Log in

I forgot my password

Current Version: v0.0.01A

Alpha version


Changelogs to come



Poll

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

63% 63% [ 5 ]
38% 38% [ 3 ]

Total Votes : 8

Latest topics
» Faction creeps
Sun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Thu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Tue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Mon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Fri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Fri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Thu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Wed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Wed Dec 10, 2014 3:07 pm by Grass Hopper

» [inquisitoin] Brother-captain Stern
Wed Dec 10, 2014 12:37 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
||||||||||||||||||||[] [general]
||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
||||||||||||||||||||[] [Total]

List of Imperium Balance Changes for .46

Page 1 of 3 1, 2, 3  Next

View previous topic View next topic Go down

List of Imperium Balance Changes for .46

Post by Glycine on Tue Feb 09, 2010 1:54 pm

The basis for my changes is that if we are to reduce the impact of items on the game, lots of skills for heroes will need to get better to compensate.

Imperium:

Cato Sicarius:
Spoiler:


  1. Standardize stats: 22 Str, 20 Agi, 17 Int --> 23 Str, 20 Agi, 18 int.
  2. Fragmentation Grenades needs to be spelled. Unpon -> upon. Add periods.
  3. Damage on them needs to be readjusted to:
    Level 1: 50 Exp, 40 Frag
    Level 2: 90 Exp, 70 Frag
    Level 3: 120 Exp, 100 Frag
    Level 4: 150 Exp, 130 Frag
    Cooldown: 13/11/9/7 Seconds
    Mana Cost: 80/95/110/125
  4. Rights of Battle needs capitalization.
  5. Bombardment as well as Honour Guard need nerfs to some extent. When your summons can push large outposts 10 minutes into the game, something's rather odd about that.
  6. Drop Pod as innate is sort of useless now due to Drop Pods at base, thus suggest a new innate that improves his ability/survivability to take heroes on in one on one situations: Coup de Grâce.

Librarian:
Spoiler:

  1. Standardize stats: 21 Str, 18 Agi, 20 Int --> 22 Str, 18 Agi, 22 Int
  2. Personally, I'd rather make him a more offensive character. All he has is his stun and his ult to really do things for him and the Familiar doesn't help him too much either, because the game never gets far enough for him to have a high level in it.
  3. To accomplish this, I'd shift Psychic Hood to his innate, giving it 6 levels(20/25/30/35/40/45% and a 0.1/0.5/1.0/1.5/2.0/3.0 second silence. Familiar can disappear. xD
  4. To take the place of Psychic Hood in the third slot, I'd say Veil of Time would be cool. In TT, it allows you to reroll almost all dice during the duration of the turn, but how would it work here? It could either make the Librarian move really fast relative to others or it could slow down movement speed for all units for a period of time. It also could make him invisible for a few seconds.
  5. I like Fear of the Darkness as a skill and Fury of the Ancients as well. Emperor's Might fits as well and I don't see any changes to them, besides mana costs.

Chaplain:
Spoiler:

  1. Changed name to Chaplain Lemartes.
  2. Innate has been renamed to "By the Blood Of Sanguinius!"
  3. In addition to providing a spell block, which should be upgraded, the new innate also provides the chaplain with a Jump Pack which he can use to hop around.
  4. Litanies of Hate remains the same, though attack speed could be buffed some more.
  5. Honor of the Chapter will be replaced with Death Mask, which will provide a passive AoE reduction of attack damage the closer enemies are to Lemartes as well as the active ability to unleash an unearthly howl and drive all enemies back in terror.
  6. Death Before Dishonor will still give an attack damage boost, but now distribute it to other units around him.
  7. Ult will be changed from Word of the Emperor to Fury of the Black Rage. Skill will not only increase the damage reduction Lemartes and his allies get, but also Lemartes will receive a massive boost to attack damage and the ability to knockback stun at the cost of losing a large amount of health.
  8. New skill info is as followed:

    By the Blood of Sanguinius:
    [spoiler]Blocks most spells with a 30/26/22/18/14/10 second cooldown. Enables Lemartes to jump 500/650/800/950/1100/1350 range.
Death Mask:
Spoiler:
Max range of 700. Units in melee range to Lemartes suffer a 5/15/25/35% attack damage reduction, decreasing by 5% for every 100 range away from Lemartes. Can be used to send surrounding enemy units running away in terror for 1/2/3/4 seconds at maximum movement speed in the direction they were facing upon activation.
Death Before Dishonor:
Spoiler:
For every 10% health Lemartes loses, he and units around him gain a 4/6/8/10% damage and 0.5/1/2/2.5 armor boost.
Fury of the Black Rage:
Spoiler:
Lemartes and his allies gain 70/80/90% damage reduction from all sources for 8/10/12 seconds. In addition, Lemartes gains the ability to swing with such force that he has a 30/40/50% to knockback his target 100/200/300 distance and deal extra knockback damage (Strength + Agility) times 1/1.5/2. Creeps will also have a 20/25/30% chance to knockback units 100 distance as well. Such is his fury that he will gain 20/30/40% movement speed during the whole duration of the ult.
At the end of the skill, he takes 20/30/40% of the damage he does as pure damage to his own health.


Brother-Captain Stern:
Spoiler:

  1. Change Aegis to Sanctuary
  2. Rework the numbers on Nemesis Force Weapon to be more useful end-game.

    Sanctuary: [spoiler]Many psykers can throw up a psychic shield that protects them from malign influences, and the strongest in faith can even conjure temporary wares around their companions through which the Daemon cannot pass. Stern uses his refined psychic powers to create a barrier around him, pushing all enemy units a certain distance from Stern and preventing them from passing.

    When activated, Stern creates a barrier in 200/250/350/400 AoE around him. All enemy units within said distance of Stern will be pushed away. Units that try to get past the barrier are sapped of 1/2/3/4% of their mana per touch of the barrier, as only units with less than 4/3/2/1% of their mana can traverse past the complex wards. If a unit in the barrier ever loses all its mana, they take damage equal to 20/30/40/50% of their mana when they enter the sanctuary. Sanctuary will not move units who are stunned or rooted in position and instead will sap them for the same mana cost per second as noted above (per touch). Enemy units are impeded entrance to the area around Stern, but once entered, they are free to leave. Costs 15/13/11/9% of Stern's total mana per cost, 45/40/35/30 second cooldown. Spells cannot affect Stern or any Allies within the AoE.

Nemesis Force Weapon: WARNING: Mathcraft involved!
Spoiler:
From 2/2.5/3/3.5x Critical to (1/1.5/2.0/2.5 + 0.3/0.6/0.9/1.2%xStrength)X Critical. How this works is as followed. At level 4 nemesis weapon, the weapon will have a base 2.5x of his damage but 1.2% of his strength will be added to this multiplier. The maximum crit then he can get off his weapon, with 30k worth of items needed to achieve this is equal to 2.5 + 2.5 = 5x times damage. This is roughly equivalent to a 1655 critical strike with 758 mana destroyed.

Sounds a bit ridiculous, but the Stern I'm testing has two Sacred Standards and 208 total Strength from items as well as a whopping 4,310 health, soooo. >> Let's assume that the Stern has maybe 170 strength, thus a 4.5x critical strike. Equipped with Termi Armor, Sword of Secrets, and 1 Sacred, he has a max of 260 damage. Thus, the Crit does 1170 damage and destroys 585 mana. With a 3.5x modifier, he only does 892 at maximum.

Additionally, 10/20/30/40% of the damage done to the primary target of the strike should be felt by all creeps in 50/100/150/200 AoE. Long has Stern simply been surrounded by creeps and killed by heroes easily, so this should serve to give him at the very least a way, on cooldown, to deal with being trapped, since he's not very mobile. As a nerf, I suggest removing the bonus strength from the Nemesis Weapon and reducing the AoE at which Rights of Exorcism drains mana.

For Holocaust, the damage is 30% of what unit's missing mana? Does the explosion check the mana of units it hits and then deal damage based on that?



Celestine:
Spoiler:


  1. Increase Damage off of Wings of Faith to 90/150/210/270 and reduce the slow to 20%.
  2. Increase individual AoE off Ardent Blade, reduce both types of damage a bit. Projectile speed also will increase
  3. Make Faith Points actually do something off the innate. Here's an idea. Instead of making Spirit of the Martyr do damage, armor and regen at the same time, create a spellbook for that skill. In that spellbook, it'll do Damage, Armor, Health and Mana regen, and Movement/Attack speed separately. Each time Spirit of the Martyr is leveled, the bonus per faith point increases slightly. Durations remain the same as well. Cooldown is the same as well.

    Attack: 5/10/15/20% per Faith Point
    Armor: 1/1.5/2/2.5 per Faith Point
    Regen: 1/2/3/4 per Faith Point.
    Movement/Attack Speed: 1/1.5/2/2.5%

  4. Mechanics of the Innate need to change slightly to accommodate this shift. Every 10 seconds, Celestine will gain one faith point, and for every 6/5/4/3/2/1 enemies she kills, she will gain a Faith Point. Maximum faith points are 5/6/7/8/9/10.


Rakel:
  1. The tooltip on Lightning Arc needs to be updated.
  2. Replace Illusion Aura with Psychic Ward, an active skill that enables the psyker to cast an AoE Force Shell on units that will take 200/275/350/425 spell damage before dissipating. Lasts 10/15/20/25 seconds. Takes 120/150/180/210 mana. Cooldown of 30 seconds.


Eldar:
Fuegan:
Spoiler:

  1. Standardize Stats to 20 strength, 21 Agility, 20 intelligence & +2.1 Str, +2.0 Agi, +2.1 Int.
  2. Instead of making him agility-based, make him strength based. This'll make him more tankish and remove his ability to fire extremely fast (Which fire dragons do not do).
  3. Modify Feel No Pain to be far less OP than it actually is. It's actually too good. Like I can tank a full 30-40 waves of creeps and not die? Sort of, maybe. Change Feel No Pain to an active skill, perhaps, like what we did for Typhus and remove the strength dependence. Or how about this: 50% of the time, the damage is reduced by some number/percent, but the other 50% of the time, he'll take the full damage.
  4. The concept of a pure nuker character is losing workability. Their fates are tied to the ability to get a Warp Blink Generator, and it's not good for heroes to be required to get a certain item to do well. Zoey only worked because of the combo of negative magic resistance, and Fuegan doesn't have quite the same synergy. What makes Zoey so deadly as a nuker is the fact he can cast his spells in immediate conjunction, with little hope of escape for the poor enemy hero. Fuegan can slow with his ult, but it's very possible for people to escape.

    What Fuegan the character does is hunt tanks, so we should model him as a character who can deal damage to heavily armored targets consistently. To this point, he should not be a DPS, but he should not be a support. It's like how we talked earlier. Pushing wins you the game, but gets your character singled out for ganks as you push. A nuking pusher makes hardly any sense, because all your character will do the entire game is attack outposts. Only by slight of hand or mind will you be able to use your nukes to their full potential, and even that might not be enough. I'm basically proposing a full reassessment of Fuegan, as I did earlier, but here it is written down.

    Feel No Pain: 50% of the time, will reduce damage by % equal to .1/.2/.3/.4/.5/.6x of Fuegan's Strength, while the other 50% of the time, he will take full damage from attacks. (If we keep it relatively the same, he'll still be able to tank like before. And there was a decimal point there. ^^Wink

    First skill:
    Fire Pike: Active. Range reduction is cut out and now adds 10/15/20/25 damage per point of armor to the damage of the skill.
    Second skill:
    Fire Axe: Active. (Fine, person with no creative imagination. xD) With a strike from his blazing hot axe, Fuegan can melt the armor of his foes away with a single strike and burn them at the same time. Armor/DoT debuff.

    OR

    Melta Bombs: Fuegan plants a melta bomb into the ground and steps away. Any unit caught in the blast radius suffers heavy damage, armor loss.
    Third Skill:
    Tank Hunters: Something unique to Fuegan....

    Ult: Crack Shot will do something. It can either measure the health of the opponent and add a percentage of their max health to the damage of his attack and spells or serve as an active nuke that does a percentage of the opponent's max/current health.





Last edited by Glycine on Wed Mar 31, 2010 1:04 am; edited 25 times in total
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Legionofwar on Tue Feb 09, 2010 10:04 pm

how is that going to stop item usees for the game to advan?
avatar
Legionofwar
Space Marine
Space Marine

Posts : 18
Join date : 2010-02-07

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Tue Feb 09, 2010 10:15 pm

Well, do you suggest we leave some heroes in the cold? Cato's the most average of all the heroes, even when he does have items. All he does is push. He can't DPS or tank, so that's why some measure of buffing needs to be taken in order to ensure parity with those heroes who can DPS or nuke.
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by 13loodRaven on Thu Feb 11, 2010 7:18 am

Items are way to op for some heroes. Take typhus and str armours, same thing with asurmen... The list goes on and on. Balance changes, outposts should take way less damage from heroes. I mean seeing one hero push an outpost solo is just silly.

_________________
The warrior who acts out of honour cannot fail. His duty is honour itself. Even his death - if it is honourable - is a reward and can be no failure, for it has come through duty. Seek honour as you act, therefore, and you will know no fear.
avatar
13loodRaven
Contributor
Contributor

Posts : 575
Join date : 2009-08-30
Location : Australia

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Thu Feb 11, 2010 10:06 am

This is just a list of heroes for now, but I see your concern. I would rather items be nerfed and be cheaper than have them be good and be expensive because then the farmers have priority.

Bumped, by the way.
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Thu Feb 11, 2010 5:12 pm

so you want to make libby more offensive but remove his dps skill? Razz

but i do like veil of time.

the libby and units within 200 aoe gain a .2 second fade time, and all other units (allied and enemis and buildings) move and attack 100% slower (ms is capped at 100, it wont go lower, thats the polymorph speed).
lasts 3/4/5/6 seconds.

even tho thats powerful enough to be an ult D:

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Thu Feb 11, 2010 6:07 pm

Oh, give me a break xD Who even manages to get 10 levels of stats with Librarian in games that don't go past an hour?
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Thu Feb 11, 2010 10:19 pm

shhhh Razz
altho veil would make him more a support hero instead of a hybrid dps/support

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Thu Feb 11, 2010 10:22 pm

Lol, Grass. If I could polymorph a hero for 6 seconds, think of the gank possibilities. It's very powerful indeed, even just for setting up kills. He doesn't necessarily need to be DPS to be more offensive.
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Thu Feb 11, 2010 10:24 pm

yes well, my suggested veil of time is ultimate powerful Razz so lets tone it down a bit XD

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Thu Feb 11, 2010 10:29 pm

How about 1/2/3/4 seconds? xD
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Thu Feb 11, 2010 10:50 pm

stil... 4 second aoe polymorph...
XD

ummm... could it slow *EVERYONE*?

but still make libby and friends invis

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Fri Feb 12, 2010 12:25 am

Sure. Just the Librarian and any friendly heroes around. All creeps don't know what's happening. xD
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by 13loodRaven on Fri Feb 12, 2010 2:53 am

Hm, that brings up something, im sure you guys know of orb-walking, using the hotkey for an autocast ability, creeps dont give two turds. Should we keep it as is?

_________________
The warrior who acts out of honour cannot fail. His duty is honour itself. Even his death - if it is honourable - is a reward and can be no failure, for it has come through duty. Seek honour as you act, therefore, and you will know no fear.
avatar
13loodRaven
Contributor
Contributor

Posts : 575
Join date : 2009-08-30
Location : Australia

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Fri Feb 12, 2010 8:32 am

Orb-walking? What's that? And even having glanced at it, who has a castable autocast to use it with?
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Fri Feb 12, 2010 12:24 pm

when a hero attacks another hero directly, the creeps come to that heroes aid.
when a hero casts a spell on another hero, the creeps do not come to its aid.

for heroes with autocastable orbs (like runtherds grot prod), if they put it on autocast, it counts as an attack, but if it is clicked on and used on a hero like a spell, creeps dont retaliate.

you can also animation cancel the backswing of attacks and spells by issuing another order (generally move) before the backswing is done, cutting the time that your spending on your attacks.

using manual targeting of orb spells, and animation canceling, you can 'orb walk' a hero. you dont get targeted by creeps, and you can *almost* move and attack.

curently, the only hero that can orb walk is the runtherd Razz

and raven, i cant change that Razz

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Fri Feb 12, 2010 2:13 pm

And Grass, if it slows everyone, there's no point really in things being invisible, because creeps will auto-attack out of invisibility and everything will mostly stay in the same area it started in. Maybe a jumper could take advantage of this, but I don't see it being very helpful. Maybe if it slowed all units but the Librarian for a duration it could work, since he's the only one going through time relativistically.

Chaplain's up next for changes. As in I'll completely remake his character-changes. Whether or not you'll agree is up to you, of course, but he needed to be made less dull.
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Fri Feb 12, 2010 2:23 pm

well, it can still make heroes invis, cause if it slows everyone, then the libby and his team need some sort of bonus for it Razz

and the invis is just a way of showing that they are slipping through time i guess? dunno. and even making the libby regular speed would be too powerful, cause even if it affects allies, an aoe polymorph is still strong.

and if it slows everyone, i can increase the duration, and then the invis doesnt become so usless

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Fri Feb 12, 2010 2:50 pm

Bump.

And as for Veil of Time, think about it this way. Veil of time isn't supposed to affect other units. The Librarian himself and only himself is manipulating the threads of time. Thus, all other units besides the Librarian continue to move as normal while the Librarian will seem to be in one place and instantly appear in another.

It's not like things automatically disappear when you talk about changing time, because he doesn't have the power to make everyone go with him in time. And increasing the duration doesn't do anything! You can be invisible but if you're still moving at 100 speed for the whole duration, you lack maneuverability, especially considering how many heroes have some sort of jump/movement ability to get 600-1000 distance away while you still move at 100 speed way behind them.

The gist of it is that I don't particularly like the whole slow everything effect because then how is it offensive in anyway? You're invisible, congratulations. You're still going to move at the same speed as the person you're trying to kill. And even if you do stun them or lock them somehow, your attack speed is trashed so you can't do any damage.

I don't want it to be a skill where the Librarian will simply use it to set up for a DPS character to come in and wipe the floor.
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Fri Feb 12, 2010 2:55 pm

and assuming you take out familiar, and leave just the libby unslowed, what would that do? it would make him an epic chaser, but since he doesnt really have any skills that would require him to be a chaser... (his stun and ult are relativily long cd high effect skills) or and real dps to speak of. And to make it more of a team support (which he already is) you would have to leave your allies unslowed... and thats very powerful, even if for only 4 seconds.
oh, and the libby already has 3 offensive support spells does he need another?

we can do away with the invis tho it was just a way of giving a bonus to the libbies team.

oh, and as to he doesnt haev the power to make everyone go with him in time, in TT it applies to his squad doesnt it?

howabout we make just the libby unslowed, everyone else is (including allies) and allied heroes get invis

and dont give me the argument about jumpers cause your team can have just as many jumpers as your enemies can

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Fri Feb 12, 2010 3:03 pm

chaplain changse sound like a new hero to me Razz
and no builders/repairers XD it drags the game out too long

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Fri Feb 12, 2010 3:12 pm

His stun is 12/14 seconds, which is a nice cooldown for a 2 second stun. The balance is between finding the right duration to be effective, but not too effective. Would a 1-2 second duration be too much?

As for the effect as denoted in TT...

This power is used at the start of the Movement phase and lasts until the end of the Space Marine turn. In that time, the Librarian can choose to re-roll any rools to hit, to would rolls, armour saves, invulnerable saves, Leadership tests, or Morale checks, with the re-rolled result being permanent if chosen.
And in play, only dice that come about as a result of the librarian's actions, not his squad's, can be re-rolled.

If we are to make him more offensive as a character, obviously yes. xd

The effect I'm trying to get at is that the Librarian will indeed fade out from time and space while everyone moves at normal speed around him and within a certain radius of his current location, he will be able to teleport out through the bending of space. In this case, it could serve as both offensive and defensive.



And don't give me your :-p's because people can retort back. xD;
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Fri Feb 12, 2010 3:13 pm

Has there been a hero/unit in game that has had the repair/build ability before? Perhaps in the past, it would make games too long, but the game is constantly in flux and new situations apply every version.

The reason I say this is because once one base outpost has been lost, the game is over because the wave of ensuing hireables will kill everything.

And I know I'm going to get a long reply, but I have class in half an hour xD So I'll see it when I get home. Catch you then, Grass.
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Grass Hopper on Fri Feb 12, 2010 4:01 pm

no long reply Razz
but builders/repairers are generally a bad idea in aos' cause they can turtle like shit and make it generally ridiculously hard for the enemy.

and for veil your now suggesting giving the libby a blink move? or whaT?

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
avatar
Grass Hopper
Admin

Posts : 3839
Join date : 2009-03-30

View user profile http://40kaos.forumotion.com

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Glycine on Fri Feb 12, 2010 5:49 pm

Looking at the fluff description, it's only a reroll on any actions for the Librarian, so it's tough to come up with an appropriate counterpart. I'm just throwing out suggestions at this point, but I'd like to hear other views on it.

By the way, Grass, does the bot not work? xD
avatar
Glycine
Moderator

Posts : 1490
Join date : 2009-07-23

View user profile

Back to top Go down

Re: List of Imperium Balance Changes for .46

Post by Sponsored content


Sponsored content


Back to top Go down

Page 1 of 3 1, 2, 3  Next

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum