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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

289,023 views 161 replies
Reply #126 Top

Quoting Aroddo,
I am experienced with these builds and thus claim to know what I'm talking about. In my case, experienced means to have played at least 10 games against at least hard AI.

Oh God no :(

The AI is retarded!!! Even Nightmare AIs are a joke. Experienced should mean played at a least a few games against top 100 teams and won.

 

JuareZz, after the first ladder reset I primarily played Erebus, Oak, Rook and Unclean Beast.

Reply #128 Top

Quoting Shadow, reply 1

Aroddo I am experienced with these builds and thus claim to know what I'm talking about. In my case, experienced means to have played at least 10 games against at least hard AI.
Oh God no

The AI is retarded!!! Even Nightmare AIs are a joke. Experienced should mean played at a least a few games against top 100 teams and won.

JuareZz, after the first ladder reset I primarily played Erebus, Oak, Rook and Unclean Beast.

It's enough to know how to use the skills and know their strengths and weaknesses. Probably not enough to give a sage suggestion like reducing mana cost from 800 to 750.

Anyway, a little honesty helps to properly estimate the validity of the comments given. Saves us pointless accusations of noobness, too.

Reply #129 Top

I would suggest tweaking the priest creep/minion mechanic slightly.  It has been reported elsewhere that an invisible debuff gets applied on a demigod after receiving a heal from a priest creep or minion which is unique to the type of unit applying it (eg a monk specific debuff, a high priest specific one, a bishop specific one, etc).  This debuff prevents any additional healing from that type of unit for a certain amount of time (7 seconds IIRC).  However,  players can stagger ranks of priest idols to get more incoming heals than if the idol ranks were the same because they don't apply the same debuff.  It seems very counter intuitive bishops/monks gives more healing than bishops/bishops.  The invisible debuffs could be consolidated into only 1 or 2 (eg a general heal debuff applied by both creep priests and idols, or 1 for the creep priests and a separate shared one for idol priests) to prevent this.

While the proposed coven change is crossed out above, I would argue that currently the first point is possibly too good (even without Horn).  I personally think that 4/7/10 (so +2/+3/+3) might be better than the current implementation.  Conversion aura and bite are just fine as is.

With regards to UCB, I agree that acclimation is probably a bit too good and both options mentioned would be potential fixes.  For bestial wrath, what if a temporary movespeed buff were added?  It would fit thematically with the lvl 15 ability for preventing slowing effects, plus it would add utility to it by working as a tool for chasing/escaping.  Or what if it granted a temporary life leech effect?  It might help if the duration increased as well, maybe to 7/8/9/10.

Reply #130 Top

There are some good ideas here.  But the game is so well balanced that I'd rather not have any nerfs than possible nerfs which have the risk of going too far.

By well balanced, I do not mean "perfectly balanced" vis a vis the different demigods.  If you try and make each demigod roughly equal to each other on a power/functionality basis, I think the risk of failing is not worth the small gain you'd get.  Right now, there are imbalances, but they are minor compared to the importance of player skill.

The focus of the design space of this game is around team play, not individual demigods.  What the devs did, which I think was brilliant, was provide enough game space so that individual ingenuity and team skill could work around relative statistical imbalances in the demigods.  Every demigod can do something useful in almost any situation.  One of the consequences of this is that player/team skill trumps individual demigod choice very decisively. 

Because of this, I don't think the devs should focus on balancing at all now.  Two exceptions: fix Sedna's healing wind bug and fix horn of battle.  After that, they should prioritize the changes that really make a difference for enhancing good team play: team automatch, accurate stats, native voice IP and more maps.

Reply #131 Top

Quoting Jomungur, reply 5
There are some good ideas here.  But the game is so well balanced that I'd rather not have any nerfs than possible nerfs which have the risk of going too far.

By well balanced, I do not mean "perfectly balanced" vis a vis the different demigods.  If you try and make each demigod roughly equal to each other on a power/functionality basis, I think the risk of failing is not worth the small gain you'd get.  Right now, there are imbalances, but they are minor compared to the importance of player skill.

The focus of the design space of this game is around team play, not individual demigods.  What the devs did, which I think was brilliant, was provide enough game space so that individual ingenuity and team skill could work around relative statistical imbalances in the demigods.  Every demigod can do something useful in almost any situation.  One of the consequences of this is that player/team skill trumps individual demigod choice very decisively. 

Because of this, I don't think the devs should focus on balancing at all now.  Two exceptions: fix Sedna's healing wind bug and fix horn of battle.  After that, they should prioritize the changes that really make a difference for enhancing good team play: team automatch, accurate stats, native voice IP and more maps.

 

Yes and buff mards hammer (favor)

Reply #132 Top

Erebus:

  • Even without hte Horn of Battle they can be quite a nuisance. Mostly though, I think it's an itemization problem. I kind of think that +minion health items need to be changed to a percentage or something.
  • I think Erebus' minions' stats should be more on par with Oaks.

Oak:

  • Oak it perfectly fine. I can't see a reason to change him, and no, he is not my favorite. :P

Queen of Thorns:

  • Combine "Summon Shambler" and "Entourage" into one skill line. Shamblers would be worth using in this situation.
  • Make compost benefit the Queen (+damage, +health regen, or +mana regen).
  • Make Uproot target the ground and AOE... although that does slightly overlap with her other abilities...
  • Give her a stun... if you merge "Summon Shambler" and "Entourage" then you have an opening for such an ability.
  • Open Form: She needs a passive benefit for Open Form.

Regulus:

  • Snipe: Fine as is, the last point in that line sucks.
  • Mines: Do one of the following: Increase Spread of mines, add time to arm, reduce damage by 50 per mine.

Rook:

  • I think his base armor is lower than UB's by level 20... It seems odd to me since Rook is so slow. You'd naturally assume he'd be more capable of taking a beating than anyone else since he has such a hard time escaping.
  • Personally, I'm not sure even the armor buff is needed, he is a decent character.

Sedna:

  • Buff Yetis, fix healing wind... that is all.

Torch Bearer:

  • Fine as is.

Unclean Beast:

  • He's probably fine, but I always look at him and think... WTF, why does a melee heavy character have such a decent ranged ability.
  • Personally, I think spit should have been a melee attack (Venomous Bite)... but that's just me. I can deal with spit easily enough.

Items:

  • I can't say much about the items... I think that +minion items need to be tweaked to be a percentage.
  • All +%mana items are crap... It takes far too long for them to become even remotely usable.
Reply #133 Top

One thing I'd like to see tested, and by all means lemme know if this is retarded, is for QoT's open form range to be reduced fairly significantly so that when she chases a target she stays in range to use spikes.  Currently she falls out of range and then maintains max firing distance which makes the followup difficult.

I think Rook's armor is fine btw. Yes he has less armor than UB but he only has 400 less at level 20 and has about 600 more HP, a fair tradeoff in my opinion.

Reply #134 Top

Lately in Pantheon, I've played against a lot of Erebus using minion swarms to take down towers and harass players. I've tried the same tactic using Oak and Sedna and came to the conclusion that Erebus minions may be a bit too good. From a purely mathematical point of view, Oak and Erebus can do the same amount of dps with their minions. The problem is that Oak has to use Surge of Faith and be in close proximity of his minions to do so and Erebus doesn't.

I think the Coven skill needs to be adjusted but I am not against erebus eventually having 10 nightcrawlers. If you compare Oak Spirit War skill vs Erebus Coven Skill, its obvious that Erebus has a big advantage early game.

Skill points used

0, 1, 2, 3, 4

Number of Nightcrawlers

2,6,8,10

Number of Spirits

0,3,5,7,10

So with just 1 point in Coven, Erebus has 6 Nightcrawlers versus 3 Spirits, 2 Yetis or 2 Shamblers. Yetis and Shamblers being also rediculously expensive comparatively.

Perhaps the curve should be adjusted to 2,4,7,10. Erebus will still have an advantage over other generals when it comes to raising an army but it won't be overwhelming with just one skill point.

Reply #135 Top

Similar skills do not need to be directly equal to each other, so long as the overall skills of the DG are equal.  I do not think that Erebus' other abilities are so good that he can't have the best minions in the game, per se, especially if those other minions are still valid choices (I don't think the are for Sedna, and QoT, but that is besides the point). If anything, Make Yeti's a good deal more cool, and perhaps buff shamblers a bit.

Reply #136 Top

They should implement that the dmg dealt by specifice minions is shown...

Reply #137 Top

Items: Remake all the 1% proc crap. no item should even have a proc rate lower then 5% which is once in 20 hits, compared to the once in 100 hits of 1%.

Scale the effects to keep them ballanced if needed.

Reply #138 Top

Quoting Sevenix, reply 12
Items: Remake all the 1% proc crap. no item should even have a proc rate lower then 5% which is once in 20 hits, compared to the once in 100 hits of 1%.

Scale the effects to keep them ballanced if needed.

 

Oh yes Do that plz

Reply #139 Top

Quoting Sevenix, reply 12
Items: Remake all the 1% proc crap. no item should even have a proc rate lower then 5% which is once in 20 hits, compared to the once in 100 hits of 1%.

Scale the effects to keep them ballanced if needed.

Make them activatable...

There aren't enough activatables imo. Having to choose lategame between something that is giving good passive buffs and a useful ability and something like flag locks and ports would be a good thing. I rarely need activatable items apart from the wand of speed and a few nice favor items.

Also random chance stuff of 20% or lower than can determine the outcome of a fight isn't very interesting and is bad for competitive play.

Reply #140 Top

Yeah, I mean, Journeyman's treads are just too inconsistent right?.... right?

 

Honestly, sometimes I think 'competitive' players just want a game to be a yardstick for their e-peen. And just because you have a hard time abstracting low % effects happening, or high % effects not happening, doesn't make you more competitive.

Reply #141 Top

Honsetly I think we need more low % proc items, not less.  They seem specifically designed to combat minion swarms.

Reply #142 Top

Quoting Zechnophobe, reply 15
Yeah, I mean, Journeyman's treads are just too inconsistent right?.... right?

Honestly, sometimes I think 'competitive' players just want a game to be a yardstick for their e-peen. And just because you have a hard time abstracting low % effects happening, or high % effects not happening, doesn't make you more competitive.

I'm not a very competitive player, I hardly play at all, but I don't think low proc chance items are a good part of the game because they can decide the outcome of an engagement purely by rolling dice in some cases. Take for example wyrmskin handguards:

If the ability doesn't fire, the player with the item is frustrated because he didn't get a snare that would have allowed him and his team to gank an opponent. He was unlucky.

If the ability fires, but not until too late, it's the same result

If the ability does fire, his opponent is frustrated because he got unlucky.

All this kind of mechanic seems to do is frustrate and introduce a large amount of luck into engagements, which as I said, is poor for the competitive crowd. You seem to have an issue with people playing games and trying to win...if you're not interested in competition in the game why post in a balance thread? Hardly any of the issues raised affect casual play...

I'm not taking credit for this argument, it was introduced during the DoW2 patch beta as a response to the 20% knockdown chance on shotguns. In that game it would decide if a unit could escape an engagement or not, and it was decided by the developers and the players that having an activatable ability would be a better option for the reasons I've already stated. This is nearly identical to the case of things like the Poisoned Dagger, Journeyman's Treads and the Wyrmskin Handguards where a number of dice rolls determine whether an opponent can withdraw or not.

 

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Reply #143 Top

I'm not taking credit for this argument, it was introduced during the DoW2 patch beta as a response to the 20% knockdown chance on shotguns.

Slight tangent here, but just pointing out: the argument was not "introduced" in DoW2. Someone took it and applied it to DoW2, buts its been used in much older games, the oldest of which I know of are Warcraft 3 and Guild Wars, but probably in ones even older than that, as well. 

Reply #145 Top

Somebody mentioned that mines wreck TB-- I dunno about anyone else, but even my (terrible) TB has never lost to a Mines Regulus before... Fireball, cancel, move right, fireball, back off, fireball, fireball, cancel, move right...

Reply #146 Top

Either make UB's Ooze work on towers, or make Spit not work on towers.

Reply #147 Top

Quoting Primal, reply 21
Either make UB's Ooze work on towers, or make Spit not work on towers.
I don't see how turning UB into a straight up demolition machine makes sense, and that's exactly what he would be if both ooze and spit worked on towers.  Conversely making spit no longer work on them seems silly, that just sounds like you'd rather break the toys if you can't have all of them.

Reply #148 Top

If the ability doesn't fire, the player with the item is frustrated because he didn't get a snare that would have allowed him and his team to gank an opponent. He was unlucky.

If the ability fires, but not until too late, it's the same result

If the ability does fire, his opponent is frustrated because he got unlucky.

All this kind of mechanic seems to do is frustrate and introduce a large amount of luck into engagements, which as I said, is poor for the competitive crowd.

What's the alternative?  Nerf the effects of all of them and make them activate on every hit, turn them into activated items?

What % snare would be appropriate on a 100% proc chance?  I'd wager 3-5%, and if it were an activated 15% snare I'd wager it would end up being a 45-60 second cooldown.

Do you agree with those ballpark numbers, and if so would it actually make those items more fun? Also bear in mind that an activated item would swap item slots and be made into a trinket, so the issue with few gauntlets being used would be further exacerbated.

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Reply #149 Top

Hey, i'd love to get some feedback for my idea to make TB's aura effect the time it takes to switch forms, haven't seen any comment to that.

if you don't like it i still think that the time it takes to switch forms should be equal for fire and ice (right now it takes much longer to switch to fire then it takes to switch to ice). any reason fire takes longer?

btw i'm not saying the time should be reduced, only equal, make switching to ice longer and switching to fire quicker.

Reply #150 Top

Do you agree with those ballpark numbers, and if so would it actually make those items more fun? Also bear in mind that an activated item would swap item slots and be made into a trinket, so the issue with few gauntlets being used would be further exacerbated.

Yep your numbers are about right I think, I don't know for sure if it would be more fun, since that's a kinda arbitrary measurement, but I think I'd enjoy a bit more stuff to do in combat short of rmb everywhere and activate skills every 5 seconds or so. Maybe I'd just like a little more micro reward.

Some gloves can go in the activatable slot, some can go in the equip slot, the choice is more what to spend on than how to make use of slots in the critical part of the game (early-mid) and at the moment the only smart choice is to stack HP for about half the characters. Artifacts aren't obvious in which slot they go in from their picture, and neither are the trinkets. Theres no need to restrict trinkets to the only class of item that can be activated apart from consumables.

I didn't mean to have 100% proc chances on slows permanently, as you say the effect would be small and then its just back to being a crap item for the most part (I think few players would rate maim to be equal to something like motb).

I think it at least open the door for something other than health stacking in a coordinated match...being able to focus fire and snare/weaken/stun/silence/mana drain a single target is exactly the kind of move that will counter health stacking, since a team of three can buy one of each of these activatables and properly disable an enemy to the point where having 4-5k hp isn't going to be enough on its own to prevent a ganking.

The artifacts are all great examples of this, if we had instead of the wyrmskin gloves, the journeyman's treads and the duelist's cuirass cut down versions of the bracelet of rage, deathbringer and the Orb of Veiled Storms, I think there would be a lot more thought into whether you actually want your entire team buying +hp items or not.

I've tried playing Sedna as a support character, and it's definately weaker than just HP stacking like normal. Taking the cloak of night and trying to get ninja pounce/silence combos going, while spending nearly all gold on buying items for an UB ally and getting cit ups just isn't effective. With a bunch of activatables that option might be there, which would make things more interesting and give players more options than "Stack HP and spam skills".

I realise this means you'd need to be able to buy skills that some characters get, which changes the skill pool by allowing everyone to get a blink/silence/whatever ability. The advantage is that you get a more varied fight, open up a whole bunch of new strategies (metagame) and allow some team-play options that just aren't there at the moment. Yes if you give everyone the ability to 2sec silence a single target with a 5k item that means Sedna is no longer unique, but the difference is that she can do it every 10 seconds, whereas an item would have a nasty long cooldown (30 - 45sec) so you could only use it as a surprise attack in the important 3v3 engagements rather than just spamming it like people do with pounce/silence/spit/towers/bite.

Quoting SoFFacet, reply 18

Slight tangent here, but just pointing out: the argument was not "introduced" in DoW2. Someone took it and applied it to DoW2, buts its been used in much older games, the oldest of which I know of are Warcraft 3 and Guild Wars, but probably in ones even older than that, as well. 

Fair enough :)

My argument is in no way water tight, I don't pretend for a moment that this would magically improve the game for free. It would need serious balancing thought and would take some implementation time (though it wouldn't be much...you could do it all in a lua mod) that just doesn't appear to be available at the moment.

But I do think it would be a better game with more activatables.

Bleh wall of text.