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Balance suggestions for next patch wanted

Balance suggestions for next patch wanted

COLOR SCHEME:

All balance suggestions in this thread are subjective opinions or complaints submitted by posters in this thread.

To highlight how strong others agree or disagree with these opinions I introduced the following color scheme:

  • Plain black/white: Undisputed complaints. No one has offered a different opinion on that point yet.
  • Green: Claim/suggestion is mostly accepted as true.
  • Red: That statement is under debate and no consensus has been reached.
  • Plain/crossed out: Statement is overwhelmingly refuted.
  • Bold/larger font size: Emphasizes the strength of the consensus.

Also, the balance suggestion format is to be interpreted like this (currently reformatting):

  • Skill name/problematic aspect: Here's the description of the issue that bugs the players posting here.
    • Proposed Change 1
    • Proposed Change 2
    • ....
  • Issue 2: ...

Status changes as discussion progresses. Check the update history at the bottom of this post to see which posts have been accounted for.


Read this first! (or at least skim over it)

 

On the whole the current cast of demigods is quite well balanced. A win is mostly decided by skill and less by the choice of your avatar.

Admittedly some builds seem downright overpowering - immortal Sednas for instance - but even those builds can be cracked ... and they usually have a harder time in other aspects of the game, like getting to the point where they are finally awe-inspiring.

I want to know what the experienced players think about the current state of balance (sorry newbs, but getting trashed by tower rooks and not having a clue how to beat them doesn't make rooks overpowered).

Also, I'm not looking for single-skill complaints - everyone knows by now that QoT's Tribute skill sucks (at level 15 at least) - but rather how the overall performance of a demigod skilling strategy compares to the rest of the game.

For example: Regulus has at least three skilling strategies one can pursue: Snipe, Mines, Angelic Fury.
* Clever minelayers are quite feared for their incredible burst damage and can easily dominate careless players but they can be comfortably countered by competent generals. Strong build but not everpowering.
* Snipers deliver unexpected kills from a great distance, frustrating many players that fall victim to him. Can't really be countered, but the skill depends on the target having low health in the first place which means that the snipes rely on the performance on your teammates or the carelessness of the opponent.
* Angelic Fury - er, I played that in the beginning. Are there good builds out there?

Anyway, Regulus has several main paths he can pursue, several pretty strong ones but not so strong that he can't be beaten without the need of a balance patch. But are some of his skills so weak that they will never get picked at all? If so, how should the change happen?

 

Please post your opinions and suggestions and I'll do my best to summarize the general consensus (btw, the initial QoT summary is solely my perception of her. Additional opinions welcome).

 


Lord Erebus

Build Strategies:


Summary:

Balance Suggestions:

  • Coven: Erebus Minion builds are currently perceived as strong and cheap.
    • Nerf slightly (4/6/8 minions). (It's been suggested that only a certain item causes troubles - not the minions themselves)
    • First point of Coven is too strong. Distribute benefits over the levels (4/7/10).
  • Improved Conversion Aura: Same as Coven, minion builds appear overpowered to some.
    • Reduce health gain slightly  (100,200,300) (It's been suggested that only a certain item causes troubles - not the minions themselves)
  • Mist: Can be kept up indefinetly with the right items. Makes Erebus practically unkillable.
    • Add a max duration.
  • Bat swarm: Range 30 at level 2/3 too great? Also, Bat Swarm is interruptable (really? Never noticed.)
    • slightly reduce range at lvl 2/3 (20-25 range)
    • Make Bat Swarm uninterruptable (currently has 0.1 sec casting time.)
  • Bite: Still one of the most useful skills.
    • Nerf the speed debuff on victims
  • Stun: Due to long casting time this skill cannot be used as reliable interrupt.
    • Reduce casting time-

 


Oak

Build Strategies:


Summary:

Balance Suggestions:

  • Soul Power: One point into this skill is very well worth it if you're getting minions, preferably early on so you also can take advantage of the passive bonus to the fullest. But getting level 2 and 3 is a lot harder to justify, since level 1 grants a static +20 damage boost plus the damage boost depending on the number of active spirits.
    • Increase or distribute the effectiveness of damage boost throughout all three skill levels.
  • Last Stand: The trigger animation lasts too long, giving the victorious demigod enough time to flee to safety.
    • Reduce trigger animation duration. Skip the fall-then-rise animation, and give Oak a damage buff depending on the number of minions he had when he died (level 1). Level 2, make Oak give any nearby allies a temporary bonus (ala SoF, without the dmg) when he dies.
    • Keep the obvious trigger animation but increase movement speed buff. Let them run but let Oak catch up.
    • Remove the bonus (both for him and allies) when hitting buildings, to avoid fortress-exploits and similar multi-Oak strats. (meh, I like the kamikaze demolisher strategy)
  • Shield: Level 1/2 too strong since they remove debuffs. Description says otherwise: Only Shield 3+4 should do so.
    • Remove the debuffing feature of Shield 1+2 (it's not THAT strong. look at the recharge time of shield).


Queen of Thorns

 

Build strategies:

  • Minion build: Shamblers+Entourage+Compost. Support with shield, spikes, mulch.
  • Shield Support build: Shield+Spikes+Goddess of Thorns. Support with shamblers
  • Siege Support build: Shield+Uproot+Spikes. Support with compost/shamblers.

Summary:

QoT fares bad with every build against every Demigod. Sure, at the beginning she has great staying power, comparable to tower rooks. But she will barely ever land a kill. Her dps and burst damage are low. Popping into open form for spikes/spike wave/uproot consumes much time. Theoretically a combo of ground spikes, spike wave and mulch could deal heavy burst damage, but the delay between form switching makes that unfeasable.

She has only two feasible ways of playing her: Support and Siege.

Balancing Suggestions:

  • Shield: Shield doesn't scale well at higher levels. Also takes unmitigated damage (which kinda makes sense).
    • Improve Shield strength by granting it more hitpoints.
    • Let personal shield take mitigated damage. Switching all shields to mitigated damage would make your team tanks nearly invulnerable. But if armor may influence the damage taken by the Shield QoT casts on herself, then it offers a good compromise. Could be an extra level 15 skill. Maybe balance that out by increasing cooldown.
  • Form switching: Popping out for spikes is highly risky. That tactic can become feasible again if you can cast spikes faster after switching forms ... and close faster after coming out.
    • Reduce time and casting delay
    • Keep auto attacking while switching forms
  • Open form: The closed form bonuses are great. So great that no one wants to play in open form, eliminating the desire for any aggressive QoT build.
    • Add passive bonus to open form! Give her open form AoE attacks (maybe even larger ones) attack speed bonus, minion bonus, whatever. Has the added advantage of seeing more QoT on the field in all her naked glory.
    • Reduce attack range to effect range of Ground Spikes.
  • Tribute: Available too late to make any difference.
    • Make Tribute available earlier.
    • Replace Tribute instead. Add a skill to improve Shambler effectiveness either by increasing dps or range/AoE of their autoattack.
  • Uproot: Universally regarded as weak. Only works against buildings and offers zero other uses (unlike Rooks structural transfer, which at least provides health).
    • Allow it to reduce the damage the tower does over the duration(-10,-20,-30,-40)
    • Add stun effect to affected buildings (reducing damage to 0).
    • Add a 'shaking' effect at the spot, slowing down units nearby? Uproot on a tower as a snare could be an interesting if limited effect, that would also synergize with the level 15 ability. (Maybe even add a chance to interrupt enemy DGs ?)
    • Make uproot target the ground and provide an area effect. Nice anti tower rook effect.
  • Summon Shambler: Shamblers are expensive, low on health and plainly ineffective. Too many skills are needed to make them somewhat useful.
    • reduce level 1 mana cost to 200. (Um, only Shambler 1?)
    • reduce mana cost of all summon shambler skills by 200.
    • reduce amount of skill points needed to make shamblers useful, i.e. buff up support skills and remove some levels.
    • merge the Entourage skill into summon shambler, basically making them stronger and making the minion tree less skill point intensive.
  • Mulch: Mulch has only limited use since it only works on the expensive Shamblers.
    • Make mulch work on every unit, not just Shamblers. However, only Shamblers will explode for damage. (I like the idea. Fits her character.)
  • Entourage: Only affects Shamblers.
    • Give combat bonus to other minions, too.
  • Compost: Only affects Shamblers and Uproot.
    • Give combat bonus to other minions, too.
    • Give a combat bonus to QoT herself, too.
  • General suggestions:
    • QoT has no stun. Give her one.

 


 

Regulus

Build Strategies:

  • Minelayer
  • Sniper

Summary:

Balance Suggestions:

  • Dead Eye: Current implementation appears ... weak.
    • Buff either chance or duration while auto attacking
    • Change to work with Snipe only but give a 1 second stun 100% of the time
  • Mines: Stepping into a full mine field can spell instant death (6*450=2700 damage) (only if you're dumb enough to waltz into it. Caution against minelayer Regs.)
    • Nerf mines. Every part of them. (Mines are strong, yeah, but they are quite easily countered simply by walking! Experience helps.)
    • Increase Spread of mines
    • increase casting time

Rook

Build Strategies:

  • Tower Rooks
  • Rook ninjas
  • Rook assassin

Summary:

Balance Suggestions:

  • Structural Transfer: Limited utility and nearly useless inside of combat because it's too easy to interrupt
    • Make it uninterruptable.
    • ST should leech mana. Energizer does something similar at level 15, but it's late (when everyone has interrupts) and only increases mana regeneration (by 150%) instead of leeching. (Personally I think that would make him overpowered)
    • Structural Transfer should repair own buildings. Interesting idea. Eat enemy and summoned towers but repair your own fixed defenses (with what? Health? That makes for some interesting tactical choices. This would prevent him from emergency munch his team's fixed defenses, though.)
  • Power of the Tower: Towers are overpowered (sigh...)
    • Nerf towers. Reduce health and attack speed. (deeper sigh...)
  • Base Attributes:
    • Increase movement speed from 5.4 to 5.5 or 5.6 (matter under debate. slowness is part of his design. besides: Rook has ranged attacks.)
    • Increase armor (well, he does have the lowest armor in the game, despite being a big walking castle)
  • Boulder Roll:
    • Increase Damage (dunno. BR is usually used in conjunction with Hammer Smash, which means LOTS of damage).
    d
  • Hammer Slam: Apparently it doesn't deal enough damage.
    • More damage late game.

Sedna

Build Strategies:

  • Heal & Pounce - Good burst damage and extremely high passive and active healing capabilities. Nearly immortal.

Summary:

Passive and active self-healing skills can make Sedna nearly immortal. Her Pounce deals good damage and doubles as an interrupt. Silence interrupts, too, and prevents skill usage alltogether for some time in a large area. One of the strongest - if not the strongest - demigods around when played correctly. In fact, her healing builds are so strong that every other build of hers that isn't a variation of that becomes obsolete.

Balance Suggestions:

  • Summon Yetis: They  suck. Too often Yetis can't reach the enemy because some midgets stand in their way.
    • Remove or reduce collision area or improve pathfinding of Yetis.
    • They are too weak for their cost. Make them stronger.
    • Yetis should do splash damage at all levels, something like 15/30/45/60%
  • Wild Swings: By that time this skill's usefullness is limited.
    • Yetis should either have a 50% chance to knock small units into the air or a 10% chance to deal 1.5x damage.
  • Inner Grace: Right now this skill only improves Sedna herself (but quite decently).
    • Additionally increase Yeti damage by 10% per level.
    • Apply all current bonus effects from Inner Grace to Yetis.
  • Silence: Expensive
    • Reduce casting cost of  Silence 1 from 800 to 750 (I didn't have the impression that Sedna is particulary weak. And the suggested change doesn't really seem significant.)
  • Healing Wind: As a +24 hps aura is a decent enough skill without needing the uber healing upgrade to priests. Especially regarding High Priests.
    • Nerf actual bonus to minion healers from 15/18/20/22 to 13/15/17/19 (I think it's good as it is. Minus the High Priest bug).
    • High Priests (level 3 monk idol) heal 30%, which is plainly a bug. Correct that bug!
  • Heal: The Basic heal for Sedna is just too good early game.  You can heal significantly more ability damage per mana than anyone can deal.
    • Nerf Heal from 600/900/1200/1500 to 450/900/1350/1800). This makes the effect strictly worse until level 7, and then it gets a little better.
    • Increase cooldown from 7 to 10 seconds.

Torch Bearer

Build Strategies:

  • Pure Fire
  • Pure Ice
  • Hybrid AoE master.

Summary:

 

Balance Suggestions:

  • Permafrost/Fire Aura: Auras stay active for a short time in the other mode. Too short?
    • Increase aura duration slightly when switching between fire/ice form. (How long do they last anyway?)
  • Circle of Fire: Increases damage, but not size.
    • Vary radius of Circle of Fire as it levels.
  • Deep Freeze: This interrupt is too slow for some.
    • Make it instant instead of 0.1 sec
  • Basic Attributes: Ice TB can attack while moving. Fire TB can't. Also, mode switching costs lot's of time.
    • Enable auto attack while moving in fire mode!
    • Reduce time it costs to switch from ice to fire mode.

Unclean Beast

Build Strategies:

  • Spitting Beast
  • Oozing Beast
  • Hybrib Spit-Ooze Build

Summary:

 

Balance Suggestions:

  • Spit: Too strong. And apparently there are issues regarding spit stacking and feeling counterintuitive. (I have no idea what that means).
    • Increase the cooldown on spit to 10 seconds.
    • make Spit not work on towers.
  • Foul Grasp: Bad scaling. No incentive to invest more than 1 skill point. Also quite expensive.
    • Change  to 1.5/2/2.5 seconds of stun.  Makes it a smidge weaker early on, and makes it worthwhile to get more points in later on. (It's been suggested that an increased stun is actually a nerf due to the current foul grasp mechanics. See here.)
    • Reduce Mana cost.
  • Bestial Wrath: BW is too expensive and cast time is too long.
    • Reduce Mana cost by 100
    • add attack speed bonus (+5/10/15/20%) (um, UB already attacks very fast at higher levels. fastest attacker in the game, in fact)
    • Reduce cast time to 0.3
    • Add a movespeed bonus.
    • Increase effect duration
    • Temporary life leech effect.
  • Acclimatization: Skill is too good, giving UB a strong advantage against heavy hitters (like Hammer Slam).
    • Nerf damage reduction to 25%.
    • Let it trigger only once very 10 seconds.
    • Nerf is somehow. (It's accepted that this skill is maybe too good. )
  • Ooze: Free damage and powerful debuff. Only costs health.
    • Make it cost mana when activated

ITEMS

  • Horn of Battle:  Abusing this item allows generals to hoard minions and send them unscathed directly to the enemy citadel, destroying it with several tries. Also, the effect applies to newly summoned minions even after the horn was used.
    • Nerf range of horn effect so only minions close to the caster are affected.
    • Don't let the effect work on minions summoned after using the horn.
  • heaven's wrath: too good mid/late game for pushing (and early game for leveling)
    • increase its cooldown by 30 seconds. (it already has 45 sec cooldown. Item is ok by my book)
  • Heart of Life: who uses it now?
    • reduce cost of HoL. Maybe 10000?
  • blood of the fallen: Health bonus too great.
    • slightly reduce from 800 to 750. (big deal. change barely matters. and to lower hp further makes it worse than charm of life)
  • caplock:
    • increase cooldown slightly(2-5 secs) (don't fix what ain't broke)
  • All artifact consumbles: Too expensive.
    • reduce costs
  • journeyman's treads: movement speed bonus too powerful
    • nerf movement speed from 50% to 40%
  • Armor of Vengeance
    • Increase trigger chance from 1% to something higher
  • Platemail of the Cusader
    • Increase trigger chance from 1% to something higher
  • Parasite Egg: It's high cost makes it nearly prohibitive, even though the effect is interesting.
    • Reduce it's cost from 5000g to maybe 3000g.

Update history:

  1. Included Schobbos reply#1 criticism of QoT Tribute & minion damage.
  2. Aeris130 reply#2 Oak complaints.
  3. Color scheme for marking disputed complaints/suggestions.
  4. ItchyDustbin #7 & Schobbo #1 Yeti remarks.
  5. StAcK3D_ActR #4 remarks. Some of them, at least.
  6. Polynomial #10 and rest of StAcK3D_ActR #4. Alphabetical DG order.
  7. Added suggestions from #11 -#25
  8. Added suggestions from Obscenitor #27 and repeated suggestions from Shadow (sorry it took so long). Painted Erebus minion nerf suggestions red as result.
  9. Added #29
  10. Added #32
  11. Moved color-index to top at request of abuggeredhedgie #39. Added #37 suggestions excluding the Ooze one which I didn't understand.
  12. Acknowledged posts up to #46 (boy this is work. This should be done by forum administrators, honestly).
  13. Acknowledged posts up to #52. Added items. Didn't include items that had no real complaint or suggestions. (sorry, stacked)
  14. Acknowledged posts up to #75. Mostly quarrels between Sedna & Erebus - em - experts.
  15. Acknowledged posts up to #92.
  16. Acknowledged posts up to #132
  17. Acknowledged posts up to #143
  18. Acknowledged posts up to #157

288,827 views 161 replies
Reply #26 Top

added the suggestions up to reply #25.

Also marked suggestions depending on how strong general approval/disproval is.

The fatter and larger, the stronger the general consensus (be it positive or negatice) regarding that statement.

Quoting Zechnophobe, reply 23

Uproot doesn't compare well to other skills she has, including Ground Spikes, which is often very much better. How about making it 'stun' the building, ala Frost Nova, for the duration?  Perhaps create a 'shaking' effect at the spot, slowing down units nearby? Uproot on a tower as a snare could be an interesting if limited effect, that would also synergize with the level 15 ability.

That's a cool idea. Although, you usually want the creeps away from that tower. :)

But it's an interesting method to cut off a fleeing Demigod's retreat without the use of Spike Wave.

Another interesting idea would be to add a chance to interrupt enemy skills. This would cause them to AVOID the shelter of their towers. :D

I also like the idea of a stunning effect.

Reply #27 Top

Sedna needs an anti-minion build

  • Inner Grace should increase Yeti damage by 10% per level
    • This multiplier should come AFTER +damage items so that Yetis have improved scaling to balance out their diminished numbers a bit.
  • Wild swings redesigned, Yetis either have a 50% chance to knock small units into the air or a 10% chance to deal 1.5x damage.
    • Yetis should do splash damage at all levels, something like 15/30/45/60%

 

It's important that a viable Yeti build both enables Sedna to deal with minions and force Sedna to get a large amount of skill which precludes maxing out pounce... because seriously who wants to deal with a Sedna that's got AoE damage, heavy minion hits, a self heal/debuff cleanse, super monks, high speed, and high burst damage?

Sedna needs some minion defense but it needs to be delivered in a way which forces a significant sacrifice.

 

Rook's run speed should be increased from 5.4 to at least 5.5.  5.6 was suggest earlier and I'd be fine with that.  Currently Rook cannot outrun minions without a 15% run speed increase, which is extremely expensive.

 

 

Minions in general need some kind of redesign.  Either they need to give exp or items and abilities which improve minions need a finite range, something along the lines of 30 yards.

Reply #28 Top

Seriously, Erebus minions are fine. What is not fine is horn.

Reply #29 Top

* buff Dead Eye - either chance or duraction (I assume the "1 second stun 100% of the time" recommendation by StackedActor is a typo, since that would mean permanent stun)

interesting.. so it procs off auto attack? i thought it would proc off the snipe ability, i mean leveling snipe to lvl 4 and then getting an auto attack buff from it at the end :S

so what i mean is when someone gets hit with snipe with dead eye, they would get stunned for 1 second.

It does work as intended. It makes you immune to damage. Hence cancelling spit.

actually if u cast shield after spit has been use on you the debuff will be removed.

Reply #30 Top

I think if you are going to say Sedna needs balancing early-game, I would also suggest that Sedna needs balancing late-game.  1000 HP is absolutely ineffective in the 17+ level range, and Sedna becomes one of the most leech-like DGs above that level because her damage is so low (in part thanks to a healing build) compared with other DGs. Yes, Sedna can do decent damage if you pimp her ride with artifacts, but it is absolutely minimal compared to what your teammates can do most likely, and your teammates will have slows/additional effects with their damage.

 

I would imagine that Sedna is intenionally strong early-mid game due to this.

Reply #32 Top

Way too many changes to consider changing at once.  After changing all of these you'd end up with a list just as long with things unintended.

This is funny to me:

Also, I'm not looking for single-skill complaints - everyone knows by now that QoT's Tribute skill sucks (at level 15 at least) - but rather how the overall performance of a demigod skilling strategy compares to the rest of the game.

And yet your list is a line-by-line opinion about how you would design each skill.  That really has nothing to do with overall performance of a demigod.  This is a "let's redesign the game" list.

For example:  you say you want to buff yetis, but that Sedna is an amazing Demigod.  That's counterproductive and going to be problematic.  Just because yetis are the worst pet doesn't mean they should be buffed and sedna should be overhauled.  She's a competitive character the way she is now.

I'd say one of the biggest balance issue is with the two mulfi-form characters.  Queen and Torch have some problems in competitive games because as burst and damage in general increases, form shifting costs relatively more to the player.  Perhaps the time it takes to shift forms should be reduced as the Demigod levels up.  I don't know what would be best here.

In any event, keep changes simple and with a purpose.  Don't change someone's skills because "they don't feel right" or whatever.  Mostly the game is need of way more attention in other areas, and balance is reasonably good.

Reply #33 Top

This is funny to me:

Also, I'm not looking for single-skill complaints - everyone knows by now that QoT's Tribute skill sucks (at level 15 at least) - but rather how the overall performance of a demigod skilling strategy compares to the rest of the game.

And yet your list is a line-by-line opinion about how you would design each skill. That really has nothing to do with overall performance of a demigod. This is a "let's redesign the game" list.

Ah, well, it doesn't always turn out like you want, does it? :)

Anyway, these are not all my opinions. These are everyones. And by moderating the input I hope get a list of balance issues that are more valid than the insulted DG-XX-IS-OP-NERF-SKILL-XXX rants.

For example: you say you want to buff yetis, but that Sedna is an amazing Demigod. That's counterproductive and going to be problematic. Just because yetis are the worst pet doesn't mean they should be buffed and sedna should be overhauled. She's a competitive character the way she is now.

I agree that Sedna is one of the stronger Demigods. But her self-heal build is so overpowered compared to any minion build of hers that Yetis are nearly obsolete. So it does make sense to improve her minion tree, just for the sake of variety, not for the sake of making her even stronger.

I'd say one of the biggest balance issue is with the two mulfi-form characters. Queen and Torch have some problems in competitive games because as burst and damage in general increases, form shifting costs relatively more to the player. Perhaps the time it takes to shift forms should be reduced as the Demigod levels up. I don't know what would be best here.

That, for example, is an idea that I support.

Reply #34 Top

Quoting Aroddo, reply 8

I agree that Sedna is one of the stronger Demigods. But her self-heal build is so overpowered compared to any minion build of hers that Yetis are nearly obsolete. So it does make sense to improve her minion tree, just for the sake of variety, not for the sake of making her even stronger.

I agree wholeheartedly with the philosophy here. If a game is offering you a choice between a number of options, they should all be interesting and worth considering. If one option is stronger across all circumstances, then why even give the player a choice?

Although TDude's `if it aint broke...' point of view also has merit - by enhancing Sedna's under-utilised skills we risk making an already strong demigod stronger, perhaps in as yet unforseen ways (ie hybrid yeti-healing builds or whatever).

Another suggestion - is it worth appending a list of suggested item / upgrade balance changes? At least for the specific cases where items / upgrades interact with particular builds in rather horrific ways.

edit: Lastly, great thread here Aroddo. At the very least it gives us a constructive & interesting distraction.

Reply #35 Top

Thing is, making Yeti's better doesn't necessarily make Sedna play better. If she takes Yeti's instead of Heal, or healing wind, or pounce, then the only time she would be 'better' is if the change to the new better Yeti's were more effective than the current pounce/heal/wind combo she has going on.

Reply #36 Top

Quoting Polynomial, reply 10
Thing is, making Yeti's better doesn't necessarily make Sedna play better. If she takes Yeti's instead of Heal, or healing wind, or pounce, then the only time she would be 'better' is if the change to the new better Yeti's were more effective than the current pounce/heal/wind combo she has going on.

Of course. Conversely, at present you could probably remove all yeti related skills from the game and leave the balance unchanged.

edit: rage @ quote button.

Reply #37 Top

I dont think anyone mentionned Bestial Wrath. You guys do know that skill is practically obsolete right? The thing is level 1 wrath might be a bit of use late game, but the skill is simply bad and not worth the mana, especially early on. In 7 seconds, you're only going to get like 4 hits off, and if it's the beginning of the game, your typical attack does about 150, which means you'll get an additionnal 150 or so damage from it, and 150 damage sure as hell isn't worth 550 mana. The skill doesn't scale well either, you only get 10% more at each level after level 1, but have to use 150 more mana.

Change: Reduce the cost at every level by 100 mana, and add +5/10/15/20% attack speed bonus, and switch the cast times of Spit and Wrath, so Spit becomes 0.5 and Wrath becomes 0.3.
Not sure what to about the bad scaling.
Acclimation is way too good, by far the best level 15 ability in the game, and the effect seems to have no recharge. Reduce it to 25% damage reduction, and make it so it can't trigger more than once every 10 seconds.
Ooze is too good late game too, it should drain mana too, make it drain 15/20/25/30 mana per second.

 

 Rook's towers simply are overpowered. They do too much damage and take too long to kill, plain and simple, and they're so cheap in mana, it's so easy to replace them. They do like 80 damage per hit and that's even when you have both Scalemail and Nimoth's and they attack so fast, it really adds up if there's 3 or more. Their attack speed should be reduced by 25% and their health by 250.

To compensate for a tower nerf, Rook's base armor should be increased by 150 (he's a freakin castle made of stone, why on earth does he have the lowest base armor?), move speed increased to 5.5, increased damage on boulder roll, plus make it so he's immune to interrupts and stuns while doing Structural Transfer past level 2. I don't like the idea of him being to heal his own buildings, not to mention in some emergency situations, you might want to take to transfer off your own building if you're about to die from spit or something.

 

Regulus mines are overpowered. Stepping on all 6 is practically auto-death if he's nearby. No, you shouldn't have to place a totem everywhere you go. Increase the recharge from 10 to 12, and the cast time from 1.0 to 1.5, and decrease the snare on shrapnel mines to 20%.

Reply #38 Top

Rook's towers simply are overpowered

No, they're not.

Reply #39 Top

First, OP, move the color-index to the top. I completely misunderstood the list at first (thought color was referring to nerf/boost).

Quoting Noam_B, reply 25

Change Foul Grasp to 1.5/2/2.5 seconds of stun. Makes it a smidge weaker early on, and makes it worthwhile to get more points in later on.
I agree, right now taking anything behind foul grasp 1 is a waste of skill points. maybe also increase the amount of health drained for higher levels of fould graps.


If you decrease the stun length, then you need to increase the drain-per-second (just to maintain the current HP gain. I think the issue that you are making right now is the length of stun, not the rather low damage-output, since you do more just DPSing, usually).

Currently:

332 / 6 (health is drained by the .3-second): 54

500 / 6 : 83

664 / 6 : 111

What you're suggesting:

332 / 5 : 66

500 / 6 : 83

664 / 7 : 95


These numbers are significant in several ways. First, if you get interrupted while stunning (not hard), which means I got more health (win).

Second, this is even smaller returning-gains than before (by the 'health per tick'). You may say 'oh, but you will gain .5 seconds of stun per level!' Well, I say... that's a bad thing. By level 15, you're DPS is much higher than 664 in 2.5 seconds. Ooze also does not effect a target that is being grabbed (though it will effect nearby units), which further hurts your DPS. If you're grabbing for health while being ganked, another .5 seconds of stun is damage that you're taking from Ooze as well as whoever is ganking you. (and .5 less seconds of running). Oh, and that's .5 seconds less time you'll be regaining hp (on a 1 on 1, grasp effectively stops combat). So that's like, 10-20 damage, for what that is worth.

What the shorter stun 'nerf' is a 'true-nerf' is that it gives your teammates .5 seconds less to gank. It will not stop chain-stuns, it will not help you survive chain-stuns. Sure, those .5 seconds will sometimes save the gankee, but, if this is just two people then that .5 seconds will probably be like, oh... 300 damage? So it's only going to nerf those borderline AND ganking kills. 1  on 1 kills will be completely unaffected (except for all the points I made above, which makes a 1.5 second stunning UB stronger).


Additionally, if this change were made, I suspet that a mana-cost drop would also occur (maybe not for level II or III, but probably I). Maybe it would only be 100, 150 mana, but that's still about a fifth of a Spit II ... which is 180 damage.

Nerfing spit to have a 10 second recharge is ridicious. UB already suffers from a high average cooldown on his other abilities (15 for Grasp and Wrath.. not that anyone uses Wrath). Making Spit 10 seconds is saying that Spit is as bad as mines, because 7 seconds means 'Spit stacks'. Mines stack too, and they have a 10 second cooldown. Remember Spit is damage over time. If you're playing a 'fire-and-forget' or a harassing spitter and you can reach your tower... pop a potion. That's 750 hp which, combined with your natural regen, should pretty much completely neutralizes Spit's damage until Spit IV. This won't help you against a greedy or pursuing UB, but, still, the amount of kills I get just fire-and-forgetting is sorta sad.

Yes, I am a UB player...

-- Other comments (btw, I think this game is pretty well balanced and there is enough different ways to build, etc, no 'rock-paper-scissor' is in effect so I'm not in favor of a lot of changes). denotes new ideas

Erebus: I think that batswarm should be uninterruptable. Though I do enjoy grasping an Erebus mid-flight, I don't think it should happen.

I haven't yet had the 'pleasure' to play a true-minion Erebus (I've only returned in the last few days), so can't really say much about the rest.

Oak:

From what I've seen, Soul Power seems strong as it is.

I think the fall-and-stand Last Stand is good and should be kept. However, I think he should give a small speed boost. Basically, let it be obvious, but then let him catch up!

Agree with debuff. It blocks damage as it is, if you're slow... well, you're slow. Sucks for you.

QoT:

Making shield migitated sounds good. However, I think it should also count as damage for purposes of life-steal or BotS. Cooldown may need to be increased, though. Either that, or make the shield disappear faster.

Form switching should be fast, but maybe a little more obvious, other form changes are obvious (with perhaps the exception of ooze).

Don't think auto-attacking while changing forms is fair... no other demigods can do it? Not even UB, when he's 'switching' to Ooze.

Open form should be better, I always considered the lack of a buff rather absurd.

Tribute should be earlier.

--

Reg

No real comment

--

Rook

hmm... structural transfer uninteruptable? I think part of the joy of both playing as and against Rook is the very obvious and OH CRAP! Animations and stopping them (or seeing them to success). I think the mana idea is a good idea, which would feed what Rook usually does: plant more towers or hammer-slam.

--

Sedna:

Fix the damn monks

Boosting Yetis would be good, but... Sedna already has a LOT of good stuff.

--

TB:

Autoattack only seems fair...

Improving the duration and effect AND reducing the time it takes to change forms seems like a bit much...

--

Also, OP, please don't base the bolds purely off of a 'I posted here, my voice counts'. Please give more thoughtful posts that back advice a heavier voice. Anyone who just quotes 'THIS' shouldn't give a vote. (For example, most of my latter stuff was just generalizing, not too important).

I THINK THAT THERE SHOULD BE AN I WIN BUTTON.

^^ THIS

^^^ THIS

Am I bolded yet?

Reply #40 Top

Quoting Shadow, reply 13

Rook's towers simply are overpowered


No, they're not.

Haha, just cause you can swarm them with your gay minions?

Reply #41 Top

Rook's towers simply are overpowered

No, they're not.

this.

edit: personally i think form switching is fine for QoT and TB

 

Reply #42 Top

Quoting Busdude, reply 15
Haha, just cause you can swarm them with your gay minions?

Stop charging into a tower farm at level 2 like an idiot and learn to stack health and armor like everyone else or stop complaining. Towers are fine, end of story.

Anyways, Foul Grasp needs to cost less mana. Even if you reduce the stun time it won't convince people to upgrade it, since at FG's max rank it is one of, if not the most mana intensive skill in the game, and is mostly used to interrupt. Reducing it to 700/900/1100 or something similar would make it better.

Reply #43 Top

Total bullshit. It is literally impossible to drive a Rook away from a flag if he has 3 or more towers up at it by yourself, and even with an ally, it can be frustrating. Don't tell me to stack armor, I do stack it, they still do roughly 80-85 damage a hit (it's like 115-120 without stacked armor) and they have attack almost once a second. It takes about 7-10 auto-attacks to bring one down, and in that time, you'll probably take around 600-700 damage from it, and that's just from one tower. AoE abilites? Go ahead and deplete your mana pool just to take out towers. O yea it's only 400 mana to replace it, 200 if he's maxed it out. Leaving Rook alone isn't an option, he'll rape all your towers on that side of the map if you do. "double team him" is not valid advice because first of all, your team will be at a disadvantage in the rest of the map, not to mention what's stopping one of his allies from coming over.

Every single Rook that I've ever seen that did not spec in towers failed, whether on my team or with the enemy. Failed in varying degrees, but still failed. I've read on these forums that apparently some people play slam Rooks, or AA-buff, or speed-buff Rooks really well without using towers or with minimal use, but I don't remember ever coming across one. I guess I'll believe it can be done, but extremely rare to actually see it.

Reply #44 Top

Total bullshit. It is literally impossible to drive a Rook away from a flag if he has 3 or more towers up at it by yourself, and even with an ally, it can be frustrating.

counters to rook towers:

TB: circle of fire, frost nova, fire nova, rain of ice, fireball

UB: spit

Regulus: mines,snipe

Rook: structural transfer, hammerslam

QoTs: groundspikes, spikewave, uproot

sedna: pounce

all seige idols.

there are many more that i cbf to list right now.

 

 

Reply #45 Top

Quoting Busdude, reply 18
Words

I'm not going to have this idiotic debate again, and explain to another whiner why towers aren't unbalanced, because quite frankly I'm sick of it. I don't have a problem with towers, and based on the lack of nerf threads or suggestions it can be assumed that the majority of the players don't either. So signs strongly suggest this is a "learn to play" issue.

Reply #46 Top

Also, no on the 5.6 move speed for Rook. Besides being a fiddle for fiddle's sake, it makes Rook the fastest Demigod on the map if he's got Swift Anklet. And don't give me this crap about him needing HP or whatever, he doesn't even need to be in melee range of you to do damage the whole time he's chasing.

Reply #47 Top

Edit: Quote Tags not working. I'm quoting StAcK3D_ActR.

Lord erebus balancing suggestions: nerf coven slightly(4/6/8 minions)
I'm going to have to disagree with you here Stacked. With the Bite Nerf that occured previously, Erebus' ability to deal damage with his primary attack was rightly brought into line. Combining Bite with Minions used to be an amount of DPS that was thanks not only to Bite's damage but also the additional effects such as armour reduction that indirectly increased the Minions DPS. That nerf effected the DPS output of Erebus' minions indirectly. Bringing down the amount of minions would also decrease the DPS output, which is why I'm guessing you listed it, however it would be a fairly significant decrease as the DPS generated is also due to the side effects of Erebus' other abilities. I feel the number of minions is sufficent.

reduce health gain slightly on conversion aura(100,200,300)
Due to the ease of which Erebus' can gain his minions compared to others, I feel this is a warranted adjustment. However, this should not be applied in conjuction with the above balance tweak; less, weaker minions would negate the use of Minion builds for Erebus.

put a max duration on mist
Agreed. 45 seconds would be sufficent - I don't feel Mist was ever supposed to be the main component of a build, rather like Bat Swarm; a complementary ability.

reduce range slightly on batswarm lvl 2/3 (25 range)
I'm not sure why you've listed this change; the ability is designed to allow Erebus to get into and out of a battle and it does this quite well however still requires proper planning to be effective.

Reply #48 Top

Tower Rooks are just something we all have to learn to deal with. Every general has decent ways out against him, and most others have little harrassments they can do. He's literally a sitting duck for a gank, and has a really hard time surviving one.

Just remember that his towers are not under his control, and will shoot at whatever is close to them.. like grunts and minions.  Once you negate a good chunk of his damage, tower rook is nothing more than a pixie running around in a grove of trees.

Reply #49 Top

Being able to temporarily hold a lane against two DGs is a critical design concept for the rook. If that changes then he needs to be able to chase, escape, and build up momentum as quickly as other DGs. That means major, major revamps to pretty much every aspect of him.

Bottom line is the kind of revisions it would take to make a rook who can't temporarily hold a lane against two characters still playable isn't going to happen in the near future. Currently Rook has the most interesting character concept, most unusual playstyle, and overall is just the most well made DG out there, in my opinion anyway and I really think that for the most part he should be left alone.

I support a bump to 5.5 or 5.6 speed solely so that a 10% run enhancement will allow him to outrun minions, but other than that I think he's one of the best designed characters I've seen in any game of any platform.

Reply #50 Top

Quoting Zechnophobe, reply 23
Tower Rooks are just something we all have to learn to deal with. Every general has decent ways out against him, and most others have little harrassments they can do. He's literally a sitting duck for a gank, and has a really hard time surviving one.

Just remember that his towers are not under his control, and will shoot at whatever is close to them.. like grunts and minions.  Once you negate a good chunk of his damage, tower rook is nothing more than a pixie running around in a grove of trees.

 

Didn't the OP basically say "tower rooks are not OP. l2p. Why are we still talking about this...