable anywhere because you can use them to get out of ganks very easily and thus never die. It also makes no sense to disappear then appear.

C) Doombolt should scale, because it's the crux of his strategem. You get more int, fire more doombolts, do more damage, repeat. Chains can be taken off scaling, I guess. And we should reduce the bonus int. he gets from using his innate.

D) The thing is with Zzap is that it enables Warphead to rape everyone and anyone for the first 30 minutes of the game. There's nothing that can take 400 damage nukes from ridiculous ranges over and over. The reason I say this is because Monk could consistently do 400-500 damage to either me or the Carnifex EVERY TIME he used Zzap. That may be an indicator of Monk's skill in targeting the Zzap, but the current cooldown and potential for damage is too much. Even if you reduce the damage and compensate with cooldown, you're still doing 200-250 damage every 5-10 seconds at the same range as well. By the way, why is the range for Zzap so large anyway? And if you look at it this way, Warphead can starve the other team for Experience by denying every allied creep he can, which has its benefits. They also get no gold.

E)I agree with the timer on Necron Warriors, but make them good in return. Like actually flay things with their green flashlights of doom.

F)I hope you realize that had I my illusions, Pacify would have been made null and void? xD; And if a Fade time is made, increase the cooldown on it. I think we could even change skyray for something else at this point should we need to, but it's a nice AoE skill for him.
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Post by 13loodRaven Fri Mar 05, 2010 8:07 am

Fount farmers can be fixed quite easily. Give allies a huge arse (and I mean seriously massive) damage, and regen boost while within a certain aoe of fountain.

Now I am unsure whether arihman needs nerf or not, he is quite a balanced hero early, but he gains the insane int late game to help against late carry heroes like lucius. Im also unsure of what grass did to him in .45 seeing how I havent tested the latest version.

Necron warriors has a little side effect, they spawn in massive numbers early, which is silly, and they deal little damage, which is also silly lategame. The most silliest thing of all though if you kill them all you get a fairly hectic sum of gold.

Warphead has always been an issue. Could be remade to do something like a blood price everytime he spams that spell in a certain time frame. OR the damage numbers and bounces can be toned down, with a shortened cd.

Gly said:
C) While I, like everyone else agree that Ahriman needs nerfing, I don't think nerfing the numbers alone will do it. As it stands, all of Ahriman's skills scale (except the passive, but it's an awesome passive nonetheless.), which is something NO other hero gets. A few heroes have a single skill that scales, but that's it. Having all scaling skills makes him insanely good, regardless of the numbers (though those too need nerfing. Giving a +60 int on a hero who's every skill scales with int is ridiculous.).

While I agree with this, giving the bolt a set amount of reasonable nuke damage, have a lower scale of int/per/damage?
Doombolt is, well kinda lame early. Not enough int for enough damage to get kills. And has to be used really effectively to farm. Arhiman gets all his early kills from abomations anyway.
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Post by Fromundaman Fri Mar 05, 2010 2:17 pm

Glycine wrote:A) Well, did they have mana to heal with?

B) Pods should not be useable anywhere because you can use them to get out of ganks very easily and thus never die. It also makes no sense to disappear then appear.

C) Doombolt should scale, because it's the crux of his strategem. You get more int, fire more doombolts, do more damage, repeat. Chains can be taken off scaling, I guess. And we should reduce the bonus int. he gets from using his innate.

D) The thing is with Zzap is that it enables Warphead to rape everyone and anyone for the first 30 minutes of the game. There's nothing that can take 400 damage nukes from ridiculous ranges over and over. The reason I say this is because Monk could consistently do 400-500 damage to either me or the Carnifex EVERY TIME he used Zzap. That may be an indicator of Monk's skill in targeting the Zzap, but the current cooldown and potential for damage is too much. Even if you reduce the damage and compensate with cooldown, you're still doing 200-250 damage every 5-10 seconds at the same range as well. By the way, why is the range for Zzap so large anyway? And if you look at it this way, Warphead can starve the other team for Experience by denying every allied creep he can, which has its benefits. They also get no gold.

E)I agree with the timer on Necron Warriors, but make them good in return. Like actually flay things with their green flashlights of doom.

F)I hope you realize that had I my illusions, Pacify would have been made null and void? xD; And if a Fade time is made, increase the cooldown on it. I think we could even change skyray for something else at this point should we need to, but it's a nice AoE skill for him.

A) Yes, they did, otherwise I wouldn't even mention it. I figured they must not heal for much, but the tooltip says 100 HP per cast, which makes me think the heal isn't working, or at the very least not with the numbers it says.

B) Right, that's why I said startup time, but NEVER make the hero disappear like it does, or if you do, only after like a 5-7 second interruptable startup time.
What I meant by disappearing is just buying the thing to become invincible, and just wait in it until your CD is done, then drop the pod, unleash the spell, and get out via another pod. Good for close battles.

C) Okay, but then make ONLY that scale, and make his ult and hold fixed numbers. My point is he has way too many scaling spells, and his ult/hold become seriously stupid with scaling late game.

D) That's a good point. Lowering the range would be a great idea. On the downside, I can really only see the early game damage potential fixed by scaling, but I'm afraid that would break him late-game, unless you scale it to his level rather than a stat?

E) Wholeheartedly agreed!

F) Haha, I know. Illusions are so retardedly good... Wait... WITH a fade time you want to increase the CD? As it stands right now, fade time would make it a billion times less useful (and more balanced), so really, a very slight CD increase should be all you need, if any. However, I still think the clone should get it at level 3 of the ult, since spamming pacify at level 11 is way too good.



And now for extra stuff I'd forgotten to note:

-Please, please, PLEASE make the different Scarab types count as different units. It would make it so much easier to use Spyder if I could put all my scarabs in one control group and just keep hitting tab to get to the next kind of scarab. As it stands right now, they are all considered the same unit, meaning you have to individually find all your scarabs (which is tough considering the size of them, but doable), and set them to 4 different control groups. Necron Warriors make a 5th, 6th, and 7th... You have your hero... That's a lot of micro-management for an AoS!

-Is the hotkey for the taunting Scarabs working? Taunt didn't seem to ever go off when I hit "Q", but worked when I clicked it. Also, what's the range on their taunt?

-Entangling Scarabs need a slightly longer root. It's not *too* useful right now considering how every hero outruns them, and if they do manage to catch up, it's pretty much a mini-stun, meaning it doesn't help much even if you get them before they start running.

-The Children of the Dragon need a lower range on their aura things. I just set them to near an outpost to heal while casting the mana and shield thing, and halfway to the other outpost it was still affecting me.





Oh and 13lood, as it stands, you get gold for making necrons out of enemy creeps too.
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Post by Glycine Fri Mar 05, 2010 5:27 pm

Oops, nix the fade time and increase the cooldown. That's what i meant for Pacify.

As for the scarabs, I think we need to recheck them and make them easier to micromanage. ._.
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Post by Fromundaman Sat Mar 06, 2010 3:59 am

Ahhh... okay then. I completely agree with both of those.

Scarabs would honestly be manageable if they counted as different units and you could tab through them.
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Post by Grass Hopper Sat Mar 06, 2010 8:12 pm

most of the things in your first posy i agree with, gly. Some things i dont, but we can discuss that:
typhus suacide, why not?
horrors ias/damage. ill look at the ratio, and see if i can get it closer to what it was before if it isnt.
harle: is there a reason why you want to nerf her dps skills? i havnt seen her wreck games because of it.
asurmen... needs a rethought, but i like how he is set up atm. even in TT hes a melee/ranged char, very flexible.
kharn's charge

-

as to the second post, if i dont comment on it i agree:
celestine, just so you know, its not a beam of flame, its a ton of individual attacks, but i can increase the aoe a bit.
karandras, the mandiblasters are a melee weapon Razz i could make it 150 range? but i wanna keep it really short. he *is* supposed to be a stealth ganker >.>
also, his biting blade has been nerfed to half.
aun'va, im not gona give it a fade time, but i will increase the cooldown and high-end manacost
warboss: needs a remake, as he is, hes the ladder tauren chieften with avatar.
runtherd: needs a remake in general Razz

-

items:
squigs isnt fixed? D: ill look into that
mark of chaos ascendent: i have no idea what it should do Razz
spiky bits can get another item eventually, theres no real need to take it out when there are other items that are only used in one recipe.
singing spear is effectivly an item storm bolt Razz and i based it not on int cause the weapon's str in TT is actually 3xstr, so it fits.
etherial's plane: x% on attack to drain x% max mana from nearby enemies. like an aoe version of diresword.
claw: im not giving an item a hero-strength aoe spell. as it is it does around... 175? damage over time. that is fine enough. i can buff that a bit and reduce the stats.
talons: most orbs on items use orb of lightning Razz
bionics is in too many reciepes Sad and its already got a price increase iirc.

-

ok, now to specific things that take more than one line:

psyker: thats not possible sorry XD
and replace shrowding with another psyker spell possibly? cause i dont wanna add int damage ontop of spells cause well... the ult.
sweep: it only gives perma truesight >.> doubling the sight range isnt possible, cause 1800 is max and most heroes already have that during the day.
how about this: when used, reveals the target location, and all nearby heroes gain +ias/ms and flying vision for x seconds.

ahriman:
i thought i put up beta notes on this guy XD
the innate is getting rid of the +int on use, doombolt will have a max of 6 bolts, or maby ill just change it to 6 bolts always... i dunno.
chains is only gonna get 1% of int as duration bonus, and be base of 1/1.5/2/2.5 or something. so even with 200 int its only a 4.5 second roots... powerufl yes, but not naerly as much as atm.
and the ult doesnt *really* scale with his int... i mean it does, but it doenst get better only cause he stacks int... is does compare with enemies....

spyder:
i can make different scarab types different units i guess D:
ill also look into taunts hotkey.
entalging scarabs are channeled you know? and im pretty sure scarabs have... 310? ms. and doesnt it last... 1.5 seconds?
heals work, autocast doesnt always target you Razz and it doesnt work on mechanical units... so scarabs cant heal eachother.
ult: how about this, make necron stats *not* scale with corpses, but make their timed life scale with corpses instead.
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Post by Fromundaman Mon Mar 08, 2010 2:20 am

Grass Hopper wrote:most of the things in your first posy i agree with, gly. Some things i dont, but we can discuss that:
typhus suacide, why not?

[...]

ahriman:
i thought i put up beta notes on this guy XD
the innate is getting rid of the +int on use, doombolt will have a max of 6 bolts, or maby ill just change it to 6 bolts always... i dunno.
chains is only gonna get 1% of int as duration bonus, and be base of 1/1.5/2/2.5 or something. so even with 200 int its only a 4.5 second roots... powerufl yes, but not naerly as much as atm.
and the ult doesnt *really* scale with his int... i mean it does, but it doenst get better only cause he stacks int... is does compare with enemies....

spyder:
i can make different scarab types different units i guess D:
ill also look into taunts hotkey.
entalging scarabs are channeled you know? and im pretty sure scarabs have... 310? ms. and doesnt it last... 1.5 seconds?
heals work, autocast doesnt always target you Razz and it doesnt work on mechanical units... so scarabs cant heal eachother.
ult: how about this, make necron stats *not* scale with corpses, but make their timed life scale with corpses instead.


The main thing with Typhus' suicide, I think, is that he pretty much auto-denies every kill, though it's been a while since I've played with him, so that's more a guess than anything.


For Ahrimen's ult: True, but if you're not an int hero, you won't be stacking int, so it really does get stronger, not to mention it gets stronger vs all summon heroes too.


Spyder:
-Thank you. This will make micromanaging a lot easier.
-I realize it's channeling, but it seems really short. I don't know, it's never enough time for me to get over there in any case...
-Wait... they heal creeps too, or just heroes, but any? If they heal creeps, is there any way to make them heal just heroes? There's no point in keeping random space marines alive Sad
-Ult: Perfect! That would work well! Ideally, it would be great if it didn't turn your scarabs into necrons too, but that's probably way more coding than it's worth, so if it's a hassle, forget it.
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Post by Grass Hopper Mon Mar 08, 2010 5:11 pm

umm, well... there are a good many heroes that can kill themselves, and if your skilled enough to do it, congrats, you denied your enemy a kill.
and with typhus its alot ahrder to do, as the damage is small ammounts, so if your hit with any decent damage before your rot can finish you off, you'll die.

and the ult: yeah, its power doesnt entirely depend on your int tho. Thats the point i was making XD but i know what your talking about, and i never found his ult to be so powerful vs heroes anywhay... maby ill make i constant damage vs creeps?

and spyer:
i dont actually know the duration on the chains, but i thought it was more than 1 second. and you can have a ton of them, and with the new possibilty of being able to easily select all your entagle scarabs... i think it'll be fine.
and the ult: its easy to make the scarabs not turn into necrons.
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Post by cellrawr Mon Mar 08, 2010 6:58 pm

The only times I've killed myself with rot really is right after I have already killed them since I was at low health. And since the rot damage to yourself kills you pretty slowly if the enemy couldn't kill you before your able to kill yourself, you probably could of just ran away.

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Post by Fromundaman Mon Mar 08, 2010 9:59 pm

Oh okay. I figured if it was being brought up, rot must make it ridiculously easy to do.



Sounds good. I mean, the possibility of micromanaging them better may just be all that is really needed.
TY vm. This should make Spyder much more playable.
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Post by Grass Hopper Mon Mar 08, 2010 10:00 pm

i hope so XD he seems like a difficult to play hero sometimes... but maby i just cant micro at all >.>
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