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Suggested changes for 7.1c
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TOPIC: Suggested changes for 7.1c
#6917
monkeyguy
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Posts: 496
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Suggested changes for 7.1c 6 Months ago  
Heroes:
Beastmaster summon quillbeast level 1 buffed.
Countermage ultimate lvl 1 buffed.
Levia great fishing harvest nets stun for one second each.
Halpmeh lvl 1 zoz buffed.
Nfa ultimate stun lasts slightly longer on both heroes and units.
Sea-bass earlier levels of shadow wave buffed.
PotM aura buffed.
Tinker rockets stun for a shorter duration.
Tinker pocket factory is now an exact replica of metal.bark's factory.
Warden AoV given hero armor and not magic immune.
Warden FoK damage cap at higher levels decreased.
All banishes durations reworked so that it will actually be useful to get after level 1 for banish nukes and after lvl 3 for disabling attacking heroes.

Hero change suggestions:
Dreadlord nerfed.
Lich reworked so that it will be harder to use.
Sharon, Tbg, cruser, gw reworked so that they will be usable in inhouses.

Tech:
Archers buffed.
Either fiends or hunts should be able to hit air.

Items:
Circlet cost reduced to 125 gold.
Searing sniper bow buffed significantly.

Bug fixes:
Raven leap now works correctly.
Backstabber's malaise now works correctly.
Roaaaarrrr stun lasts for a shorter duration.
Roaaaarrrr stalkers stomp do slightly more damage as they level.
Heave is blocked by spell shield.
Tinker avatar and farseer silence descriptions fixed.
You can no longer mass tp or saeki to structures.
 
Last Edit: 2010/03/31 11:53 By monkeyguy.
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#6918
Kid.Bear
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Re:Suggested changes for 7.2 6 Months ago  
monkeyguy wrote:
Heroes:
Beastmaster summon quillbeast level 1 buffed.
Levia great fishing harvest nets stun for one second each.
Halpmeh lvl 1 zoz buffed.
Sea-bass earlier levels of shadow wave buffed.
Warden and Jaood AoV given normal armor and not magic immune.

Hero change suggestions:
Dreadlord nerfed
Lich and naga changed so that they will both be less boring.
Lich reworked so that it will be harder to use.
Sharon, Tbg, cruser, gw reworked so that they will be usable in inhouses.

Tech:
Archers buffed.
Either fiends or hunts should be able to hit air.

Items:
Circlet cost reduced to 125 gold.
Searing sniper bow buffed significantly.

Bug fixes:
Roaaaarrrr stun lasts for a shorter duration.
Roaaaarrrr stalkers stomp do slightly more damage as they level.
Heave is blocked by spell shield.

Jaoods avatar isn't a problem, Jaood isn't even played often in inhouses so I don't think an additionnal nerf would do him good...

How do you wanna nerf dreadlord?

Lich and naga changed so that they will both be less boring.
Please not because that's a subjective judgement. I don't find Naga boring at all.

Lich reworked so that it will be harder to use.
??? Why? It's not an imbalance if a hero is "easy" to use.

Either fiends or hunts should be able to hit air.
So we come from t3 wars to t2 wars?
 
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#6919
monkeyguy
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Re:Suggested changes for 7.2 6 Months ago  
Kid.Bear wrote:
Jaoods avatar isn't a problem, Jaood isn't even played often in inhouses so I don't think an additionnal nerf would do him good...

I agree

How do you wanna nerf dreadlord?

No idea, but he needs a nerf.

Lich and naga changed so that they will both be less boring.
Please not because that's a subjective judgement. I don't find Naga boring at all.

Good point


Lich reworked so that it will be harder to use.
??? Why? It's not an imbalance if a hero is "easy" to use.

It's not an imbalance, but it's lame to see 2 liches in every inhouse.


Either fiends or hunts should be able to hit air.
So we come from t3 wars to t2 wars?

I don't think this will be make a difference in t3 wars vs t2 wars. It just bothered me that t2 doesn't have a single unit that can hit air.

[/quote]

I'll redo the list to reflect your suggestions.
 
Last Edit: 2010/03/05 13:41 By monkeyguy.
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#6920
Kid.Bear
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Re:Suggested changes for 7.2 6 Months ago  
well, t2 has - grunts. They can attack *most* air units =D

I asked the question how to nerf dl since if we all agree on "nerfing dl" roar would probably consider nerfing it but we couldn't even define what exactely is imba/should be nerfed.
I think we should do this


There is something which can be easily done about lich. Lich gets extremely easy countered by pala which became quite vailable now, however many people refuse to pick him still since many see him as a boring hero and he also relies to much on tech.
What sacred said a while ago (players should change their attitude) is quite fitting here.
 
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#6925
Sacred Reich
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Re:Suggested changes for 7.2 6 Months ago  
monkeyguy wrote:
Heroes:
Beastmaster summon quillbeast level 1 buffed. Splash damage too imo at level 5/6.
Countermage ultimate lvl 1 buffed.
Levia great fishing harvest nets stun for one second each.
Halpmeh lvl 1 zoz buffed.
Nfa ultimate stun lasts longer on both heroes and units.
Sea-bass earlier levels of shadow wave buffed.Huge imbalance. Shes already a late game beast (even mid game) now you want to buff her early game too? This just makes SH obsolete imo
PotM aura buffed.
Warden AoV given normal armor and not magic immune.
All banishes durations reworked so that it will actually be useful to get after level 1 for banish nukes and after lvl 3 for disabling attacking heroes.

Hero change suggestions:
Dreadlord nerfed.
Lich reworked so that it will be harder to use.
Sharon, Tbg, cruser, gw reworked so that they will be usable in inhouses.

Tech:
Archers buffed.
Either fiends or hunts should be able to hit air.

Items:
Circlet cost reduced to 125 gold.
Searing sniper bow buffed significantly.

Bug fixes:
Roaaaarrrr stun lasts for a shorter duration.
Roaaaarrrr stalkers stomp do slightly more damage as they level.
Heave is blocked by spell shield.
 
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#6931
GeneralJJ
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Re:Suggested changes for 7.2 6 Months ago  
Buff tbg's stamp and aura.
Buff far seer's eq
 
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#6933
monkeyguy
In-House Moderator
Posts: 496
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Re:Suggested changes for 7.2 6 Months ago  
These are the numbers on shadow wave according to the wiki. You can clearly see that it doesn't improve that much from levels 1-4. Also, seabass wouldn't be super imba in the late game, compared to, let's say lich whose ultimate is arguably better.


Level Heal Hurt # of Jumps
1 75 50 2
2 105 75 3
3 150 100 4
4 200 125 5
5 300 150 6
6 450 225 9
 
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#6979
Constix
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Re:Suggested changes for 7.2 6 Months ago  
what about goblin warfares battleship? noone ever uses it, it's pretty much the most useless skill ever in the game, if you ask me. plus it doesnt fit that much into his concept of a very fragile, yet mobile intel hero.

also, this has been posted a few times before and was marked as not beein a bug, yet it can only be concidered as one:

casting farseers ultimate from one corner of a base to another one (e.g. from teal to dark green, or from blue to orange).
last inhouse toucan used this a few times and forced you to constant repair and was one of the reasons orange got basekilled, if you ask me.
if you respond with "earthquake sucks anyway" THIS is definitely the wrong way to buff it, because it just doesnt make any sene.
so just change it and buff the ultimate in some other way.
 
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#6980
Constix
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Re:Suggested changes for 7.2 6 Months ago  
ah and before I forget it:

just try to remove either magic immunity OR changing the armor type of AoV and dont do both at once to avoid an "over-nerf".
 
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#6981
Massive-Man
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Re:Suggested changes for 7.2 6 Months ago  
But that 100% disables their hero for that much time, wouldn't you pay the cost of a peasant to make someone not user their hero?
 
Last Edit: 2010/03/07 15:48 By Massive-Man.
AKA Monta
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#6982
monkeyguy
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Re:Suggested changes for 7.2 6 Months ago  
It's a little more for the repair cost.
 
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#6983
Massive-Man
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Re:Suggested changes for 7.2 6 Months ago  
I assumed people would figure that out on their own.


and i don't thing EQ was changed form 6.5
 
AKA Monta
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#6984
roaaaarrrr
Administrator
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Re:Suggested changes for 7.2 6 Months ago  
Constix wrote:
ah and before I forget it:

just try to remove either magic immunity OR changing the armor type of AoV and dont do both at once to avoid an "over-nerf".


I'd think making it hero armor would be a buff... so doing both makes sense to me.
 
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#6985
Caddo
Junior Boarder
Posts: 73
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Re:Suggested changes for 7.2 6 Months ago  
roaaaarrrr wrote:
Constix wrote:
ah and before I forget it:

just try to remove either magic immunity OR changing the armor type of AoV and dont do both at once to avoid an "over-nerf".


I'd think making it hero armor would be a buff... so doing both makes sense to me.

yeah pls and make phoenix also hexable ...
there is no reason in changing that for me, it whould just be a weak for warden, and warden isnt imba atm
so pls tell me why ?

monkeyguy wrote:
Heroes:
Beastmaster summon quillbeast level 1 buffed.
Countermage ultimate lvl 1 buffed.
Levia great fishing harvest nets stun for one second each.
Halpmeh lvl 1 zoz buffed.
Nfa ultimate stun lasts longer on both heroes and units.
Sea-bass earlier levels of shadow wave buffed.
PotM aura buffed.
Warden AoV given hero armor and not magic immune.
All banishes durations reworked so that it will actually be useful to get after level 1 for banish nukes and after lvl 3 for disabling attacking heroes.

Hero change suggestions:
Dreadlord nerfed.
Lich reworked so that it will be harder to use.
Sharon, Tbg, cruser, gw reworked so that they will be usable in inhouses.

Tech:
Archers buffed.
Either fiends or hunts should be able to hit air.

Items:
Circlet cost reduced to 125 gold.
Searing sniper bow buffed significantly.

Bug fixes:
Roaaaarrrr stun lasts for a shorter duration.
Roaaaarrrr stalkers stomp do slightly more damage as they level.
Heave is blocked by spell shield.
Tinker avatar and farseer silence descriptions fixed.
You can no longer mass tp or saeki to structures.


is this a suggestion or is it allready done ? because "buffed" is past so i am a bit confused
 
Last Edit: 2010/03/07 18:32 By Caddo.
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#6986
Massive-Man
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Posts: 612
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Re:Suggested changes for 7.2 6 Months ago  
it is suggested. it is not always past such as in this sentence

"Archers need to be buffed"
 
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INLxxxIdk anything about the game. I like the archer though.
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