Heroes and Armies
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Post  Lidltuete 2011-10-06, 11:41

I think that reduced cd on tp could change the game in a positive way. With short cd on tp its possible to "oragnize raids" on single heroes more frequently than with a long cd and creeping would become less important (and also more difficult, especiall for agis), because you have the chance to kill more heroes, which means you can gain a big xp advantage

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Post  motion_man 2011-10-06, 12:40

Lidltuete wrote:I think that reduced cd on tp could change the game in a positive way. With short cd on tp its possible to "oragnize raids" on single heroes more frequently than with a long cd and creeping would become less important (and also more difficult, especiall for agis), because you have the chance to kill more heroes, which means you can gain a big xp advantage
agree

another idea of mine: reduce gold gain from creeps, and increase regular gold income. that would reduce the need for creeping and make room for more action
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Post  Cain 2011-10-06, 12:41

Yup both suggestions are nice, i will look into it for the next version.

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Post  Bogus 2011-10-06, 12:59

Faster creeps changed game really nice, and now faster TP? I think that game will too fast..



another idea of mine: reduce gold gain from creeps, and increase regular gold income. that would reduce the need for creeping and make room for more action

Especially for new players, who will be pwned non stop.. Not good for me. Everything will be depend from team in which you play, and we know all, that this team is not good always..
Will not be able to show individual skills..
And so are big changes, like "lame" when you are destroying towers.. I can't understand it.. Of course if team are balanced with hero and players all is ok, but when opponents have better heroes, and better players, (no stun and just range, vs stuns + range) in late game ranges hero have no chance.. But they can try fast destroy towers at start, and win game..

In "old" hna was ok^^

Sry for english
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Post  motion_man 2011-10-06, 13:47

Especially for new players, who will be pwned non stop..
nubs get pwned anyway and if game is more creep dependant, they have even less chance to get back into the game, than they would with what i suggested
Everything will be depend from team in which you play
yes, teamwork is fun, but eventually u meet retards and thats a part of every game Mad
and we know all, that this team is not good always..
u win some, u loose some, thats how it goes bounce
Will not be able to show individual skills..
creeping with warden alone in the lane for 30 min is a sign of great fun...
individual skills should be distinctive regardless of the creep count
In "old" hna was ok^^
old hna lasted 90-120 min, thats what are we trying to avoid Smile

anyway, i think it would be beneficial for new players, and harder for better players, so closing this gap would put more emphasis on teamplay
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Post  Bogus 2011-10-06, 14:08

This 30 mins Warden like you said, it can't be in good game, with good players..

Not to end Motion, because good players will be beat weaker players, and like we know, all games are ending by -giveup now, because nobody want play shit game.. Rolling Eyes
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Post  motion_man 2011-10-06, 14:56

they end with -giveup cos it takes ages to finish a game (no1 wants to play shit game that long), even when u lead with 20-0 in hero kills
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Post  Lidltuete 2011-10-06, 17:29

motion_man wrote:
Lidltuete wrote:I think that reduced cd on tp could change the game in a positive way. With short cd on tp its possible to "oragnize raids" on single heroes more frequently than with a long cd and creeping would become less important (and also more difficult, especiall for agis), because you have the chance to kill more heroes, which means you can gain a big xp advantage
agree

another idea of mine: reduce gold gain from creeps, and increase regular gold income. that would reduce the need for creeping and make room for more action
the prob is, that with reduced gold gain from creeps, agiheroes would be quite useless. Atm its hard enough to creep well vs a good stunner /nuke combo and even if you manage to creep well, its not guaranteed that youll become imba Razz

my idea: increase cd of antimagic to 5 mins. Am is just boring, no fun with it

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Post  motion_man 2011-10-06, 17:58

the prob is, that with reduced gold gain from creeps, agiheroes would be quite useless. Atm its hard enough to creep well vs a good stunner /nuke combo

u contradict urself here if u think about my suggestion -.-
and even if you manage to creep well, its not guaranteed that youll become imba Razz
yes, imba means imbalanced, we give suggestions to balance the map, not other way around
my idea: increase cd of antimagic to 5 mins. Am is just boring, no fun with it
+1
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Post  Lidltuete 2011-10-06, 18:46

with imba I meant, that your hero gets stronger towards the end of the game. And imo strenght heroes are much easier to creep and theyre more useful for the team (thats how its now). Agis get their gold from creeps and they need to be left alone, so they can creep and if they gain less gold and its as hard as now to creep them well, theyre useless. In a good game (cw) its a risk to pick an agi

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Post  motion_man 2011-10-06, 20:25

agi heroes werent getting stronger, they were getting imba. str heroes are useful only cos of stun and mb aura, not cos they are str.
Agis get their gold from creeps and they need to be left alone, so they can creep and if they gain less gold and its as hard as now to creep them well, theyre useless
again u say same argument about agi and creeps, think a bit about my suggestion then think about what ur saying -_-

now a bit of theory:
growth rate of an int hero over time: (logarithmic)
Suggestions - Page 6 Int11
growth rate of an str hero over time: (linear)
Suggestions - Page 6 Str10
growth rate of an agi hero over time: (exponential)
Suggestions - Page 6 Agi10
what am i trying to accomplish with this suggestion is getting ints and agis closer to the linear line, reducing their strengths where they are too strong, and giving it where its needed.
int heros are useful cos they can push in the beginning and creep nicely, which gives them advantage early, but their powers diminish as the game progress. Rolling Eyes
agi however can be pushed back with a bit of focus and are pretty easy to kill, but as time passes, agi tome powa kicks in, giving them great dps and tanking ability due to high armor. add hp tomes (primary weakness of agi heros) to it and u know what u get Twisted Evil
str are pretty self explanatory, gain power and dmg steadily, never too pussy, never too imba cheers!

this change doesnt have to be drastic (like knight gives 10 gold and footmen 5...), it should be done gradually, bit by bit, so it shouldnt have great impact on gameplay as we know it now
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Post  Lidltuete 2011-10-06, 20:40

yy youre right, but dont forget that changes already had been made (like hired creeps give only 25gold etc).
And I shouldve set this first imba in " ", so that you dont get me wrong.
int heroes = spell dmg / useful spells
agi heroes = autoattack ftw
And its not so easy to compare their strenght, because it depends on the aim youre trying to achieve with a hero.
creeper / supporter / tank (blocker) <- every hero can be a tank, even an int, just if you want to
But ok, i got your point, and if the reduce isnt that drastic, it could be ok, because int heroes get their creeps in earlygame, str in mid and agi in late (mostly)

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Post  motion_man 2011-10-07, 08:25

i found the way to edit banish bonus % effect and nova slow rate (or cold effect in general).
open editor and go to: advanced > gameplay constants, now scroll down till u reach S letter (its in alphabetical order).
also there are other interesting things that can be edited there
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Post  Cain 2011-10-07, 09:10

Yeah that is the problem that if you edit nova, you edit cold orb. And well the other is : spells - ethereal heal bonus.

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Post  Bogus 2011-10-09, 13:13

Who made this rules of "laming" ? (towers, pots..) Smile
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Post  Steel.DX 2012-02-06, 22:57

hey cain,
there is no ability yet that allows charging, right?
there can be charges on attack, speed, slow, defence,...

or do you know the bone armor (from the diablo2 necromancer)? you cast it and it will absorb an amount of damage points, a little bit like mana shield.

an ulti that allows the hero to fly, be mobile or sth...

...just ideas for the future.
-sdx

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Post  Noctumonium 2012-02-06, 23:18

I think BM ulti need to be fixed, it gets +100 sec cd every lvl Exclamation
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Post  Wrath. 2012-02-07, 13:06

Noctumonium wrote:I think BM ulti need to be fixed, it gets +100 sec cd every lvl Exclamation


No thats just a tooltip error Smile It got the same cd as all the other ultimates
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Post  Cain 2012-02-07, 15:24

I was sure i fixed the tooltips. Are you sure? As i see it in the editor it doesn't seem wrong to me.

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Post  Noctumonium 2012-02-07, 16:26

Tried to skill ulti last week and I'm sure it was +100 sec every lvl. So it is just tooltip? good to know Smile
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Post  Bogus 2012-02-07, 20:33

New horde hero, Tauren Warrior - theres no written cd of ulty..
And one more.. He have nice spells, but his agility at start suck hard. If i good remember on 17 lvl i had 30 agi with him, it's something wrong or what? It must be change, really.
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Post  Cain 2012-02-07, 20:37

Actually he has the same stats as tc.

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Post  Eddie 2012-07-27, 02:28

make balance version for the future plz alliance to strong 2 spell immune 4(drinken haze slowing bomb, banish 10lvl kinda 50% slow + thunder clap) slows while horde has only 2(frost nova and poison arrows) Rly annoying game style with so many slows + immune to magic for mk & tinker while horde dont had anything like spell immune
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Post  Deathlord 2012-07-27, 09:10

Vasil Petrov wrote:make balance version for the future plz alliance to strong 2 spell immune 4(drinken haze slowing bomb, banish 10lvl kinda 50% slow + thunder clap) slows while horde has only 2(frost nova and poison arrows) Rly annoying game style with so many slows + immune to magic for mk & tinker while horde dont had anything like spell immune

i ve never seen pandaren + engineer + bloodmage and mk in the same pick combo but it can be a slow armada thats true lol! !
speed potion and am potion are good choice for helping u in an emergency escape. stunners help too ...without ally spell immune, horde is too much powerfull in a good pick in my opinion. look , inferno doomguard bears of beasty can circle u easly and if no tp rdy (which happen often when u change way all the time during a good clan war) avatar or not u die.

actually i find more harder to win in ally side. a good sh can rly make the game ^^" . its total immune for all heroes of horde except if tp... and dont forget avatar cd is high, silence can be used, and avatars must be rdy and used at the same time for making a difference which not so easy to do.

this version is balance

DD
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Post  Eddie 2012-07-27, 14:24

Deathlord wrote:
i ve never seen pandaren + engineer + bloodmage and mk in the same pick combo but it can be a slow armada thats true lol! !
speed potion and am potion are good choice for helping u in an emergency escape. stunners help too ...without ally spell immune, horde is too much powerfull in a good pick in my opinion. look , inferno doomguard bears of beasty can circle u easly and if no tp rdy (which happen often when u change way all the time during a good clan war) avatar or not u die.

actually i find more harder to win in ally side. a good sh can rly make the game ^^" . its total immune for all heroes of horde except if tp... and dont forget avatar cd is high, silence can be used, and avatars must be rdy and used at the same time for making a difference which not so easy to do.

this version is balance

DD

Nah yesterday alliance got 2 dispels + 10 lv silence. And u cant use to fast antimagic or dispel banish. Beast dies to much due of slow we tried that vs phnx clan. With Banish + slowing bomb and stunner not a chance for beastmaster. Imo horde should had 4 slows like alliance. Not only frost nova + poison arrows, and need reduce slow move speed by banish kinda 50% move speed reduction its should be like poison arrows 30-35%
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