Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Sanctuary v1.10
Hero Sanctuary v1.10
Sep 26 2009, 8:33 pm
By: Norm
Pages: < 1 « 24 25 26 27 2844 >
 

Dec 9 2009, 2:19 am Xero Post #501



Alright. When MM unsieges, the SCV will return to the siege tank. The tank itself is repeatedly moving to a location centered on itself, thus stopping it from moving away and such. When this happened, the player had his SCV well far out from his tank. After unsieging, he tried to spam click away from me. I happen to be Sam, so I came up to attacked him. Turns out that when I came to close quarters with tank, the trigger affecting the tank's movements was also affecting me. So basically, my sammy was moving to the location you have centered on the tank.



None.

Dec 9 2009, 3:29 am fat_flying_pigs Post #502



Quote
op=Overpowered=Too strong to be balanced.
Op=Game Breaking. Broken games are not fun, just horrible.

OP = over powered = over the normal power of the game's balance != Too strong to be balanced. There is theoretically no such thing as "too strong to be balanced" Set rine to 1 hp and 1 damage and he is all of a sudden under powered

OP units CAN game break, but do not always. The rine in this game is not strong enough to break the game, but it is far above the power that the other heroes display.



None.

Dec 9 2009, 4:32 am Xero Post #503



Really? Cause I find Psycho not at all hard to take out, even Reload's Psycho (though it may be a little harder).



None.

Dec 9 2009, 7:18 am MEMEME670 Post #504



Quote from fat_flying_pigs
Quote
op=Overpowered=Too strong to be balanced.
Op=Game Breaking. Broken games are not fun, just horrible.

OP = over powered = over the normal power of the game's balance != Too strong to be balanced.

Generally = too strong to be balanced in the game in which they are OP.

Also, normally they contribute in such a way to AoS games that it makes a well played OP char unbeatable unless the team goes against them fully, which leaves them open to the other two team members...



None.

Dec 9 2009, 7:41 am Norm Post #505



Okay, I know you guys are having a heated debate right now, but I just want to interject.

Just got done with a fairly epic match. I've decided that my favorite character is Ninja.



None.

Dec 9 2009, 7:49 am Neki Post #506



Quote from Norm
Okay, I know you guys are having a heated debate right now, but I just want to interject.

Just got done with a fairly epic match. I've decided that my favorite character is Ninja.

That's because Ninja is OP and gamebreaking. QQ. Nerf him, buff CoM.



None.

Dec 9 2009, 9:29 am FlashBeer Post #507



I would agree that ninja needs a nerf, more for his sub. Aside from him being removed from the arena, thereby removing him from any harm, he can easily trap opponents, and his attack does massive dmg. How much does it do per up, +5? and 5-8 dts can attack at a time which is about +30-40 dmg times about 2 hits.

i.e. So a ninja with 7 ups manages to get 5 dts surrounding a small hero (more for a larger) with 10 armor, using sub. 25 base dmg + 35 up dmg = 60 dmg - 10 armor = 50 dmg x 5 dt's x 2 hits = 500 dmg

Serpent's final with 7 ups does 45 base +21 ups = 66 dmg x (was it 8 BC's?) = 528 dmg... not accounting for armor (448 if armor)

This is crazy if you ask me, that Ninja's l2x2 easily does more than another player's final, coupled with cloak at night and you got an OP hero. Lower his upgrade amount.

I hardly ever see shurikens being used, almost never, probably due to the fact that they go toward the center of the map.
I say, make the shurikens travel in all directions, and if you are worried about guardians raping cannons, then replace them with muttas.
Or also, maybe have it, so when players are hit by shurikens, a dt spawns next to them.

I find that illusionist is too one-sided in his gameplay, either go full on ultralisk, which is good early game, sucks later, or protoss, which sucks a lot early game. Most people seem to go ultra, then switch to toss.

Personally, I don't like illusionist's 1st spell, doesn't have enough use, especially late game. I think the 1st spell should be useful all game around, and possibly have toss dmg to use at the start.
Idea: replaces illusionist with a hallucination with random low hp # for a limited time, if the copy dies or time runs out, a few aldarises appear and attack, then the real illusionist comes back.
The spell could be used as a trick, a dodge, and/or an attack.

Power Manifest should also more spells 3 & 4 to be more useful later game, perhaps an expensive spell that brings the illusionist to the ultralisk and creates a bunch of archons/dragoons

Since illusionist is all about tricking people, his spells should overlap in dmg type (both zerg and protoss) and purpose (attacking? running away? trapping?) If the dmg types overlap, such as zerg dmg when in templar form or toss dmg in ultralisk form, then this allows from him to easily swap between forms to confuse his enemy while still maintaining strength.

Rune Mage only has +1 up? Isn't that really low considering the low attack rate?

It would be nice if Necromancer could have away of choosing to make greater skeletons or more than max of 3 skeletons.
Maybe have each spire raise the limit of skeletons by 1? So 7 skeletons total if they have 4 spires. (or per greater spire)
And you could have greater skeletons buildable from hives, 2 zerglings = 1 greater skeleton



None.

Dec 9 2009, 6:47 pm killer_sss Post #508



side note did you ever check in on the full health bug i posted norm?

The ramp near top team's top path isn't big enough for ultra to fit up. I tried killing some spawn and got trapped by my own men. I also didn't realize the an opponent was near. He drained my mana and I had no escape as my stupid men blocked me and I couldn't get up the ramp to at least try and kill his spawn.


Also are there any other powerups you could change for the flag one. If picked up by a probe, scv, drone it shows opposing team where it is all the time which can be annoying for unsuspecting players. I killed a few sims right after they were built because of this.

Post has been edited 4 time(s), last time on Dec 10 2009, 3:31 am by killer_sss.



None.

Dec 10 2009, 4:53 am Norm Post #509



Quote from name:Ultimo
Quote from Norm
Okay, I know you guys are having a heated debate right now, but I just want to interject.

Just got done with a fairly epic match. I've decided that my favorite character is Ninja.

That's because Ninja is OP and gamebreaking. QQ. Nerf him, buff CoM.

Ninja has received Nerf in [BT4]. Refer to Change log. CoM will not be changed in [BT4].


Quote from FlashBeer
I would agree that ninja needs a nerf, more for his sub. Aside from him being removed from the arena, thereby removing him from any harm, he can easily trap opponents, and his attack does massive dmg. How much does it do per up, +5? and 5-8 dts can attack at a time which is about +30-40 dmg times about 2 hits.

i.e. So a ninja with 7 ups manages to get 5 dts surrounding a small hero (more for a larger) with 10 armor, using sub. 25 base dmg + 35 up dmg = 60 dmg - 10 armor = 50 dmg x 5 dt's x 2 hits = 500 dmg

Serpent's final with 7 ups does 45 base +21 ups = 66 dmg x (was it 8 BC's?) = 528 dmg... not accounting for armor (448 if armor)

This is crazy if you ask me, that Ninja's l2x2 easily does more than another player's final, coupled with cloak at night and you got an OP hero. Lower his upgrade amount.

It has always been +4. I have decreased the base damage on Sub from 26 to 16. This, as well as additional Ninja nerfs in BT4 will even him out.


Quote from FlashBeer
I hardly ever see shurikens being used, almost never, probably due to the fact that they go toward the center of the map.
I say, make the shurikens travel in all directions, and if you are worried about guardians raping cannons, then replace them with muttas.
Or also, maybe have it, so when players are hit by shurikens, a dt spawns next to them.

Shurikens are really strong and ownage if used correctly. They will not be modified in [BT4].

Quote from FlashBeer
Personally, I don't like illusionist's 1st spell, doesn't have enough use, especially late game. I think the 1st spell should be useful all game around, and possibly have toss dmg to use at the start.
Idea: replaces illusionist with a hallucination with random low hp # for a limited time, if the copy dies or time runs out, a few aldarises appear and attack, then the real illusionist comes back.
The spell could be used as a trick, a dodge, and/or an attack.

Illu's l1 spell will not see any changes. One thing a lot of people don't know is that the effect of l1 will act on both spell units and the actual hero of the enemy, making it extremely useful to dodge almost any attack that you are in close range of.


Quote from FlashBeer
Rune Mage only has +1 up? Isn't that really low considering the low attack rate?

This is adjusted in BT4 to make a battle RM build viable.


Quote from FlashBeer
It would be nice if Necromancer could have away of choosing to make greater skeletons or more than max of 3 skeletons.
Maybe have each spire raise the limit of skeletons by 1? So 7 skeletons total if they have 4 spires. (or per greater spire)
And you could have greater skeletons buildable from hives, 2 zerglings = 1 greater skeleton

First of all, if you are talking about Night of Unborn, then you can summon a max of 7 skeles with that if you have elixir.
Secondly, No I will not make it possible to directly summon Greaters.
Max Summons you can have (Assuming 4 greater spires) is 12 Skeletons + 6 G.Skeletons + 3 Dancers.




Quote from killer_sss
side note did you ever check in on the full health bug i posted norm?

Thank you for reporting it, it's being worked on in [BT4].

Quote from killer_sss
The ramp near top team's top path isn't big enough for ultra to fit up. I tried killing some spawn and got trapped by my own men. I also didn't realize the an opponent was near. He drained my mana and I had no escape as my stupid men blocked me and I couldn't get up the ramp to at least try and kill his spawn.

Unfortunately one of the down sides to playing as Illusionist. His over the top ability to avoid death requires these kinds of counter balances to make him killable if the user isn't careful of every movement. Also, can you be more specific about which ramp this is? About 3 of them fit your description and I can double check my ramp widths if you can point them out.



Quote from killer_sss
Also are there any other powerups you could change for the flag one. If picked up by a probe, scv, drone it shows opposing team where it is all the time which can be annoying for unsuspecting players. I killed a few sims right after they were built because of this.

Unfortunately, I do not have any other power ups to use. Please just be more careful to avoid workers picking up flags.



None.

Dec 10 2009, 4:54 am Norm Post #510



BT3 ---> BT4 Changelog.

Quote
• Land Mines (2) [Which is the damage dealing unit for Sub and Wind Slash] base damage reduced from 26 --> 16.
• Base Damage on THUNDER reduced from 27 --> 25.
• "Vengeance" HP reduced to 490, armor reduced to 12.
• "Doom" HP reduced to 900, armor reduced to 15.
• Magic Orb HP reduced to 240, armor reduced to 7.
• Conjured HP reduced to 120, shields reduced to 80, and armor reduced to 7.
• Halls of Doom price increaed by $15.
• EXPLOSIVES damage decreased from 58 --> 55.
• Dual Laser base damage reduced by 10.
• Artillery Matrix base damage reduced by 8.
• Shinigami now only gains +2 damage per upgrade.

• Ninja now does 35 Base damage, and gains +5 per upgrades.
• AI now has base Air attack damage of 34 (17+17).
• Custom-made Tank now gains +5 per upgrade and starts with 35 Base damage.
• Custom-made Tank now has 3 Base armor while sieged.
• RM's Base damage decreased to 42; however, she now gains +2 per upgrade.
• Necro's damage decreased to 32, and he now only gains +4 per upgrade.
• CW's base damage decreased by 1.
• Psycho's base damage decreased by 1.
• MM's damage has been increased to 35.

• CoM [H] +50 max HP
• Custom-Made Tank +100 max HP
• RM -40 max HP
• Ninja -50 max HP
• CW -60 max HP
• Illu +30 max HP
• MM +80 max HP
• Psycho's max HP decreased to 3405.

• Maximum HP on bomb airship is now 306.

• Alchemist's Portal Construct no longer gives over 20EXP.
• Bomb Airship now gives more EXP depending on how many bombs are loaded in it.
• Building Kills now give EXP.

• Inferno now has a 23% chance to be a Dud (+8%).
• Stun Grenade now has a 31% chance to be a Dud (+31%).
• Land Mines now has a 23% chance to be a Dud (+23%).

• Range for invincible DS decreased by ~4 units.
• Duration on Inferno and Inferno +1 decreased.
• # of Flames created by both Inferno and Inferno +1 decreased by two and four respectively.
• The maximum length for the disable effect to last on a player after being hit by Mindlock is now 4 seconds.
• Reduced the potency of Shadow Stitch by ~20%
• Reduced the potency of Necromancer's Curse - The disable effect is reduced by 15% and the blind effect is reduced by 8%.
• Shurikens now only drain 6MP each instead of 7MP each.
• RM can no longer use Magic Orb to move the effective area of Mindlock mid-spell.

• It now costs 7 stats points to increase spawn level.
• EXP compensation for destroyed enemy SPAWNERS increased to 5EXP, 12EXP, and 20EXP respectively.
• Reduced the frequency of firing for 6 triggers: They were set for always =/.

• Mission objectives for RM and Serpent have been corrected.
• It is now impossible for Psycho to glitch a DS with full HS.

• Fixed a glitch where Illusionist could build HT or DT spell-casting units as Power Manifest form, and have them sit doing nothing.
• Fixed a glitch that resulted in Psycho controlling the units used for DS spells if times correctly.
• Fixed a glitch for artifacts that resulted in being unable to pick up all artifacts.
• Fixed an error where AI was still effected by the MP drain of Shurikens.
• Fixed a glitch that resulted in MM being in a holding area and unable to participate in the battle.
• Fixed a glitch that allowed players to get full HP if they move quick enough after respawning.

• Redesigned Inventory.
• Changed the name of Force 4 to reflect the new version and release date.

BT4 at the beginning of next week. Thank you to all BETA testers.

Post has been edited 7 time(s), last time on Dec 12 2009, 2:16 am by Norm.



None.

Dec 10 2009, 4:59 am MEMEME670 Post #511



I already typed this up, gotta type it again...damn.

Cut to the chase.

Psychos dropship is rigged, it does everything a normal hero does, stuns, kills, kills minions and team minions for exp, is hard to kill, however the psycho can hide in base and never need to be able to die at all.

EDIT: Shown in replay.

Atleast norm watch, idc about anybody else.

Attachments:
Rigged psycho.rep
Hits: 0 Size: 579.75kb



None.

Dec 10 2009, 5:10 am Norm Post #512



Quote from MEMEME670
I already typed this up, gotta type it again...damn.

Cut to the chase.

Psychos dropship is rigged, it does everything a normal hero does, stuns, kills, kills minions and team minions for exp, is hard to kill, however the psycho can hide in base and never need to be able to die at all.

EDIT: Shown in replay.


Atleast norm watch, idc about anybody else.

I have already taken quite a few measures to take care of Dropship's OPness. Wait until you see it in BT4 before bringing this up again plz. I've heard "psycho is op" from a hundred people and I've witness it myself. It isn't even being argued against so I don't see why you are so dedicated to beating the dead horse. Like I said, I'm balancing it so just hold tight for BT4 please.



None.

Dec 10 2009, 5:16 am fat_flying_pigs Post #513



Quote
Quote from FlashBeer
Rune Mage only has +1 up? Isn't that really low considering the low attack rate?

This is adjusted in BT4 to make a battle RM build viable.

It should remain at +1. I think RM does 47+1, so 8 melee will 1 hit broods. A build I have tried (I haven't seen anyone else use it) is the melee RM build. The RM sims and ups defence and melee, and gets massive MP. At 21 attack (easy to get with sims, and storm feed), She can effectively kill 1 cannon before she must heal (spam L2). This build is extremely strong before the 2nd night (lings; L2 spawn starts), and can easily take out any hero, including the rine (ensnare, storm/L1 DS, and L2 the rine). At lings, she can no longer 1 hit lings, forcing her to use MP to farm. [this build especially rapes Necro, MM, AI, CW, and Sam. If you're lucky, the CoM and the Illu (Ultra) too]

Of course, its better to go storm feed, power level, and L4 for pk, or L3 for base rape.

Quote
I have already taken quite a few measures to take care of Dropship's OPness. Wait until you see it in BT4 before bringing this up again plz. I've heard "psycho is op" from a hundred people and I've witness it myself. It isn't even being argued against so I don't see why you are so dedicated to beating the dead horse. Like I said, I'm balancing it so just hold tight for BT4 please.

It's not gonna be enough. Add +3 seconds to DS with stun only, +12 with mines and stun , and +17 with bats, mines, and stun . +seconds = +time to r"rebuild" the DS at base. Rine must stand near the base to build it.

Oh, and in B3, the DS rebild is: wait 5-7 seconds near base (if rine moves away, the DS isn't rebuilt), your DS dissapears (rine can now move from base), wait ~2 seconds, DS spawns over rine. If rine moved away from temple, the DS has full health.



None.

Dec 10 2009, 5:18 am Norm Post #514



Don't worry reload, the RM's adjustment in melee will still allow for what you described, but also make it more worthwhile to upgrade lings instead of always going for l3/4.

And I've found a better solution for keeping the Psycho's DS bombs in check, refer to change log once I get it up. It's additional to what I've already said on B.net.



None.

Dec 10 2009, 5:22 am fat_flying_pigs Post #515



Quote
Don't worry reload, the RM's adjustment in melee will still allow for what you described, but also make it more worthwhile to upgrade lings instead of always going for l3/4.

Nono, I don't want it to be easier! I want it to stay the same. If you made it easier, then it would be stronger than the L3. Only benefit for the L3 compared to my alternate build is that if the crossair dies, you don't lose a life. Other from that, L2 lings are average for base rape, and slightly worse at PK, with the benefit of using MUCH less MP.



None.

Dec 10 2009, 5:28 am Norm Post #516



Quote from fat_flying_pigs
Quote
Don't worry reload, the RM's adjustment in melee will still allow for what you described, but also make it more worthwhile to upgrade lings instead of always going for l3/4.

Nono, I don't want it to be easier! I want it to stay the same. If you made it easier, then it would be stronger than the L3. Only benefit for the L3 compared to my alternate build is that if the crossair dies, you don't lose a life. Other from that, L2 lings are average for base rape, and slightly worse at PK, with the benefit of using MUCH less MP.

Let me rephrase: RM's L2 will function EXACTLY the same as in BT3, the only difference is that players will have incentive to develop both l2 damage and the damage of the higher level spells because RM will benefit more during melee combat from attack ups.



None.

Dec 10 2009, 6:01 am MEMEME670 Post #517



Quote from Norm
Quote from MEMEME670
I already typed this up, gotta type it again...damn.

Cut to the chase.

Psychos dropship is rigged, it does everything a normal hero does, stuns, kills, kills minions and team minions for exp, is hard to kill, however the psycho can hide in base and never need to be able to die at all.

EDIT: Shown in replay.


Atleast norm watch, idc about anybody else.

I have already taken quite a few measures to take care of Dropship's OPness. Wait until you see it in BT4 before bringing this up again plz. I've heard "psycho is op" from a hundred people and I've witness it myself. It isn't even being argued against so I don't see why you are so dedicated to beating the dead horse. Like I said, I'm balancing it so just hold tight for BT4 please.

There is a tournament tomorrow.

So this is basically a forced pick/ban?



None.

Dec 10 2009, 6:19 am ClansAreForGays Post #518



I don't have any banning system in mind, so it will be all pick unless norm comes up with something thought out and specific.




Dec 10 2009, 7:06 am Norm Post #519



Please refer to my above post for the current change log of BT3 --> BT4.

Thanks you.


p.s. As for the tournament tomorrow: May I propose a rule that no team is allowed to consist of both Psycho and Ninja.

Besides that, All Pick should work fine. Unfortunately, BT4 will not be available for the tournament, so the imbalances of BT3 must be handled in this manner.



None.

Dec 10 2009, 4:03 pm MEMEME670 Post #520



Only due to the fact that this is beta...Ill let this go.

Im not gonna like it, and this tourney wil prolly be won by a team with one of those chars...But ill try.

(i was srsly thinking about a rule where psycho has to be within two screens of his dship or something...but meh.)



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