[quote who="OMG__IN1" reply="2" id="2887290"]Well, they assume we will retreat, the bastards. But we are no pussies! My QoT is more ballsy than Zen's UB, in fact*. *While hiding behind Rook's giant arse.[/quote] That part I understand, the terrible thought process. What part I don't understand is why do this.... so you can die and look stupid when you miss, compared to miss and put a barrier inbetween you both
LORD-ORION
You'd kill Reg faster if you had shamblers. ;) Also mine toss fail is epic... I never understand what the point of throwing behind is... throw ontop damnit!
New things to play with in ver7 1) Firenova reduces vision range for 3/4/5 seconds Basically, when you are blinded you can see only right infront of you. The idea is for this to be a way for squishy fireTB to be able to avoid return damage( eg. a spit) At the beginning of the battle it probably wont make a difference because the UB has already ordered the spit on you. (think reg sniping after you disappear into the mist). However, now start counting the spit refresh. W
This version has a werid problem when playing with high gold. The AIs will only purchase one item at the start of the game, and then run to their deaths with 20K still left in the bank. Oak also seems to have a problem buying items on normal settings. He'll often buy his initial items, and then when wait until he is level 10 with 15K to do his 1st set of upgrades.
[quote who="OMG_ZEX" reply="208" id="2886245"] Quoting LORD-ORION, reply 207Oh... so you want to give him "free" stuff. At this rate it won't be long until everyone is base speed 6.3. What arguement do you have against giving the squishiest characters base speeds of 6.3?[/quote] No problem with DA getting 6.3, he is melee and he really needs to be able to get away when he's hurt, so every little bit counts. But free base speed 6.3 on Long
Oh... so you want to give him "free" stuff. At this rate it won't be long until everyone is base speed 6.3. :D
I just played a game as EoM UB, analyze that.
I honestly wonder about the things you guys think sometimes... everything I said is in the context of putting speed on Angelic Fury. Speed makes no difference when you're stuck to a tower the entire game because you sunk a bunch of points into an AA skill. Speed late games makes a BIG difference on Reg. I said be careful of this. Put some speed on Reg early for a point in Angelic Fury None after that so he cant be abusive late game. See that sen
You can't take multiple points early in AA skills in this game, this is why Angelic Fury is a bad skill. eg: I've seen people take 1 point in it to farm and power blade of the serpent, but that is about all you can get away with. I'd also point out that adding a crap load of speed to Reg does not let him extend and retreat earlier on. He struggles enough in his lane focusing on his damage skills, sinking points into a skill that now provides speed simply makes it harder to
Early mana cost reduction and brain storm does not mix. Occ can sit in his lane for quite awhile with the item set this way. So it's a no go.
OK, but we need to do some actual "testing" Simply making changes and then having everyone play "that way" is not really methodical. eg: Erebus may not really care if weaker ass reg has 20% movement when the can simply pop beside and bite / stun / kill, but this may be a real problem for DA if he can't get any closer to Reg then range 21 for the 1st 10 levels. Another eg: What is the implication of a Reg with fast speed angelic fury for each and every "typical build" o
QoT with highest minion idols and Fell Darkur Level 1 QoT with GS 1 =~ 12.5 seconds to kill a tower Level 4 QoT with GS 2 =~ 9 seconds to kill a tower & 30 Seconds to kill starting cit This is assuming you get to ground spike unmolested continuously and recast your minotaurs as often as possible, I'd say if you play a fast queen you can be real abusive early on , probably not as much as Oak once he gets last stand... but right from the start you can kill tower
Hrmm, I would disagree with that, on the topic of where to put an interrupt and the homogeneous origins of skills on the drawing board. Mark is a variation of Pen, so should get the interrupt Deadeye and Impedance are level 15 skills, so should not have real correlation to skill lines on the other DGs. It just happens that Reg's passive skills activate on snipe [maim and track], and MoTB is a non-interrupting variation of Pen. As such it is not a stretch to say Interru
Stun on snipe is a terrible idea in the early game, because you have no way to mitigate it (target) because you can't see it coming, and you can use it intentionally to block something that shouldn't be blockable all through the game (block locking a portal when you see someone running up to the port flag). Now, also consider when you are sniping cross lane, maybe it will block a skill cross lane maybe it won't. Adding some random maybes cross lane is also not a great way to improve R
It is not an interrupt, an interrupt causes cooldown if it blocks a skill/item in progress. There are 4 kinds of blocks Interrupt Stun Freeze Silence The difference between Interrupt and stun is simply the text you get. eg: Although every interrupt is set to a 0.1 duration, if you set it to 3, it would work like a 3 seconds stun with the exception of the text. Freeze will stop skill animations immediately, make a "freeze" sound effect and turn th
Ver 6 Favor Item things to try that are fun (let me be your tour guide) 1) Diamond Pendant + Staff of renewal on a lane pair of DGs. 2) Furious Blade DA / Besital Wrath UB with furious blade 3) Brilliant Bauble DG paired with Rook for health side lane. 4) Yeti / Shambler builds using Staff of the warmage 5) Pure Open QoT (think of yourself as mobile artillery support) with cape of mana (close when you use this) 6) Any ranged DG with goggles 7) Shield supp
[quote who="OMG_ZEX" reply="154" id="2880918"] Quoting LORD-ORION, reply 152I guess the main point is that the strong DGs either have an instant ranged interrupt or a stun. DA and Reg have neither, and it is a contributing factor to why they blow in a stand up fight. Warp Strike Interrupt and MotB interrupt would unsuck them by vasts amounts. I disagree. DA and Regulus suck because they have low hp and cannot tank damage this is why they are th
[quote who="doggu" reply="157" id="2880949"] Warp Strike Interrupt No. This is ridiculous. Firstly he already has a stun and you want to give another one with that range and 75% chance of crit damage? - int city. [/quote] Not seeing how giving the agreed weakest DG a Pen variant is rediculous. Whats more is that you really can't use Strike as your opening move since it puts you right next to the enemy DG who will likely curb stomp you. Also the "stun" on swap i
I guess the main point is that the strong DGs either have an instant ranged interrupt or a stun. DA and Reg have neither, and it is a contributing factor to why they blow in a stand up fight. Warp Strike Interrupt and MotB interrupt would unsuck them by vasts amounts.
Also, new idea for DA that I am putting in the next version of Crazy Town Interrupt moves to warp strike, and swap does a skill cancel without causing cooldown. eg: It will block the teleport out, but it won't cause cooldown on the teleport scroll so you can try again right after... then you get interrupted with warp strike.
Yeah I think the .3125 is more appropriate for the 25% boost Vlemish + Plenor + Unbreakable = 3350 mana + decent regen Warmage + Plenor + Unreakable = 3875 effective mana + lower regen
Yeah I think you're right... A mana cost decrease effect without some sort of +mana bonus is a good thing to try. That actually might give it a niche as the sedna / QoT minion build item. What actual % decrease to give it will be the next question I guess. I am guessing I can find a number that is right to make this item only more effective for high mana costing skills. If you have an efficient costing skill, you are better off going blood and 2 helms. etc... (
Oh, and I'll just put this idea out there to think what people think because I am thinking about it for the next version of crazy town. Ball Lighting. Armor mitigation never made much sense to me on ball lightning. Just exactly how would armor mitigate lightning in one form, but not another. I was thinking around 2/3 unmitigated damage potential compared to Crazy Town Yeti / Shamblers (which brings things in line with crawlers / ghosts) So, damage of 20 / 40 /
Miriyaka, Well to clarify, I mean around the same damage for max number of minions. eg: 4 shamblers / yetis + idols should have the potential to do the same total damage as 10 night crawlers or ghosts + idols. If you mean 4 shamblers / yetis + idols should do more total DPS then 10 spirits / crawlers + idols, that's not a good starting place. The baseline should be for the current minions that work... they've already been nerfed officially. If Yetis and sham
Well, I showed you my QoT build IN1 so I will post it here... it is offense 1st, then switches to defense as the game progresses. Although it can fight some DGs very well 1on1, it's ultimately meant for allowing you and your buddies to focus 1DG and end them quickly. If you have an LE on your team, this build is goddamn ridiculous. You have alot of snare and white damage potential. 1) Shamblers I 2) Shield I 3) Ground Spike I 4) Ground Spike II 5) Shamblers II or S