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On May 24 2013 13:10 rabidch wrote:Show nested quote +On May 24 2013 04:19 teapoted wrote:On May 24 2013 03:31 Qbek wrote:On May 24 2013 03:30 rabidch wrote: castle fight was a really good map. i just hated it after 1.13 or whatever though after it split elves. also i really hate the high cooldown on rune of repair. The game loses all it's charm once you reach the ultra lategame, 100 of each building stage once, it takes a lot of time to lose I think almost all WC3 custom maps lose their charm once you get really good at them, because all of them were quite terribly balanced for variety. But that's why our map folders had 1000 maps in them. I think it's funny how 'mainstream' gaming started making tower defense games a couple of years ago. And all of them seem incredibly lazy compared to the WC3 tower defenses. But even then, all the tower defenses when you 'figured them out' wasn't that fun. I'd love to see what some of those custom maps given the same care as Dota got from icefrog would be like. A tower wars that is actually strategic and interesting and had a variety of things you could do. Footmen Frenzy that doesn't have some heroes which are just plain ridiculous. Etc... i had a lot of complaints about the balance of castle fight but the game was actually pretty well designed (maybe why i was so grievous) of course nobody here talks about gota  What's wrong with castle fight balance?
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On May 24 2013 13:51 Spicy_Curry wrote: Impossible Bosses was legit in Wc3 Quoted for truth.
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Should just recreate starcraft in dota 2.
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On May 24 2013 16:45 Kishin2 wrote: Should just recreate starcraft in dota 2. Rebuilding Warcraft 3 in the dota2 editor is a fun yet ironic idea, the press would have a field day with that one... don't know how doable BW will be because of the game engine but we will see. Damn intellectual property issues.
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On May 24 2013 14:03 igotmyown wrote:Show nested quote +On May 24 2013 13:10 rabidch wrote:On May 24 2013 04:19 teapoted wrote:On May 24 2013 03:31 Qbek wrote:On May 24 2013 03:30 rabidch wrote: castle fight was a really good map. i just hated it after 1.13 or whatever though after it split elves. also i really hate the high cooldown on rune of repair. The game loses all it's charm once you reach the ultra lategame, 100 of each building stage once, it takes a lot of time to lose I think almost all WC3 custom maps lose their charm once you get really good at them, because all of them were quite terribly balanced for variety. But that's why our map folders had 1000 maps in them. I think it's funny how 'mainstream' gaming started making tower defense games a couple of years ago. And all of them seem incredibly lazy compared to the WC3 tower defenses. But even then, all the tower defenses when you 'figured them out' wasn't that fun. I'd love to see what some of those custom maps given the same care as Dota got from icefrog would be like. A tower wars that is actually strategic and interesting and had a variety of things you could do. Footmen Frenzy that doesn't have some heroes which are just plain ridiculous. Etc... i had a lot of complaints about the balance of castle fight but the game was actually pretty well designed (maybe why i was so grievous) of course nobody here talks about gota  What's wrong with castle fight balance? first of all, losing a building is not an option, i think its pretty retarded if you lose a building early/mid the game gets near impossible for the losing team if the winning team doesnt waste their money. towers are slightly too expensive/useless in many cases, some towers are awesome while others are too situational (elf towers vs human and orc towers) frozen mushrooms hard counter nearly every single beginning flying unit rune of repairs cooldown is too long -- making some races too strong if they're ahead some of the hard counters are way too strong in many situations making some buildings overpowered in some and useless in others (red/blue shield generators versus death pits, hex towers, mind control; frozen mushrooms as stated before) some buildings are pretty garbage in general or are too expensive/situational for what they do (towers of ruin, world freezer, tower of destruction)
i think double damage and quad damage mechanics should be explored to encourage team pushes as well.
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I would use dd, quad (and there was one more, armor?) when I did all in pushes against greedy people.
I think it's good losing buildings kills you, castle fight should not devolve into late game all the time. You should lose if you get greedy and get hard countered your first 3 buildings.
There are individual hard counters, but racially I never felt there was an impossible matchup.
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On May 24 2013 18:47 igotmyown wrote: I would use dd, quad (and there was one more, armor?) when I did all in pushes against greedy people.
I think it's good losing buildings kills you, castle fight should not devolve into late game all the time. You should lose if you get greedy and get hard countered your first 3 buildings.
There are individual hard counters, but racially I never felt there was an impossible matchup. the armor one was limited to aoe and only basically useful on legendaries or synched units, dd and quad were nice but i would like more pushing buffs in the game and one for defense
the problem with such hard counters is that those races become way too limited, why would you try building death pits or medusas shrines (whatever they're called) when for basically the same cost and less lumber they become absolutely useless to build? same with frozen mushrooms, its very hard to actually utilize any air composition against frozen mushrooms. thats when the game gets strategically frustrating since what you can build is becomes so limited at such an early stage.
for example, trolls are usually good against air units right? well the thing with frozen mushrooms is that you basically get a free net every 5 seconds that is global!!!
losing buildings should be bad but its way too much, when a building dies you already lose production and ability to fend off units, but then the bounty is ridiculously high when you lose a single building early on, basically what you get form that is like killing 10 or more of what hte building builds (non legendary) in one swing. its just too strong.
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So this TD discussion inspired me to spend way too long getting Frozen Throne running(I don't have a windows machine anymore) and I just finished my first game of Sprout TD in years. I barely remember which towers build into each other/what my strategies were but it's still super fun. I highly recommend it, hopefully it'll be ported to Dota 2 someday :D
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Castle Fight was good fun. CivWars or Civilization something like that was fun too. Don't Starve is definitely based off one of the survival maps (one with trolls) in war3.
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Dendi streaming his amazing invoker Yay!
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Netherlands45349 Posts
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I'm sure they'll find replacements if needed
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Losing mini means losing their best player.
Would be a huge blow to them, and maybe a step up for mini (EG.MINI :D)
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Netherlands45349 Posts
Kappa indeed, well not that suprising I guess.
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James was also looking apartments in Sweden for the Dota players earlier this week. So obviously the bootcamp is over/players rather live somewhere else than in the studiohouse.
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Great for Mini to be leaving that sinking ship, sucks for singsing who has improved alot to be staying as he and waga owns the team, and isn't going until march next year.
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2GD said some time ago Select was visiting his family to decide his future, maybe even going back to SC2. Really not unexpected. The Mini thing is fairly new, but we don't know much about that besides the missing tag.
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I guess Mini either quits comp dota or has a better offer going on? Can't see them kicking him, but maybe they did? Not so fond of Waga and jrx anyway and after TI3 with the standard team shuffling maybe Sing can cook up some decent lineup.
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