Typical AoS Ratios?

Kitt

New Member
Reaction score
5
I'm currently working on an AoS map, and have been avoiding actually creating any Heros, Skills, Buildings and Items. It doesn't make for a very eventfull AoS map without those things XP. The reason is: I'm unsure of how to set the numbers.

About how many stats total should Heros start with? What's a good way to decide attack damage? How much health should Heros have? How much damage is unbalanced for a skill, and how much is simply useless? What sorts of things should Items do, and what shouldn't they?

By no means is that a specific list of questions, but mostly a series of examples. Obviously, I know that 900 damage for 50 mana at lvl 1 is a bit over the top; It's mostly the finer points I'm unsure about. I was hoping that someone who has more experience with AoS maps would have a few points of advice to help me out. Also, one thing to keep in mind, my goal for this map is to make it very focused on skills, with a much smaller emphasis on items. DotA: Allstars is a good example of a very very item focused AoS. That is not what I want. My vision for items is more similar to "claws of attack +6".

I thank anyone who provides some nuggets of advice, it's greatly appreciated. Also, if anything is unclear or you would like more detail, simply ask and I'll elaborate.

Mreow.
 
N

nooK

Guest
Just check out other AoS and look what stats they used for their units/abilities. Than tweak them :)
My AoS doesn´t focus on items, too, and heroes aren´t so uber as in Dota Allstars, you can take a look here:
http://beam.to/samurai
 
L

LedZepplin

Guest
Im not exactly an expert but i have made a map like an AoS before very simple not to much to it. Personally, i start making heroes off the same base hero. Such as for any Intelligence based heroes are based off Archmage, any Strength ones the Paladin. I set all the stats the same for each hero base and customize each accordingly. I set a number which i use, usually between 9 - 12 and adjust the stats for each hero a bit different. All of the damage basically starts the same for each hero base but since all their stats are different the damage changes i usually dont worry to much about changing the damage directly. Anyways hope i helped.
 

Rinpun

Ex TH Member
Reaction score
105
Those are good suggestions.

For me, I like to base them off of the warcraft standard first. Then, once I make a melee unit for one side, I copy it, maybe change its model and sound file and stuff, and then rename it for the other side. That usually guarantees the most balanced approach.

Then the next step is the heroes and their abilities. Balancing them stats-wise is really easy, but balancing their abilities is not. I'm afraid that to balance abilities you will have to release a beta version of the map, then release another...and then another...until you're confident that the heroes within their range are balanced.

Like, for example, you could look at the Tides of Blood AoS. Most of the heroes there are incredibly balanced over the thing that most heroes can murder two choice heroes but can be utterly destroyed by several other heroes. One exception being Jimmy, which from how it looks, they disbanded before they finalized him. This being because his ultimate, the JEW, cannot possibly avoided after it happens (and you receive little warning when he begins to cast it and about half a second to dodge it...sometimes you can dodge it accidentally, but it is very hard if you're facing a good Jimmy player). Other heroes ultimates do serious damage in a small confined space, but Jimmy already does that with his normal attack (he attacks multiple enemies too), so his JEW just plain eats the target hero and, assuming Jimmy doesn't mysteriously lose his 3000 health, said hero is just plain gone until revival. Any ability that instantly kills a hero should not be in a game.
 
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