Caldur

Caldur

Joined Member # 3414073
0 Posts 0 Replies 134 Reputation

I agree that they should add an award for total damage mitigated/healed (so that Sedna, Oak, QoT and to some extent erebus (via mist) could compete for it). It might also be worth weighting the size of the awards depending on the map type: eg in domination you get double favour points for winning the flag captured award, slaughter you get double for most kills and least deaths etc.

19 Replies 14,764 Views

Yep, as transitive pointed out, raw DPS figures for minions should be lowered by at least 50% when you consider their targetting issues as well as armour. Also if you're against a tb, you'll be lucky to have all your minions alive and doing damage.

9 Replies 2,757 Views

Its pretty easy to farm wins against AI in custom games just by altering the game settings (speed = fast etc). I believe that they are rewriting the code so this won't be possible, and no doubt they'll reset the stats once the system's changed.

12 Replies 7,908 Views

Almost certain lifesteal stacks, but not sure how. Shouldn't be too hard to find out though, as you get green heal numbers over your head when you use lifesteal and do damage (and when you have less than full hp).

1 Replies 1,594 Views

The main problem is at the moment that in a team with 1 vs 3, where the 3 contains at least 1 AI, the 1 has a pretty major advantage because the AI is so bad it just feeds gold, until the guy on his own is unkillable by the other team.

21 Replies 4,986 Views

To counter it save your stun for their teleport-if you attack them when they're on lower hp, its more likely they'll teleport away, and if they're much lower HP than you, you won't need the stun as much. If they teleport out of a close battle, where you've used your stun, you're costing them 250gold, not a huge amount but still if it happens regularly it'll give you a bigger advantage in the long run. Use the time they're back at base to take down a tower/cap a flag and increase your map cont

7 Replies 2,914 Views

If your attacking someone who's teleporting, you have 3 seconds to notice, and then another 2 or 3 minimum before you run anywhere stupid...can't you just click somewhere else when they teleport? The problem is if they fix this "bug", then using warpstone and other warp items to run away will stop a demigod chasing you, giving the person running away an advantage and creating a far more annoying bug.

3 Replies 1,035 Views

[quote who="Heretic" reply="4" id="2084505"]Here's a thought, what about removing all the +minion damage and so on and instead make all minions gain a % of your weapon damage, health, haste and so on.[/quote] The problem with that is then the general doesn't have to make a choice between upgrading his minions and upgrading himself, he can just do both at the same time. Minion damage definitely needs a buff tho.

6 Replies 21,726 Views

[quote who="[AC]DalzK" reply="16" id="2084953"]x2 minion HP? Are you serious? Thats is not the problem at all. I personally think they have too much damage. Bring their hp down to something that can be 2-3 hit and then killed pretty easily by assasins. But make their damage actually dangerous. At the moment, when I am being attacked by minions I dont attack them - for two reasons. A ) So much HP. 1k+ is just too much for a small minion. Why should I wast

26 Replies 57,248 Views

Or just ban AI from pantheon games. Otherwise whichever side has more players will have an advantage as they'll be more likely to have a full player controlled team, which means the problem will grow as new players will usually choose to join the more successful side. If you prevent the AI from playing pantheon games, then there will be an adjustment mechanism to give the two sides relatively similar numbers of players, as the one with more will spend more time waiting to find a match.

8 Replies 2,533 Views

[quote who="drakeblood" reply="4" id="2074952"] Anyway i still think that all AoE effects should deal the damage only when a certain animation occurs (hammer smash the ground, icy daggers hits, etc..) and that the targets gets gathered only at that animation frame and not before.[/quote] This is already the case.

10 Replies 6,285 Views

Mist doesn't damage erebus anymore (it did in Beta 2). Bringing back the self damage as well as a mana cost would just remove its only viable use: avoiding damage (usually when close to death). With the DPS at 200, it would be reasonably useful against creeps, but still useless at damaging demigods, and so noone would use it (look at the complaints about ring of fire). Also, bringing back the self damage gives erebus a suicide option, and thus allows him to die without giving gold to the enem

23 Replies 9,046 Views

At the moment the last level of the QoT minion summoning skill (summon 4 crawlers, a max of 4) seems to be pretty much a waste of a skill point, since the version before that is "summon 2 crawlers, a max of 4", and it has a 10 second cooldown. Imo there are going to be very few occasions where the ability to summon an extra 2 crawlers 10 seconds earlier is going to be worth that skill point. Perhaps the last level should increase the max to 6 (and summon 3 each time) or just give some

3 Replies 1,271 Views

Well, just looking over them very quickly, Heaven's wrath stands out as a completely useless item, and its the most expensive. The damage is terrible, and there is no reason to choose it over Clock of Night, which has the same damage, and a lot of extra stuff. (and is less than half the number of favour points)

10 Replies 7,838 Views

I agree with tesb, bringing other minions to the level of oaks spirits would be a better idea (with maybe a slight nerf to the general level of spirits). At the moment, oaks spirits are the only ones worth summoning; if you nerf them then we'll just see no generals using their minions. If all minions are brought up to that level, it'll actually become viable to play one of the other generals as a general rather than assassin, and will act as a partial counter to oak's minions (you can set you

5 Replies 4,748 Views

Mist is only useful for the invulnerability, the DPS is terrible. Its much better than Oak's shield, it has no time limit (at high levels with mana regen items) a much lower cooldown and at later levels it acts as a full heal. The only negative is not being able to attack or move. Since shield is a defensive mechanism, rather than offensive, that isn't so much of an issue. The problem is, if you remove the invulnerability it becomes useless. Alternatives which would still make it useful would

23 Replies 9,046 Views

At the moment teleport is pretty unbalanced. It makes it impossible to capture a flag if the other team pays attention, as they can just all teleport on top of you if you go anywhere near one. It also leads to the rook's roll/hammer combo being pretty much unavoidable; even if you're constantly moving round, if you're close enough to the flag to cap it a good rook will be able to hit you nine times out of ten with his boulder. I'm not suggesting removing teleport from the game, as it adds tac

14 Replies 2,563 Views