Cloak_Master
Active Member
- Reaction score
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Just check the ability and look at the orderstring. You should be familiar with them enough to know what is what*. Don't be so belligierent, uareanoob.
Sinja said:i suppose i could help
actually, your'e pretty lucky
i got to the steepest point in the editor learning curve, and i want to try out the skills i have absorbed
i generate as many ideas as The Butcher in DotA (First and Last DotA Reference) who has killed 100 creeps with lvl four bulk, 6 heart of terresques, and lvl 25 does hp, so i could help with anything
BUT (notice they are in caps[i like caps{and multiple parentheses}]), i would like to help with heroes
BUT (there they are again{huzz[ah]}), i would still consider myself new, so if it's crappy, just tell me to start over ( i dont mind[really]{i like starting over<4TH PARENTHESES LEVEL BROKEN>}])
Sinja said:meh, im a noob, so DONT BE HAYTAYIN!
jk
but, it is kinda advanced for me
thats why i said i would upload a fixed version later
also, i dont think it would even go with any of the races left over
on an off topic note, im starting to see how most electrical things behave since i started world editor, is that normal?
on a kinda off topic but not really since it has to do with this map note, how do i add just one hp per second? i know it can do percents, but how exactly just 1hp/s?
Quadmxracer said:(This is probably mainly for emjlr3 since its about his heros and abilities)
First thing, i wanna say that this maps sounds great, i really like the idea of revolutionizing the race/unit structure in how you make units.
So naturally I wanted to see what is comming so far and test what I could. The only thing i could test though is emjlr3's heros/spells. I really like what u did with the spells emjlr3, but, (and these are just my thoughts, hopefully to be just considered), it seems there needs to be a little bit of balancing and/or abillity mods between the heros.
one thing i noticed was the Imperial Beastman's Counter Stomp. the 11% chance is good, u don't want it too high, when one or too enemies are attacking you, but when a big group of enemies attack you, you end up Counter Stomping a LOT, like the enemies could barely strike because 11% for each unit ends up being a high percent all together. This just struck me as kinda too powerful a skill when being attacked by many units, i was wondering if maybe a "ric-o-shay" spell would be better. ex. 11% chance an enemy's attack will ric-o-shay (bounce back or something) and stun only that single unit, instead of the whole group around the hero.
Another thing i noticed was that, (maybe it was just me, or would change depending on enemies), the Demon seemed to be very strong compared to most of the other heros. He could kill many units, or just one unit, very easily, where other units may be fine against one unit, but have a lot more trouble fighting groups. This was just a balancing issue that maybe only i think might need work.
As the Demon was strong, (to me) the Dark Elf seemed weak. The split shot was nice, and any ranged unit likes Trueshot aura but i didn't really understand what Dark Arrow was supposed to do. I know what the text said, but when i was attacking the creep, the "Adds 5% of the distance between the Dark Elf and the target to the next arrow shot" didn't really seem to make much of a difference to the attack. I think this spell was for one of those "hero nukeing spells" you guys were talking about, but if it didn't affect the creep much, i don't see how it will do much damage to a hero. The "slow the target unit by 10%" i understand would be good for keeping in range of the hero though by not allowing him to get away from you. (p.s. unless u changed it already, in the Dark Arrow spell, there is a typo "as well as slow the targt unit" instead of "target unit", if u already saw this then sry"
The shapeshift form for the Dark Elf seemed like it could use improvement
(maybe something based off of str/agil/intel?), it just didn't seem worthwhile to turning into the dog to me.
The Dwarf seemed pretty good to me, (but i was wondering if the "Toss" ability could be based of of strength ex. 150 target damage + .5(1xStrength),
(just the idea of tossing someone seem to be greatly affected by your strength, just thought it would be a neat idea)
The Undead person seems pretty good right now. maybe after more testing i might get some ideas for it.
The Imperial Human guy looks good, (but there is a small type, if u haven't caught it yet, "current health mextra damage" instead of "extra damage".
Beastmaster... i think i already stated what i thought was wrong with his Counter Stomp. (Love the Beast Axe spell's "Deals 225(+Strength)".
For the Troll, it seems pretty good as well, maybe enchant spear could have (+strength) or agility added to its 210 damage.
I think that all spell/skills that it would seem ok on should have at least part of their affect based off of str./agil./intel. (reason why: at least in rpg's when a hero gets to a high lvl, spells often become useless, but since i don't think this is an rpg, that probably won't be a problem.
By the way, i was wondering how many levels you guys were planning on making heros go up to, just 10 or more, personally i think more the better, but then i guess that could cause harder balancing issues.
Well in anycase, like i said, these were just some thoughts of mine to (hopefully) be useful, if you want me to look at some other things, just ask and i'll try to make time to look at it.
p.s: I hope this isn't too lengthy, and i hope it helps.
pkraktis said:Hey guys, Ok I'm currently working on some cool triggers for the map. Where are those spells you are talking about!! I cant find links.