[quote]Why cant you deal with having to take a little more caution until your level 10?[/quote]Because levels 1-8 are boring enough, I don't want 9-10 to be more of the same. [quote]You just have to play a little SMARTER.[/quote]That's purely a matter of perspective. Personally I view being able to punish the other team for leaving a lane unguarded, especially if they insist on always doing 3v2 or 3v1 smart gameplay. I think this change dumbs down gameplay, though I'm sure you see tel
HorseStrangler
The synergy of Bite's armor debuff with EB's minions should be kept, and a snare is crucial for a melee DG. If you want to nerf EB you should start with Mist and rank 1 Coven. Changing Coven to 4/6/10 would make more sense to me, maybe 4/7/10 if you're not too worried about buffing the second rank. By the time you max the ability there's enough AoE to deal with them, it's the first rank that's problematic. What's really the point of removing 1 nightwalker from the upper
Before God Strength gets a speed boost what Rook really needs is a fix to his follow distance. It is literally impossible for him to outrun a target he's chasing. Once you get within a few yards he will decrease his own speed to match theirs, it's especially noticeable when you get Dizzying Force and you slow to a crawl as you try to catch the player you hit. All DGs have this (or a similar) mechanic, it's what keeps reg from running into melee range and melee DGs from overrunni
I don't mean to be rude, but quite frankly I just won't play the mod. I think it's a fun mechanic. I enjoy using it and I enjoy watching opponents try to use it, and I just don't see the purpose of forcing Oak to wait until level 10 without just going all the way and removing it completely (which I wouldn't support at all of course). The game is already very, very well balanced and this particular change is just taking a shot at one of the most fun tricks with no apparent objective be
Yes, it is fairly unique to be able to do that, but even the idea here wouldn't prevent it.
Lemme reword my point here. The weak DGs are the ones who have the crappiest interrupts anyway, if they even have them at all. Nerfing shield is just taking pot shots at a character you view as too strong. The real reasons why Oak is so powerful are Divine Justice and Penitence... If you reduced DI to 5/10/15 you would significantly nerf Oak without making him a whole lot less fun, unlike nerfing shield.
[quote]Does sheild III not remove debuffs like heal III does? For example, you can heal off a MotB on sedna so it does not actervate.[/quote]It removes debuffs but incurs the delay regardless. [quote]Both the counters to sheild don't work too well if the oak player is aware of them being used.[/quote]Both mean he either leaves the battle early more similarly to other DGs, or he dies. 7 seconds is an eternity when you're trying to do the kind of low health tricks you normally do with s
[quote who="Maccilia" reply="17" id="2475871"]nooooo false it will not interrupt through lvl 3 shield and will most likely put you in their base....[/quote]I did double check this and you're correct.
Okay, I finally figured out why removal of stun and debuff protection from Shield III is bad. The reason is that it's just a nerf for its own sake. The thing is Oak is not too powerful against EB, Oak, Rook, and probably not even Sedna (though maybe a little). In fact those DGs hold their own against Oak quite well. However, he is likely too good against TB, QoT, DA, and Regulus. So what do they all have in common? Solid, dependable interrupts: </p
I'll be honest, I don't really like the direction this is headed. [quote]Tracking Device (new date.11/12) - added debuff so that it reduces targets Health regen by 50% while in effect.[/quote]Is just hanging back and sniping really the kind of playstyle you're seeking to buff? Isn't that pretty much the only thing most regulus players currently do? It's already extremely effective, and especially if the other player doesn't have a monk, this will send them home way, way more than it d
[quote]I really like this idea. 975 dmg on a single target at lvl10 is only meh. I really think shatter should have the potential to do more damage because of the heavy skill point investment and mana required to pull it off.[/quote]It's a 7 second silence and interrupt which also happens to do pretty decent damage. It's hardly a weak ability and frost is already pretty competitive.
A cooldown increase is a major Putrid Flow nerf and a slight if even noticeable nerf to the majority of UB players since they don't have enough mana to spit off cooldown anyway. Generally speaking. In general there's only one real problem with UB, and that's that everyone just stacks HP on him due to Ooze requiring no mana. A mana cost increase across the board for UB's abilities would dramatically reduce the vast majority of players' frustration with him.
Cops: Hair Weave Stops Bullet Anything can happen, doesn't mean it's a good idea to try it. Premades are going to roll the majority of pugs and it generally won't be a fun game.
Low drop rate farm quests, especially for items that have no business not being on the body... Bring back 30 elk hearts, 5% drop rate.
It's not just AoE, it's a 66% dps increase on spit for 5 out of every 7 seconds
[quote who="Techubus" reply="23" id="2474024"]The first option makes the priest citadel upgrade pointless. The second option is unreliable and easy to neutralize. Creep priests are total pushovers with 450hp. Being unable to control them makes using them situational. These changes also do nothing for the game after rank 3. If portal priests were enough to equalize assassins they would already do so when bought. Instead, you're feeding the opponents more xp
[quote]as i mentioned once before: i dont think that you should nerf the good characters much but especially buff the others so that (for example) tb+reg doesnt mean to lose automatically anymore.[/quote]Not a good direction to go. It's fine that TB+reg is a likely loss because there's no balance to it. Even double UB is very easy for an assassin+general team, and that doesn't mean UB is weak.
Here's how you fix it: make priests auto-spawn at rank 3 or just add one priest to all creep waves from the start of the game, with the priest upgrade adding additional ones.
Right now you have a few characters who are too weak, but overall the balance is good. You're talking about a major game revision which while very well intentioned (I agree with you in theory) would almost definitely be worse for overall balance.
Meh, I think shield's stun immunity is a fun mechanic now that you can't both cap and teleport during it.
I can't see buffing citadel upgrades helping, a team full of poor players is unlikely to buy them anyway, not to mention they would have less money than the leading team to do so. The only real solutions are integrated voice chat and auto-matchmaking. I don't know how likely either are. Steam has integrated voice chat, though generally once you join a game it's handeled by the server on which you play. Still though, there's one-to-one voice chat available directly through steam and I
Hi. As you can tell from my idiotic amount of games played, the majority of the time I have very few connection issues. However, sporadically I will simply lose connection to NAT and be unable to reconnect for a variable amount of time, generally 5-60 minutes. I've had it happen mid-game, on my end it looks like everyone else has lost connection, I've had it happen in lobbies, but there hasn't been an overt enough trigger for me to notice any consistent factors. <p
[quote]Im basically just to lazy to push that favor item when im trying to kill someone =/.[/quote]Actually it's pretty sweet, you can hit it during foul grasp to free yourself from the stun. Helps a ton for closing with people. [quote]And yes I do like blood better, my main point is the skills I select and the order, you should always max spit/ooze because its crazy damage and thats the pt of UB.[/quote]I definitely agree with this. I love how much damage UB does, especially after le
[quote who="lifekatana" reply="15" id="2472988"]thats bull. spit is the single most damaging ability in the game and claiming that a fire tb can do as muchh damage with casting all his spells as UB with one .5 attack is fucking moronic.[/quote]Hammer does more damage for one, and second casting fireball every 7 seconds is 150 DPS. Fireball+Circle of Fire is actually more damage than just spit+ooze, and Fire Nova puts TB over the top on total DPS. As a melee character there's no reason
[quote who="lifekatana" reply="9" id="2472333"]Or something else. Mist is just broken right now. Mind you it's not OP but it's either useless(or only for level 1 for escaping spit/hammer/fireball) or it's the unending mist of doom.[/quote]Really mana regeneration just shouldn't work during it. You don't get health back, it seems like it's an oversight.