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On February 26 2011 01:59 Ballistixz wrote: anyone mind telling me why turrets are invincible now? they can be abused to hell especially by gazeete
they've always been invincible.
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Hey assa, do you have an update on whats going on with the site, you were talking about it, and i haven't seen anything about it since, is it in the making, when can we expect it? I am really digging this game, played some inhouse 2v2 today and it is awesome.
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you posted the same link for both games lol
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On February 27 2011 14:14 hype[NZ] wrote:you posted the same link for both games lol
Fixed! Thanks
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Mana regeneration rate has been changed. Characters with 1 mana property now has 1.0 regen rate from start. Character with 5 mana property (such as soul hunter) is still the same (or almost) at around 1.6 regen rate.
Before the recent patch, 1 mana property had 1.5 regen rate and 5 mana at 1.7 regen rate.
All the melee heroes with charge skill has 1 mana property, so they will have harder time early game.
Also another new patch coming soon, the EXP truck will get regenerated once the 2 trucks on one side has been destroyed. Will take 85 sec to regen. Also exp went up. Before it was 10 exp, now it'll be 15. Truck hp is 2000. 15 is quite a lot so don't forget to destroy trucks when you see them. This patch will be up soon.
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This is quite a change, thanks for the patch notes. This will definitely change the early game melee style. Also I love the respawning trucks, and the increased exp, from them.
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I love the respawning trucks too! Provides a lot of gas as well in end game and I was killing them on respawn repeatedly
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Damn it it baffles me I dont understand how the "point bonus " on dark fact works or the 10% damage per hit thing. Please do some explaining on this assajocuna cuz i cant figure it out. also claria storm says it blocks skills when in the storm but thats not the case.
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Was testing in the same game that hyperion was talking about, but i was testing guard fire, and his x skill say 5 times 30 dmg on lvl 0 attack, but if you hit at their feet it does 78 damage, and the 78 damage is not fire, since I also got results like 146 damage... could anyone tell me how it works.
Also his c states 75 dmg initial and 20 times 5 dmg over time. Totalling 175 damage but it does 270 dmg every time. Wtf am i missing?
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I would like to start off by saying that i love this game and i have a lot of fun playing this with my friends. I want to help this game grow and give some suggestions on balancing the heroes
Some balance issues that i think need adjusting ASAP are: 1. Mass Turrets that cannot be targeted (Burr Nine, Phantom Gazette, etc.) -A solution to this could be limiting the amount they can drop or lowering the damage 2. Knight Mode needs some adjusting -A solution to this could be doing more damage but lowering their defense
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On February 28 2011 08:02 Alchemist1212 wrote:
Some balance issues that i think need adjusting ASAP are: 1. Mass Turrets that cannot be targeted (Burr Nine, Phantom Gazette, etc.) -A solution to this could be limiting the amount they can drop or lowering the damage
Turret numbers are limited already, I wanna say its around 10 or so max. Its the main way for heroes like Gazette to kill people by surrounding them considering his nuke doesn't do a ton of damage like others and he has no damage over time spells. He must take advantage of his speed and surround them with turrets
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On February 28 2011 08:02 Alchemist1212 wrote: I would like to start off by saying that i love this game and i have a lot of fun playing this with my friends. I want to help this game grow and give some suggestions on balancing the heroes
Some balance issues that i think need adjusting ASAP are: 1. Mass Turrets that cannot be targeted (Burr Nine, Phantom Gazette, etc.) -A solution to this could be limiting the amount they can drop or lowering the damage 2. Knight Mode needs some adjusting -A solution to this could be doing more damage but lowering their defense
1. You got to play around the turrets. It's frustrating sometimes, but almost every hero has way around it, even if it's just run.
2. Knight mode is actually pretty medicore. It wrecks pubs because everything wrecks pubs. Once you get the hang of nightmare hook, you'll never go back because you can kill heroes much more often than with just knight mode. The key to beating knight mode is snaring and avoiding him until it runs out then kill him. Positioning is like 75% of the battle in this game. You can't tank knight mode, but you can reduce his DPS by forcing him to chase you, thus making him attack longer than his cooldown is.
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The key to this game is all about positioning and attack first.
You have to always use watch towers before going forward. Even if they are in knight mode, if you attack them first, you'll have the advantage. I never lost against knight mode when i attacked first with almost any hero you can think of. (end game it's a bit different tho. modes are crazy strong end game because of their hp)
Also try to push towers asap. Team that push first will get the exp advantage and it's quite big early stage of the game. Don't let your opponent push creeps towards your tower. If they kill your creep so fast that you can't stop them coming towards your tower, tank them right before they are close to getting hit by your turret. You don't want any creep to get killed by turrets. You want all the exp you can get. When you tank them, be cautious of where you opponent might be. Try to stay as far away from watch tower.
If you lose the early game, and get pushed, get killed a lot, you need to group and push safely. I would say all your teammates should gather together when you are around level 8~11 and push altogether. Try giving the building last hit to the carrier of your team for extra exp. I haven't seen that in NA server yet, but it's very important. Ofcourse this won't happen in pub games, but if you play inhouse games, think of this. Pick the hero in your team that has least counters as carrier. Any good team in korea during tournament always think of this before going into play.
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Also some little changes. EXP Truck regen rate changed from 85 sec -> 200 sec. I guess 85 sec was too short. Looks like barrack has been removed and replaced by Creep.
Next big patch will be related to Chimera. (will get new skill perhaps?) This new patch might make her pretty good now.
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Chimera is bad at high levels? I've only played pubs which are obviously a joke, but I've always imagined that Chimera is pretty insane at high levels, with ling spam combined with spine crawler spam and the ult that slows to some degree.
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I still think there is something wrong with Zedait's ult. from time to time. I just played a game where Krizard and Dwarf King were able to run straight through it multiple times. So just for clarification, does it have to be cast ON them for it to trap them? If they run INTO it do they get stuck?
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Chimera isn't bad but her lings have very low hp. (even if you max your hp stat, they are like 1300 or something) and spine crawlers are slow. (they used to walk super fast) She has 2nd low hp to start the game. So she has high chance of dying early. Heroes with low hp like her such as Soul hunter and Janne has escaping tools but she doesn't.
If she can survive that early stage and don't fall behind in level, she can be strong. It's just that doesn't happen often.
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It's takes 1 sec for them to stop the hero. If the opponent is moving, try to use it on the spot few steps ahead in their walking direction. Once they go in, they can't move. It's easier early stage to trap them since everybody is slow. But after mid stage, everyone walks fast so it's harder to trap and you have to position the ulti 2-3 steps ahead.
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Max needs to stop making random changes to the map... why did he decide to remove the barracks? It doesn't make sense.
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