[quote who="miriyaka" reply="54" id="2726580"]Er, both the Amulet and scrolls use a shared cooldown, as of one of the first patches. Unless you changed that in this mod.[/quote] Yes, if you use amulet, TP scroll goes on cooldown too and vice versa, but the amulet cooldown is longer, so a TP scroll will be ready before amulet is off cooldown.
LORD-ORION
[quote who="awuffleablehedgie" reply="52" id="2724009"] I'm still concerned about minions being too powerful though .-.[/quote] This is something real and good players need to expose with a few games. My lan buds are not tier 2+ players, but are decent enough to show that a minion build is not too strong but definitely not too weak like ODG. (Oak's problem is that his fly so he can attack all over the place, so he has a special problem) [quot
[quote who="OMG_DD-shred_demon" reply="50" id="2723752"] Quoting OMG_Epiphenomenon, reply 47I feel like the Amulet of Teleportation should be balanced by reducing the cooldown othe teleport. Giving it the cooldown of a teleport scroll makes it competitive with BotF. agreed[/quote] This was one of the starting places... but really, what is amulet of teleportation giving you? Free TPs worth 250 a shot? 1 Free item slot? What are you giving up for this? More life (s
LOL Outsourcing! Translation: Made in China, Assembled in the USA. :D Still this is great. It is obvious they are going to put it on consoles... so hopefully this will give it a big PC fan base (since it will clearly be better on PC)
[quote who="Spooky__" reply="3" id="2723268"] quoting postIs this game dead already?No, though there was a sudden dip in players one week before August, for some reason. It cut the already low player base in half. Reduced 61%Original 980 x 320[/quote] LOL, for some reason.... that reason is SCII
[quote who="Ptarth" reply="48" id="2722716"] QoT is still underpowered. [/quote] Details why?
[quote who="OMG_DD-shred_demon" reply="43" id="2720823"]A lot of the changes here are good. One point though, people thought citadel eating minion oaks were annoying before, and now this... Hauberk: 1500 Theurgists's Hat: 750 Fell-Darkur: 2250 Forest Band: 450 Twig of Life: 1500 Did a quick test run against AI on normal settings. Eating the citadel is much easier and faster now.[/quote] The AI doesn't updat
[quote who="miriyaka" reply="39" id="2720717"]I'm not really sure what you're referring to? Supcom had absolutely no AE damage variance, it was always 100%. There's absolutely nothing in the code that would or could vary AE damage, and the engine's DamageArea function does NOT reduce damage based on radius from the center. It damages all affected targets equally. Also, DamageRadius has absolutely nothing to do with DamageSplash mult, other than that some of the fo
[quote who="miriyaka" reply="37" id="2720238"]No, they're not backwards, as the amount increases with each upgrade (10%, 30%, 40%, 50% from -90%, -70%, -60% and -50%). [/quote] Negatory The AoE is increasing, but the central beam should remain constant. So splash % should start high and decrease as AoE increases. eg: At the final 2.5 AoE and .25 damage multiplier it should be doing 50% damage, but at AoE 2.0 and .2 damage multiplier, it should be doing 60% damage,
[quote who="awuffleablehedgie" reply="35" id="2720200"] You have no idea whether he has Vinling or not. [/quote] There is supposed to be an effect "EffectTemplates.Items.Helm.GlowingFaceguardProc" but I don't see any noticeable effect, so this is something to look into. I always thought you could see the +350 blue text, but I haven't specifically tested this from the perspective of the enemy side for this mod. I will look into this before the next build.
[quote who="miriyaka" reply="33" id="2720087"]Not every demigod has to be 'tier 1'. [/quote] Yes... 1vs1 is a consideration of this mod. I am not saying fresh TB should be able to push fresh UB from a flag, but if UB messes up, fire TB needs a way to punish him. eg: Interrupt the 1st spit if you are telegraphing that intent. But there is a specific reason why Coin Purse has +2 gold. I am thinking crucible when you cant push a 'tank' DG off the gold flag.
[quote who="OMG_ZEX" reply="31" id="2720029"] Quoting LORD-ORION, reply 26 Quoting OMG_ZEX, reply 25 I would like to point out that everything that hedgie says is also my belief and I would also like to make it perfectly clear that fire nova should not be an interrupt. Making fire nova an interrupt would be absolutely rediculous. One other thing that I highly disagree with is brilliant bauble no damage reduction please. Just make brilliant baub
[quote who="OMG_DD-shred_demon" reply="2" id="2719599"]You wouldn't need to increase their HP too considerably if you reduced the mana cost of summoning them. Right now the cost of summoning Yeti's is just ridiculous (erebus gets minions at no mana cost, oak at practically no cost). HORN OF YETI III IN NO WAY SHOULD COST MORE THAN SILENCE!!! :/ I mean even compare it to QoT minons mana cost. The cost of summoning shamblers doesn't increase going from S
[quote who="miriyaka" reply="27" id="2719546"] Quoting awuffleablehedgie, reply 24Yetis... 400 DPS might be enough. I'd have to experiment with it to make a judgement call. But, still. They cost sooo much mana even though 1710 is enough to keep them alive, I guess. Maybe it is just stuck in my head. Wild Swings always existing would make them worth it just for creeping, even if Siege Idols would normally still be better. I've been using them in AI skirmishes at 240dps (300 with wil
[quote who="awuffleablehedgie" reply="24" id="2719294"]I'm fine with keeping Groffling as is (5%). You are going to be hit more often if you are: - fighting a general. Most generals will have 2 monks, which have an attack rate of .6, off the top of my head. Erebus is the major exception because most Erebi get one point in Coven early on, which boosts their Nightcrawlers to 6, which an attack rate of .65. Add on top of this Siege Idols, or possibly Spirits/etc and you h
[quote who="OMG_ZEX" reply="25" id="2719339"]I would like to point out that everything that hedgie says is also my belief and I would also like to make it perfectly clear that fire nova should not be an interrupt. Making fire nova an interrupt would be absolutely rediculous. One other thing that I highly disagree with is brilliant bauble no damage reduction please. Just make brilliant bauble's + xp higher than it is. Say like 40 % more xp.[/quote] Why?
What roles are YETIs meant to fulfill on Sedna? a- Anti-Creep b- Anti-Tower c- Anti-Minion d- Anti-DG How do we make them do that? a- More life b- More Armor c- More DPS d- More Speed e- More AoE f- Add a Snare g- Add an armor debuff h- Stun Chance i- damage mana k- reduce regen m- some other attribute I missed Explanations, thoughts, ideas are encouraged.
Still looking for technical arguments on TB other than... man I feel the force, and my Yoda says no. We do have some good arguments against Crazy Town frost Nova.... So Frost Nova vs Mass Charm -Anti-DG duty Technical details for the 3 AoE stuns. ODG Frost Nova / CrazyTown FrostNova / Mass Charm Cast time / Stun length / Follow Through 0.9 &n
Just a quick response hedgie before I go into more detail on the other items. On cata, I took a level 20 beast with scalemail, nimoth, duelists, armor of vengance and Vinling. I drained all my mana (a little more then 4K) and walked up to one of the Archer/ToL doubles in the centre (not the middle, the side, so only 1 ToL and archer was hitting). I died a little bit before the mana pool was replenished with the 5% proc rate. I didn't take acclimation.
[quote who="miriyaka" reply="15" id="2718990"]It's possible to make Elusiveness give MoveSlowCap based on the lowest common denominator of its level and Demon's Speed's level, creating even more symbiosis between them. It'd be a bit trickier to implement, and harder to explain in the description, but it's doable. e.g. if you have Elusiveness 1 and Demon's Speed 3, you would get a MoveSlowCap bonus equal to Speed 1. With Speed 2 and Elusiveness 3, a bonus equal to Speed
[quote who="GM-Zen_God" reply="3" id="2718150"]i want screenshots[/quote] What if I made some showcase videos? Would that be cool?
[quote who="miriyaka" reply="9" id="2718692"] Quoting LORD-ORION, reply 7Didn't know that. What if we set it to a negative number and describe the hard number you cannot be slowed against? eg: Cannot be slowed more then speed 6, speed 6.6, speed 7.2. Does this mean unrelenting wrath only works to speed 6.3? Saam-El's cloak will probably need an adjustment too Yes, Unrelenting caps it at base speed (6.3), while Saam-El's caps it at 0.85 (1.0 + -0.15) of base speed (5.
[quote who="nomilarac" reply="10" id="2718763"]@ LORD-ORION sorry bro but i need a really good reason to launch Demigod again, so i won't try your MOD for the moment, and this probably Hedgie's case too. That's why i'm not reading and commenting your mod changes comprehensively too, not your fault BUT. Reading things like "reg is very good as he is now" or "torch is still a weak ass" makes me think you don't know the game nearly as well as y
[quote who="OMG_nomilarac" reply="6" id="2718519"]Lol the "Crazy" word in the mod title is more than appropriate, you've gone a bit overboard buffing things and decrasing prices [/quote] Provide details on what you think please. Like what you did with the other things you mentioned. Of course, things will seem very crazy since the changes are quite broad, and I can tell you, I have made 4 other balance mods before, and it takes about 10 tries to get it mostly right once
[quote who="miriyaka" reply="5" id="2718451"]MoveSlowCap is totally useless, because it's based off of base speed. In other words, 'cannot be slowed more than 10%' means -10% of base, or 5.4 for a 6.0 demigod, which is still quite slow. If you have +20% speed, this means it doesn't even come into account until you've been slowed 30% from your 'normal' speed. The only snares that would even have a chance of running into this limit on DA are Penitence IV, Hammer Slam IV + Dizz