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Current Version: v0.0.01A

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

item bonuses I_vote_lcap63%item bonuses I_vote_rcap 63% [ 5 ]
item bonuses I_vote_lcap38%item bonuses I_vote_rcap 38% [ 3 ]

Total Votes : 8

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Version Progress
Changes for v0.02.0A
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||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
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Post by Grass Hopper on Wed Oct 21, 2009 5:30 pm

so, as a test (i know this will take forever to actually do item bonuses Icon_sad ) 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?


Last edited by Grass Hopper on Sun Oct 25, 2009 12:35 am; edited 1 time in total

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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)
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Post by Fromundaman on Wed Oct 21, 2009 9:43 pm

Could we make this an optional mode rather than default?
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Post by Grass Hopper on Wed Oct 21, 2009 10:00 pm

thats why im gona playtest it lots Razz
and no, no we couldnt XD way to much work for me to create two copies of every single item Razz

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And unto the masses, He doth spoke:
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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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Post by Fromundaman on Wed Oct 21, 2009 10:24 pm

Moreso than restarting balancing?
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Post by Glycine on Thu Oct 22, 2009 2:14 am

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.
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Post by Fromundaman on Thu Oct 22, 2009 11:35 am

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.
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Post by Grass Hopper on Thu Oct 22, 2009 11:47 am

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

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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)
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Post by Xenostalker on Sat Oct 24, 2009 4:10 pm

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.

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Post by Grass Hopper on Sat Oct 24, 2009 4:55 pm

bounty is the same
and yeah, hero bounty is too much it seems

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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)
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Post by Grass Hopper on Sun Oct 25, 2009 12:33 am

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?

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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)
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Post by Fromundaman on Sun Oct 25, 2009 1:52 am

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?
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Post by Grass Hopper on Sun Oct 25, 2009 9:38 am

thats an awesome idea! XD

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Heroes:
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Post by Xenostalker on Sun Oct 25, 2009 1:33 pm

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)....

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Post by Grass Hopper on Sun Oct 25, 2009 6:23 pm

the only problem with some of these suggetsions is that they should really be on higher tier items...
and for a spellblock item Razz as noticed with the current heroes with spell block skils... it doesnt work very well against triggered damage/spells

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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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Post by Fromundaman on Mon Oct 26, 2009 12:41 am

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.)
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Post by Grass Hopper on Mon Oct 26, 2009 12:12 pm

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)

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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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Post by Fromundaman on Mon Oct 26, 2009 3:26 pm

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.
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Post by Grass Hopper on Mon Oct 26, 2009 7:21 pm

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

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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)
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Post by Fromundaman on Tue Oct 27, 2009 12:00 am

Ah... is there a way to change it's 'priority' without completely redoing the move?
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Post by Grass Hopper on Tue Oct 27, 2009 7:00 pm

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

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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)
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Post by Fromundaman on Tue Oct 27, 2009 10:04 pm

Hmmm... guess so.
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