ARROGANCE, NERDRAGE, TL;DR POSTS, ETC & occasional helpfulness!

Here are my suggestions for what I think should be priority for the next patch not dealing with connectivity and all.  Just sort of, doable stuff.

Bug fixes

  • On click skills, you often get frozen afterwards and have to give a move order to fix it.  This is an old bug since b1 that needs fixed..
  • When trying to move away, it seems it tries to attack-move and has your demigod turn around 180degrees to attack, which can get you killed since you were trying to flee.
    • There is a related bug to this where your demigod will hit targets besides what you're chasing when doing attack move.  Very annoying resulting in losing kills a lot, just like the other one makes you die a lot when you shouldn't have.
  • Deep freeze and mass charm do not work like they are supposed to, and would work poorly if they did.  More detail at this link
  • When you cap both valor flags(+30% health/dmg for minions), and then lose one, you lose the bonus for both and can never get a single bonus again.
  • Fix nightwalkers not being able to hit moving targets.  Pretty much all but spirits seem to have this problem, but spirits somewhat too, it just seems particularly bad with nightwalkers..
  • Favor.. obviously.
  • The 6500 gold helmet says -25% cost aura, but it's -35% on the buff.  If it's -25%, it should be cheaper(like 5500).  If it stays -35% it needs to actually say that.  Testing ingame it seems like -35% to me.
  • Things that say "instant" still make you stop if you use them while giving an attack order on someone moving.
  • Fixed pathing.  Demigods sometimes get stuck on corners(especially on exile near crystal). Minions often do.

Balance
These aren't all nessisarily overpowered things, or underpowered, but in some cases skills aren't really worth additional points for lvling and such, or just things to add more variance.

In General

  • Rework +atk-speed% and +move-speed% multipliers.  +20% +15% +15% should be a 42.2% increase, not 50%
  • Chat should make a sound when there is a new message from someone.
  • Text needs a black outline or transculent black background so it can be read on light colored backdrops.
  • Skills should list AoE size in tooltip.. among other things.  There is too much hidden information, like in compost.  This isn't newb friendly!  We shouldn't have to look in lua's to see how things work!
  • In the same spirit as the above, you should be able to see a buildings armor and DPS, minion armor and dps, when you click on them, not only their health!
  • Should respawn in the mode you died in for TB/QoT.
  • Arranged teams on pantheon with seperate rankings(if you have a team of 3 people, it should not save your stats in the same place stats for people that go alone are in.)
  • Heal on priests and DPS on other idols is slightly too good with the reduced cost.  Cost is good being cheap, they're just too good for the cost now.
  • Stop it with the 3% and 1% chance stuff.  This is pure randomness.  Nothing should be under 15% chance(except evasion).  And not only that, these 1% and 3% chance things equate to uselessness.  Like 1% chance for 300 health shield is basically only reducing damage by THREE per hit.
  • Fix resetting camera on death :/
  • Armor reduction debuffs should not effect buildings (IE QoT ground spikes current gives like a 250% damage bonus because it puts buildings into negative)
  • Change gold upgrade to 3/7/12
  • Add increased range to the tower offensive citadel upgrade as a sort of counter to regulas +range allowing him to outrange them.  Action/reaction type things are good.  Right now this upgrade isn't that great, anyways.

Unclean Beast

  • Make spit not able to target buildings like bite.  (For reference.. lvl4 spit is 164dps(if you use it as often as it recharges, on two buildings.)
    • Uproot is 133 dps.  Even if you only maintain 1 target with spit it's still 115dps which is nearly as much as the building-only Uproot.  Granted, not counting compost, but this is 4 skill points invested vs. 4 skill points invested.
    • However, if you really want to argue and include compost.. then the DPS per skill point is nearly HALF compared to spit.

Regulas

  • Snipe should do 1/4th damage to buildings.  Really, it shouldn't even be able to target them, but it doesn't make as much sense as spit and bite not being able to.. so maybe damage reduction is better.  Building sniping is just a bit too good.
  • Mines should have a (longer?  Seems like there is a small delay now, or that's just the animation) delay before they arm.  1350 damage is fine as a mine, not as a hand grenade.

Rook

  • Increase base armor from 240 to 340.
  • I'd prefer boulder roll to stun longer against moving targets, or ones casting.  There should be an invisible "Is Casting, Is Attacking, Is Moving" buff added for "If isMoving" type triggering abilities.. would be nice to use for modding later, along with improving skills in the game itself or new skills that are added.
  • Towers should have their health reduced about 25%. So around 1.2k at lvl1, 2k at lvl 4.  Maybe have spells do 30% reduced damage to them.  They're too hard to kill effectively with autoattacks when they have 2850hp, they require anti-building skills or things like fireball.  Tower spamming has become the predominate rook role.  Or make them fixed at 1500 but gain citadel upgrades instead of improve with levels, so more levels is just more towers.
    • A minimum range between them of like 10 yards wouldn't hurt too..

Queen of Thorns

  • Change Uproot to 3 levels. 500/1000/1500 damage.  Add "When a building effected by Uproot is destroyed, 1/2/4 Shamblers are created.  You can have a maximum of 2/2/4 Shamblers"(from 500/1000/1500/2000 dmg)  Increase cast time to 1.0 second from 0.5.
  • Increase compost damage bonus to 1500 at lvl3 for Uproot to make up for the 500 damage drop on Uproot since it's 3 levels instead of 4.
  • Change recharge time on Brambles to 12/12/7/7 seconds.(from 7)
  • Increase damage in open form maybe?
  • Add a wider damage line to Shamblers.  I seem to always see those spikes pass through something but they not take damage..
  • Reduce cast time on spike wave to 0.3 from 0.4

Sedna

  • Change rechange recharge time on Heal to 12/12/7/7 seconds.(from 7). Increase mana cost to 400/600/800/1000
    • Also, I think sedna's dispell might be removing the debuff that priests give after they heal that makes them unhealable by priests temporarily.  Not exactly sure though, but if it does, that's bad.
  • Change Silence duration to 2/3.5/5(from 3/4/5).  Increase Silence cooldown to 20 seconds from 15.
  • Reduce Inner Grace to 6/12/18 HPS
    • The lvl 1 inner grace with lvl 1 healing wind giving 22 HPS is a bit too good early game.  Giving 18 would be a bit better.
  • Lower her base HPS increase per level.
    • This would help focus builds.  She can get 100HP pretty easily and quickly.. which nearly negates lvl4 spit damage.  That's not a bad thing really, but it does show how really high her HPS can get.  1/3rd the HPS heart of life gives but without getting interupted and no cooldown..  ACTUALLY it's the same HPS heart of life gives if you average over the 30 seconds. ^^

Erebus

  • Change debuff time on Bite to 2/2/2/3 seconds(from3).  Change to 250/450/650/800 life steal.  Really, you should be able to do it by moving and continue to attack otherwise.  Right now there is sort of a delay thing after it.. I don't know really.
    • I think a lot think bite needs to be nerfed more, but it's not like erebus was that great with the 650dmg bite.  People are thinking it's overpowered now mostly because AI and new players don't understand armor, while the beta testers did.  They don't understand they're getting F'd up largely from armor going into negative values so there is a huge damge increase.  The formula for armor goes crazy in negative values..  Simple counter is having more tan 800 armor.
  • Change Mass Charm to 1/1.5/2/2.5 stun from 1/1.5/2/3 with it's AoE range at 10/10/15/15.
  • Disable all skills for 2 or 3 seconds when Mistform ends.  Change damage on Mistform to 50/85/120/155 from 50/75/100/125.  (Patchnotes said damage was increased by 25, but it wasn't except the first level I beleive?  It was 25/75/100/125 i think but i'm not possitive.  Just manacost got fixed.. and it's really weak now.  Or am I mistaken? I could swear lvl4 dmg was 125 before)
    • Or maybe it should be 50/100/150 damage instead.  Cut out one of the middle levels.
  • Reduce health per level back down to 135 from 145.(well, was 137, but 135 is rounder)
  • Increase mana cost on Bats. Change distance to 15/20/25
    • Also there is a huge problem with bats being able to cross areas on crucible.  It makes Erebus so much better on that map.  Bats shouldn't be able to cross things just like boulder roll can't.  If you try to bats across something you should just get stopped on the edge, or the skill fail.
  • Make Vampiric Aura its own skill with level 8 and 15 requirement for 5%/10% life steal aura.
  • Have Poison Blood give health regen even while using Mist Form.  Could sort of open up a minion build with Erebus then with this change and the added damage on Mistform, without improving the assassin playstyle build.
  • Redo Army of Night.  It's pretty bad and won't be good just by buffing it's stats. :/  You don't need life leach on them when they're created so easily.  It's certainly not worth 7 skill points now, which is how it needs to be looked at.
    • It'd be better if this was changed to a corpse explosion type thing.  "When a Nightwalker is created, 150 damage is done in 6 AoE around the exploited corpse".  So it'd sort of be like disease.  This could make interesting combinations..

Oak

  • Surge of Faith seems messed up.  Seems like you get WAY more than +10% movespeed and attack speed.  OR more likely it's just imagination of having the two together?.. That weapon just swings like mad, and you can't escape his crazy movespeed.  Maybe changes to how +atk speed and movespeed stacks will fix it though.  This is the main thing making him beastly good now IMO.  Could use a reduction to 7/11/15% IAS/IMS still.
  • Increase cooldown to 45 seconds from 35 on level 1 Shield.(Right now it's sort of something you just put a single point in some cases.  This'll encourage spending 2 points on it when it's used just as a quick-save.)  Using Shield should disable all item abilities during its duration.  (Using penitance and last stand with it on is fine, but shielding, then healing yourself to full health with no one able to do anything about it, or using Heart of Life, is well.. pretty killer.  I guess this is arguable, and a huge nerf to him, but he is currently very powerful and this is one reason why.)
  • While Last Stand is active, damage against buildings should be reduced by 50%
    • tbh I've won a ton of games "abusing" this.. 2-3 "runs" of this(get a flag, lock it, then after I die I can use tele scroll to get right back there to suicide run again).  It is a viable strategy that shouldn't be done away with completely, but it is too powerful of one now.  Especially powerful on fortress too.

Torch Bearer

  • Increase cast time on Frost Nova to 1.0 sec from 0.9sec.
  • Rain of Ice aoe is like twice as big as the cursor..  I think it should be the size the cursor is.  I mean, you should be able to move out from it by the time you see it cast till when it hits the ground at least if you're near the edge, but the aoe is so massive that it's pretty impossible to miss with.

Items
I don't really think anythink is too overpowered or anything now, but theres tons of redundant useless items.  These are items that I think need to be COMPLETELY replaced with all new stats, not even attempt to play with thier cost or +stats, because there are just other items doing their job right that make these useless.

  • Duelist's Cuirass - redundant. Nimoth and Slayer's Wraps is SOO much better, even if it's two slots they're worth 2 slots.
  • Doomspite Grips - redundant. Girdle of the giants might be twice as much, but way better.
  • Footmans Sabatons - Not worth an item spot.  I'll get that much more health and mana from 2 level ups anyways.  Getting a Scaled Helm and Banded Armor is WAY better.  While 80% more gold, than infinitely more useful until you sell them later on.
  • Vinling Helmet - redundant.  3% chance for 350 manais effectively 10 mana each time you're hit.  You'll gain  moremana from some good mps, or one of the mana on hit items.  The helm, planer, that's 1k cheaper has a 70% mps bonus.  While it somewhat combines 2 items in one, it's better to have the two better items.
  • Unbreakable boots - Redundant.  Nimoth and Vlemish ftw.
  • Desperate Boots - Just meh.  Not just the expensive cost.. but if you're under 30%, you'll just get killed by a skill anyways which evasion doesn't effect.
  • Ring of Ancients - Redundant.  Better ways to get +dmg, + armor.  Sure I'll need 2 items, but they'll be 2 much more cost effective ones.
  • Twig of Life - Just bad.   I can resummon for 100% heal, free!

Yeah, most of these are sort of dual purpose items. Thing is, I've never had an issue with just selling something to buy better.  An item doing something simular to two items, but half as good, just prooves to not be good. The only way to make them good would e to make them overpowered.
And some suggestions for items replacing these would be stuff like.  Don't really expect this sort of stuff soon, but I'll add it. :/:

  • An item the reduces cast times by 20% or something.  Things like fireball sort of get left behind because of the cast time because you can do more damage in 1 second with normal attacks than the fireball.  So a faster cast time item would be cool and very useful for fireball and hammer.
  • More aura items.  Aren't the only ones the +4mps on vlemish and the -25% cost on the 6.5k helm, well and bracelet of rage?  Why not some +armor and +damage aura items that aren't so expensive as bracelet of rage?  Like a 2500 cost armor that is +400 armor to everything, Demigods, minions, or creeps.  Doesn't need to be better on generals, it'd simply work better for them..  Giving minotaurs +400 armor wouldn't overpower them one bit.  +dmg to all though, maybe.. would need to resict an aura like that to demigods and minions.
  • A better version of Warlords Punisher that has a faster cast time(like 0.5sec), 15 sec recharge, which'll drain more mana from a single target only and costs more.
  • An item that gives your minions life steal which heal you instead of themselves. (IE all minions attacks steal 3 health.  So they do 3 more damage per hit and you gain 3 life per hit.)
  • An item that reduces your damage by, say 30%, but minions gain +15 damage, which isn't very expensive.  Like ~2500 area.  So if you have 10 minions, and you do 300 damage, it'd be an equal trade if they attack 50% slower than you.  It'd be something good only if you focus on minions.
  • Items which have bonus effects if you have a minotaur, siege archers, or priest.  You gain a different effect for each you have..  Or maybe having the item buffs those particular units, or gives them abilities.

These items with just some balance issues:

  • Bulwark - imo should be rebalanced as an 8000 cost item.  If I had 16000, I just would not buy this when I need killing power.  Stats as an 8000 cost item I'd say would be +750 health, +10 health per second, +750 armor, damage reduced by 15%.
  • Warlords Punisher - Just not good enough.  Should be 15 second cooldown and maybe 1.0 second cast.
  • Forest Band - Should heal you some small amount for every minion healed this way.
  • Bracelet of Rage - the +300 ontop of +50 seems like a bit much.  Maybe it should be +200 for with a 30 second cooldown instead of 45 sec cooldown.
  • Cloak of Elfenkind - Should have a 0.5 sec cast time
  • Cloak of flames - Weak pre-buff lvl 1 ring of fire with a 4x longer cooldown is awful.
  • Heart of Life - Should have a 1.5 second cast time so it's used out of battle(the if hit isn't really enough to prevent this.  You can still not be hit from having a movespeed advantage, or teleing away), not while you're running away.  Cooldown should be a bit longer.  It should also take longer to restore the 3k/3k.
  • Mageslayer - Lower IAS to 15% from 25%.  IAS stacks are so powerful, and 25% is a lot for a 8k item that has life steal and +dmg.   It'd still be great reduced to 15% IAS.
  • Ashkandor - Change IAS to 20% from 25%.
  • All Father Ring - Change IAS to 25% from 30%  Last two both because stacking ias is so dominant with passive builds.  And passive attacking outshining the use of skills(why use fireball when you're doing 1000dps?) is bad.  Bulwark reworking should keep people from being able to tank too well compared to the reduced passive attack effectiveness.

Comments (Page 3)
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on Apr 26, 2009

What is the point of tower skills if you nerf the towers? The whole point of tower skills is that towers are hard to take down.

on Apr 26, 2009

Added a ton, edited some things either for formatting or changes.

Added:

  • Disable all skills for 3 seconds when mistform ends. (give time to stun or something before the person bats away or bites)
  • While Last Stand is active, damage against buildings should be reduced by 50%
    • tbh I've won a ton of games "abusing" this.. 2-3 "runs" of this(get a flag, lock it, then after I die I can use tele scroll to get right back there to suicide run again).  It is a viable strategy that shouldn't be done away with completely, but it is too powerful of one now.  Especially powerful on fortress too.
  • Change distance to 15/20/25 on Bats.
  • Mines should have a (longer?  Seems like there is a small delay now, or that's just the animation) delay before they arm.  1350 damage is fine as a mine, not as a hand grenade.
  • Rain of Ice aoe is like twice as big as the cursor..  I think it should be the size the cursor is.  I mean, you should be able to move out from it by the time you see it cast till when it hits the ground at least if you're near the edge, but the aoe is so massive that it's pretty impossible to miss with.
  • Add increased range to the tower offensive citadel upgrade as a sort of counter to regulas +range allowing him to outrange them.  Action/reaction type things are good.  Right now this upgrade isn't that great, anyways.
  • Some stuff about Sedna's HPS and HPS skills
  • Increased mana cost for sedna's heal at higher levels.

And I edited and formated some things for better clearity.

I think THINK that's most of the balance issues now.  Though there are still some underpowered issues.  Maybe more will arrise.  Played about 50-75 games since retail.  Now getting too frustrated over the 2 major gameplay bugs(getting stuck, turning around to attack automatically when i've ordered to flee) to enjoy the game much though. :/  The more I play, the more those bugs bother me.

UhelligGudn
What is the point of tower skills if you nerf the towers? The whole point of tower skills is that towers are hard to take down.

Uhm.. 2850*8 is 22800 hp.  A rook can place a clump of towers worth 22800 hp blocking a path That's 5x the hp of taking down some demigos.
Each tower is 190 damage one per 2 seconds (I think that's how RateOfFire = 0.5 works.  Or is that 2 shots per second? 1 per 2 seconds sound right)  This is 760 dps.  For comparison sake, a 1500 dmg hammer slam would be 750dps.  It's like doing a 1500 dmg hammerslam on someone over, and over, and over, and never missing.  Sure, this isn't factoring armor, but even still.. And yes, towers aren't mobile, but they can block off a whole path and allow a rook to hold it 2vs1 without trouble.  It's like having an additional player.

This tower clump.. is a better tank than any demigod, and the dps that about 25k of items requires, and it just takes a 4 skill point investment.

Towers need adjusting some how.  They could be made to cost gold, that's one way of balancing them.  A minimum radious so you can't just stack them so all 8 can shoot one person would be helpful.  Either way, 2850 hp is a bit too much.  My suggested nerfs to them aren't that extreme, either..  Not like I suggested reduced damage too.

As it stands, rook with towers is EXTREMELY good on crucible and exile where there are just 1(crucible) or 2(exile) chokepoints you can blockoff.  And no, I'm not whining that someone did this to me, it's what me and my friends do to other people. ^^

on Apr 26, 2009

click skills, you often get frozen afterwards and have to give a move order to fix it. This is an old bug since b1 that needs fixed..

Oh! How many close kills I have lost to this damn bug and not being able to pull off a bite!

on Apr 26, 2009

Yeah it's really sad that this has been around since beta1.. i'm starting to think it's basically unfixable and it'll be around for a long time, or forever...

on Apr 29, 2009

Requested.

on Apr 29, 2009

Well thought out!  All suggestions should be this well laid out.  I agree with the 1% and 3% chance stuff.  a 3% chance to do anything doesn't make me think "oooo I need that!".

on Apr 29, 2009

Great collection of witty ideas. 

What's really important for me at the moment is - do developers actually read this? Do they post on these forums?

Anyway - as an UB professional (), I agree for spit immunity for buildings, as well as 1/4 damage for Regulus. Word.

As an Erebus master (), I wholeheartedly agree on Bite nerf, while I am not sure of not being able to use skills for couple of seconds after Mist. Just my feeling, I can't support it with any better argument except poor Erebus would be an easy prey.

I agree on Mageslayer + Ashkandor attack speed reduction (I'd even reduce chance for critical hit on Ashkandor to x3, along with attack speed nerf); but Mageslayer is surely way too good for a 8k item. Increase price for 2k and reduce attack speed for at least 5%, that's what I'd suggest.

You are right for Surge of Faith; what I'd do - I would increase the time until he can actually move for one second and reduce damage to buildings for at least 1/3. Now let's see if you want to invest in it or not. Most of the time good players will start running on time and he won't be able to catch on them. But he can take a single tower down quickly if he dies near it, which is just not fair from my point of view.

I agree with both of your suggestions for Rook Towers - they surely need some sort of nerf. I'm afraid Citadel upgrading might make them prone for more Rook combinations + tower spamms (and make them way too powerful combined to any other DG combination), but that is just my guess.

Agreed with Rain of Ice comment - most of the AoE DG skills are avoidable, if you recognize the animation and know what to do. I succeed in evading Rain of Ice in 9 out of 10 situations. It's not about skill. Maybe reduce damage by 1/3 and I'd take it.

More powerful aura items, please; improve the possibilites of teaming up Demigods in a lane based on items as well, not just skills.

Most of the suggestions in OP are pure gold.

Keep up the good work.

 

on Apr 29, 2009

Retroromanic


What's really important for me at the moment is - do developers actually read this? Do they post on these forums?
 

About 1/4th of the balance changes in the day0 patch where exactly what I suggested, and about another 1/4th or 1/2 was stuff I've seen overs suggested either exactly or really close to exactly.

Also some skills are from suggestions.. IE the whole interupt thing some things- way back in the first beta I remember saying "this game would be so much better with some interupts, all you'd have to do is take the stun  and just make it last a fraction of a second and you have something that interupts a skill, attacks, whatever." And you can even see now that when you get interupted it says "stunned"
Deep freeze was basically my suggestion.. the AoE on mulch was something TheBigOne suggested.

So, in beta they did at least.

Maybe they won't now that the forums are flooded with 20 threads of the same exact thing after thing.  They're much harder to read.  But.. I think they will.

As an Erebus master ( ), I wholeheartedly agree on Bite nerf, while I am not sure of not being able to use skills for couple of seconds after Mist. Just my feeling, I can't support it with any better argument except poor Erebus would be an easy prey.

   I agree the skill disable after mist exit might be going overboard.  But I'd much rather have that than even lower damage on bite, even less range on bats, or anything like that.  Can't have bats, bite, mist, wait for recharge and repeat to be metagame.
   In the post I added towards the end when I noted i added that, I said I'm rather on the fence about whether or not this is needed.  It's the one thing, along with how shield works and whether or not it should disable item abilities, that I'm not completely sure is nessisary or not.

   In Guild Wars, the "disables other skills for X seconds on use"/"disables skills not of ___ type for X seconds on use" has been used great for balancing.

I agree on Mageslayer + Ashkandor attack speed reduction (I'd even reduce chance for critical hit on Ashkandor to x3, along with attack speed nerf); but Mageslayer is surely way too good for a 8k item. Increase price for 2k and reduce attack speed for at least 5%, that's what I'd suggest.

I was actually thinking 12% chance for 3x would be better on ashkandor but I didn't post it because it's a much more minor issue. ^^

Hm and I think keeping mageslayer as 8k and having a 10% IAS reduction is better.  Seeing as how you only have so many item slots, and can't have 2 of one item, it reduces the effects of IAS stacking since you have less high +IAS options.  Plus changing how increased movespeed and attack speed works will help a great deal.

Agreed with Rain of Ice comment - most of the AoE DG skills are avoidable, if you recognize the animation and know what to do. I succeed in evading Rain of Ice in 9 out of 10 situations. It's not about skill. Maybe reduce damage by 1/3 and I'd take it.

Hm?  I was actually saying the opposite..  By the time I see the maelstrom falling, I can never move out of the way even when it seems I'm on the edge.  It falls so fast and the AoE is like twice the size of the partical effect.

I was saying it should be easier to avoid.  Not so easy to hit people on the edge of the aoe like it is now..  It is  a very powerful ability (40% reduced aoe and nice damage!) after all.

Most of the suggestions in OP are pure gold.

Keep up the good work.

Thanks   I try to really think things through, do tons and tons of playtesting with good players, get others opinions in chat, be objective, and think of how one thing will effect another.

on Apr 29, 2009

innociv

Quoting Retroromanic, reply 12


Agreed with Rain of Ice comment - most of the AoE DG skills are avoidable, if you recognize the animation and know what to do. I succeed in evading Rain of Ice in 9 out of 10 situations. It's not about skill. Maybe reduce damage by 1/3 and I'd take it.
Hm?  I was actually saying the opposite..  By the time I see the maelstrom falling, I can never move out of the way even when it seems I'm on the edge.  It falls so fast and the AoE is like twice the size of the partical effect.

I was saying it should be easier to avoid.  Not so easy to hit people on the edge of the aoe like it is now..  It is  a very powerful ability (40% reduced aoe and nice damage!) after all.

 

My bad - I wanted to say I fail in evading in in 9 out of 10 tries.

I'll reply to some other points later, when I write them down.

on Apr 29, 2009

Ah.  Yeah.  Rain of ice is too hard to evade.  But the damage is fine.  I'd prefer seeing the aoe size fixed and/or slower maelstrom ice falling.

The ice will land no where near me yet I take the damage.. I'm pretty good at TRYING to avoid it, which is where skill should come in, but it's near imposible.

 

Even if the cooldown is lowered(to 12 or 10 seconds, though it needs lower duration then), it should have smaller AoE to match the effect size.  Not to mention, it should also have a cast time of 1.0 seconds or whatever and if you get interupted during casting the ice rain falling should sort of "fizzle out" mid-fall.   Right now you cast it in 0.1 second then can move around while the ice falls.  This doesn't really seem how it should work to me.

It's not so much a balance issue.  It's not overpowered or anything.  It's just not.. working how you'd expect, working how would improve gameplay, working where it'd take more skill.

on Apr 29, 2009

Does the turning around on retreat bug affect any dgs other than rook?  I've never had it happen to me but I've seen it happen to the rook.

on Apr 30, 2009

Yes it happens to all of them.

I believe it has something to do with autoattacking while moving.  Haven't you ever noticed if you give an attack order, and then move, you still attack things in your way while moving?  Well, it's doing that, back moving you turn around 180degrees when you're trying to run away.

on Apr 30, 2009

I totally agree with the issues you've identified.  Rook is leaning on his towers, Erebus on his bite, and Regulus on his mines far too much.  That said, I don't think you've given the same attention to the beast's spit.  Rather than saying beast is overpowered with spit, my argument is that beast without spit is horrendously underpowered.  In fact, I'd go so far as to say unplayable.  While other characters may lean on some skills heavily, the beast is completely dependent upon his spit attack.  I think this needs to change.

 

I also don't think Doomspite Grasps are redundant.  While they are much worse than the girdle, the price difference is absolutely massive.  The grasps come out much earlier in the game and I can actually get a substantial benefit from them until I'm ready to upgrade to the girdle.  I'd agree with you if sellback prices weren't as generous as they are, or if the price difference wasn't as great, but that isn't the case.  It's a matter of playstyle; for me, I usually go for giants after I have my mid-range items (such as the infamous mageslayer), which puts a significant delay before I get my higher end artifacts, and a greater role for items like the grasps which act as placeholders for the artifacts I will get later.

on Apr 30, 2009

QoT shield is amongst the most overpowered things I've seen so far. At low level it's completly insane. I'm unsure the 12/12/7/7 will be the right fix. You simply wont get through it in 7s, even worse if she is teamed up with a high dps char. She'll shield him aswell. This is especially worse on PRISON map. Some people claim the bite of Erebus is OP, thats 300 every 7s. The shield is 700 every 7s!

on Apr 30, 2009

How about more consumable inventory slots? Hell, i ll take even 1 more extra slot, 3 is not enough for me.

I am always in a dillima what to choose. Mana, health, locks, tele scrols, reveal scrols, etc. Count in the fact that i always get heart of life that leaves me just 2 slots to use which is barely enough imo.

 

Give us the chance to use different types of consumables, that will make a more interesting game.

 

Have them stuck to more than 3 also. 5 or more.

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