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Current Version: v0.0.01A

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

what remains to do in version .46? - Page 3 I_vote_lcap63%what remains to do in version .46? - Page 3 I_vote_rcap 63% [ 5 ]
what remains to do in version .46? - Page 3 I_vote_lcap38%what remains to do in version .46? - Page 3 I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
what remains to do in version .46? - Page 3 I_icon_minitimeTue Nov 20, 2018 3:24 pm by DeusMechanicus

» Faction creeps
what remains to do in version .46? - Page 3 I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
what remains to do in version .46? - Page 3 I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
what remains to do in version .46? - Page 3 I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
what remains to do in version .46? - Page 3 I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
what remains to do in version .46? - Page 3 I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
what remains to do in version .46? - Page 3 I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
what remains to do in version .46? - Page 3 I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
what remains to do in version .46? - Page 3 I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
what remains to do in version .46? - Page 3 I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

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

what remains to do in version .46?

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what remains to do in version .46? - Page 3 Empty Re: what remains to do in version .46?

Post by Glycine on Sun Sep 19, 2010 4:05 am

Err, back to actual discussion for a second.

Ahriman can do this mid-game, except it's just as effective because everyone has lower health. Yes, he won't quite have the mana to pull the full thing off, but 2 chains going at 3.5 seconds each is by and away one of the biggest reasons why he's going to still be OP. Even if he isn't quite the same 37-3-10, he's now becoming a 5-5-20 character. Even if chains is nerfed to 1.75 seconds, that's more than enough to pull off an Ult, which slows by 30% and does very good damage, as well as summons units that do lots of damage in themselves?

I did test him a bit, and here are my conclusions:

- Doombolt is only for use on large mobs, because it is extremely hard to hit the same target more than once with it. If you try to hit a hero with it, you'd be pray your aim doesn't let you down entirely.

- Builds will shift to maxing out Chains instead of Doombolt.

- Ahriman will still gank for most of his kills, but more often have another hero along to help him. He will still get kills with his auto attack.

- Ahriman now shifts from a caster of doom to a pseudo-pusher. Ult rapes waves into summons, which then destroy buildings very efficiently. Can disable heroes with Chains and focus fire on them.

- Innate is still the most imbalanced part of his game. Without the costs from Doombolt, it's more manageable for him to pull off the combo mid-game.

I could play Ahriman from now till eternity and I would still say the same thing. An unfed Ahriman just takes more time to be imbalanced. Ahriman has been (and will continue to be) unbalanced, and fixing numbers won't do anything.
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Post by Grass Hopper on Sun Sep 19, 2010 11:16 am


So he no longer wtfpwns every hero and now must support or gank with a friend.
He now becomes a background pusher and supporter with his ult and chains
Other than chains as a skill is too powerful, what's wrong with that?

Oh btw, doombolt before was more powerful that it should have been. I don't remeber the exact numbers, but the scatter aoe was like half of what it should have been. I'm going to reduce the aoe back to 200 and make the scatter aoe actually 200
And with a slightly nerfed chains, his imba disable no longer really applies.
And the slows by much more than 30% Razz which will also get fixed cause its not supposed to slow that much

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Post by cellrawr on Wed Sep 22, 2010 2:05 pm

Oh, did you two ever reach a consensus on commi? <_< Cause last nights game shows Res Orb fucks him (except when you have your ult up, RAAAAGH).

Oh, and yea. <_< Is there a way to make autobalance do something other than take the teams best hero? Because me and you being on the same team at the end when both of us were near maxed (me maxed after a little bit) when the rest of my team was like level 13 is kinda a bitch.

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Post by Grass Hopper on Wed Sep 22, 2010 2:12 pm

Auto balance keeps the total leveo of heroes as close to the same as possible.

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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 cellrawr on Wed Sep 22, 2010 2:25 pm

<_< 2*24=48, 13*3=39. What?

Also, does it take into account that only one of us coulda taken on the entire other team. And it still switched over the hero that coulda countered him level wise.

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Post by Grass Hopper on Wed Sep 22, 2010 2:30 pm

As close as possible. Anddi wasn't level 24.

I'm sure of it gave me a lvl 13 It wouldn't have been as close level wise

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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 cellrawr on Wed Sep 22, 2010 3:13 pm

<_< You were around there grass. You were around my levels since we had been feeding off each others summoningness the entire game at top.

Just saying, it always gives the team the strongest person they have. It really fucks over the team that its getting taken away from.

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Post by Grass Hopper on Wed Sep 22, 2010 3:23 pm

im pretty sure i was actually round level 19 when we switched.

and i can look at the level code, but im prety sure it just keeps as even levels as possible

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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 cellrawr on Wed Sep 22, 2010 3:54 pm

<_< You were somewhere in the 20s with how I remember it.

There has to be a way to make it not just mathematically equal. Age of Myths has a shuffle feature as its rebalance thing. Maybe have it where it shuffles the teams to each have something equalized in the type of level range they are.

Like each team would have an equal amount of 20+ heroes, equal 15-19, 10-14, 5-9, 1-4.

The shuffle would try and make it where the teams were pretty much the same, but if its very unbalanced it would switch it up to make it more even.

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Post by cellrawr on Wed Sep 22, 2010 6:55 pm

Grass! Ur gay. (get online or chat thingy)

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Post by Grass Hopper on Wed Sep 22, 2010 7:01 pm

I'm not home Razz

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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 cellrawr on Wed Sep 22, 2010 7:02 pm

WELL MAYBE YOU SHOULD FIX THAT

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Post by cellrawr on Wed Sep 22, 2010 9:45 pm

YOU HOME YET?

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Post by Grass Hopper on Wed Sep 22, 2010 9:50 pm

Is there something that demands my attention?

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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 cellrawr on Wed Sep 22, 2010 9:53 pm

No, just bored

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