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Alternate AoS Idealog


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#1 MOTHER

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Posted 08 May 2016 - 05:55 PM

This prospective changelog is intended to compile ideas that are primarily meant to focus on:
  • Consistency in themes and hero roles; keeping every hero as unique and defined/refined as possible.
  • Quality of Life changes.
  • Introducing fresh new ideas/mechanics to AoS (specific to heroes or general to the game); Reinventing, reimagining, and/or streamlining old ones.
  • Fixes & corrections.
  • Balance (duh!).
As our discussions progress here or elsewhere in the forums, I will try to continually update this changelog with suggestions people make for easy access and readability. If you have any particular ideas that you think will freshen up AoS that are not necessarily motivated by game balance, please giff me. More importantly however, GIFF ADAM YOUR POSITIVE ENERGY FOR MOTIVATION!!!! >____>

This should go without saying but all numerical values used in this changelog are subject to balance, so do not focus on them in any of your criticisms please.


Game

Rating/Ranking System
Replaced with basic system that rewards players that play the game from start to finish (not leaving). Primarily geared towards pub community and fostering a friendlier environment. Winning grants rank points, losing grants none, and quitting delivers a severe loss of points as a penalty.

Example:


Bronze Ranks = 0 - 1000
Silver Ranks = 1000 - 2000
Gold Ranks = 2000 - 4000 (Alt Skin 2 for heroes accessible if available)
Platinum Rank = 4000 - 8000 (Alt Skin 3 for heroes accessible if available)
Diamond Rank = +10000 (Special Alt skin 4 with unique effects for heroes accessible if available and/or Tournament Edition Alts.)

Starting Points = 250
Winning Points = +50
Losing Points = 0
Quitting = -100


New "-Commend X" Command
Following the implementation of the previous rating system, the "-Commend X" command ought to be introduced, where X represents the player number.

Essentially, every player can use this command once per game, and it grants the player of their choice bonus rating points. Going by the numbers used in the previous example, the amount of points awarded would be something like "+15". The idea behind this is an extension of the new rating system and its intention to foster goodwill in pubs and reward players for displaying positive qualities like skill, sportsmanship, etc.

A player may commend any player on either team except themselves (So you can commend a worthy opponent for example). The command is not available in test mode, and you may not commend the same player twice in a row.

I considered the antithesis of this command ("-report") but this isn't the kind of community we want.  

"-Kick" Command Conditions
The conditions that allow for a player to be kicked right now are too lenient, and easy to circumvent by trolls. We should extend these conditions to include players who have not gained any XP in X amount of time.

No XP gained should count for no activity. XP gained from towers or bosses should not count towards this.


Structures

Tower Denying
When towers' health drops below 10% you can deny them by attacking them. Denying towers halves the bounty the enemy team receives for the tower and deprives them of any potential XP.

'Base Under Attack' Alert
Currently the game is very ineffective at alerting players that your towers or any of your structures for that matter are being attacked. I suggest that a text based all-caps bold red text alerts the player (at the bottom of the screen where the chat log is not on top). I would also add a unique 'alarm' sound that is triggered with this event. To avoid it becoming annoying, this event can only triggered once every 30 or 60 seconds.

Runes


New River Runes

Sneeky (Lab Bot) - Grants temporary true cloak.

River Runes now spawn at fixed intervals of 120 seconds (even numbered minutes, e.g. 02:00, 04:00, 06:00, etc.) starting at the 2 minute mark of the game clock (not real time).

New Cliff Runes

There are two new rune spots in AoS 7.00 that are located on one of the hills between each team's mid and offlane. These two form a pair of runes independent of River Runes and randomly spawn at either locations at fixed intervals of 360 seconds (game time). Unlike River Runes, Cliff Runes grant a team bonus for to the team that claim it.

Medikit - Grants 10% Max Health to all Allied Heroes instantly.
Energon Cube - Grants 15% Max Energy to all Allied Heroes instantly.
Chrono-Trigger - Grants 10% Time for 10 Seconds to all Allied Heroes instantly.
High Yield Minerals - Grants 100 Minerals to all Allied Heroes Instantly.


Bosses

Aeon - Now provides ample scaling cash and XP bonus to team that kills it.

Daggoth - Provides a very modest cash bonus or XP to team that kills it. However it now also provides temporary scaling stronger buff and reduced respawn time (scaling, up to 50% reduced respawn time) to team that kills it.

Talents

Spoiler

Shop

The following items will now notify your allies upon purchase:
Flare
Smokescreen
Kassia Crystal
Korhal Vanguard
Coat of Arms
Spell Buffer
Chilling Artifact
Omniscience

Complete Sale of Leaver's Items
The game will now sell a leaver's items automatically, even if they are outside his or her inventory when they leave.

Limited Full Resale Value
If you sell an item within a short amount of purchasing it (e.g. 20-30 seconds or less), you will be reimbursed its full price instead of half.

Items

Truesight Elixir
Truesight Elixir now starts with a stock count of 3 and is limited by a stock count of 3. Replenish time is 240 seconds.

Truesight Elixir renamed to Infrared Goggles.

Health/Energy Capsules
Dispelled if damaged while active.

Defibrillator (New)
Once consumed, hero respawn timer is reduced by 40% for duration. Lasts 240 seconds. Non-stacking. Suggested cost = 2000.

Defibrillators are limited by a stock count of 3 and replenish time is 360 seconds

Warp Shard
Reduce cooldown of active ability to 15 seconds. Now goes into cooldown if your hero takes any damage from enemy heroes or towers.

Add a distinct and unique sound when activated. Currently, warp shard plays no sound when used.

Xel'Naga Cuirass (Rework)
Components: Neosteel Vestments, Nullifier, Accelerator.
Grants: 5% MS, Spell and Physical Armor

Unique:  Travel 2 - Grants an additional 10% Movement speed when you have not taken damage from enemy heroes or towers in the last 15 seconds.

Lion's Bane (Rework)
Components: Accelerator, Cybernetic Implants, Flesh Hammer
Suggested Price: 3650
Grants: 5% movement speed, STR, and CDR
Unique: Roam 2 - Grants an additional 15% Movement (total 20%) if within 30u units of a Allied Structures.

Parallax Generator
New active; grant target ally hero parallax passive shield. Lasts 25 seconds or until it triggers. While target ally has barrier, Parallax carrier does not. 25s cool down.

Ancient Rune
Replace 2x Pulse Regenerators with 1x Soul Sustainer, then adjust the sum of stats accordingly.

Organic Carapace
New Unique Passive - Restores 4% Max Health Per Second when you have not taken damage in the last 5 seconds.


Hunter's Hatchet
Hatchet Toss (New Active): Deals 15% current health as physical damage to any non-heroic, non-massive target. Destroys wards instantly. 4u Cast range. 60 second cooldown.

Fist of Narud (Formerly Eye of Narud)
Fist of Narud (New Active): Deals 40% current health as physical damage to any non-heroic, non-massive target. Destroys wards instantly. 4u Cast range. 30 second cooldown.

Warp Fragment (New)
Suggested Price: 125
Grants: Single use consumables with a 90 second shared cooldown. Allows you to teleport to allied structures only after 7 second channel time.

Recon Flare Gun (New)
Components: Prophecy Stone, Flare Gun
Suggested Price: 3000
Grants: Grants Health, Energy, Health Regen, Energy Regen, and INT
Unique: Reconnaissance Flare (Active): Fires a flare shot at a target location, granting 10u flying vision over the area for 40 seconds. 2 charges. 60 second cooldown.

Tesla Guardian (New)
Components: 2x Neosteel Vestment, Space Battery
Suggested Price: 3000-3300
Grants: Armor, Energy, Energy Regeneration.
Unique: Converts 15% of all incoming damage into energy and converts 15% if all energy spent into Health.

Infinity Gem (New)
Components: Soul Engine, Soul Sustainer, Powerstone
Suggested Price: 3000-3300
Grants: CDR, MS, Energy Regeneration, Energy, Health,
Unique: Gains a stack for every hero kill or assist. Each stack grants 3HP/s and 1.5 Energy/s, up to 15 stacks. Upon death, consumes 1/3 of stacks and grants 60 health and 40 energy per stack consumed to allies in a 10u.

Transponder (New)
Components: Prophecy Stone, Perpetual Engine
Suggested Price: 3000
Grants: Grants Health, Health Regen, Energy Regen, INT, and CDR
Unique: Monitor Drone (Active): Deploys a flying Monitor Drone onto the battlefield. Monitor Drones are permanently cloaked when not moving, have 10u flying vision, and require 3 AA to be destroyed. Monitor Drones have no armaments, last indefinitely, but only one can be deployed at any given time. 240 second cooldown.

Spoiler


Accelerator (New)
Suggested Price: 400
Grants: 5% movement speed
Unique:  Travel 1 - Grants an additional 5% Movement speed when you have not taken damage from enemy heroes or towers in the last 15 seconds.

Pacifist Accelerator (New)
Components: Accelerator, Neosteel Vestments, Cell Regenerator.
Suggested Price: 1250
Grants: 5% Movement Speed, Armor, and +3 Health Regeneration.
Unique: Roam 1 - Grants an additional 15% Movement (total 20%) and an additional 9 Health regeneration (total 12) when you haven't attacked* or been attacked in the last 15 seconds.
*Casting spells does not break the unique passive.

Rift Generator Alpha (New)
Components: Xel'Naga Cuirass
Suggest Price: 3000
Grants: 10% Movement Speed, Additional Spell and Physical Armor
Unique (Passive):  Travel 3 - Grants an additional 15% Movement speed (Total 25%) when you have not taken damage from enemy heroes or towers in the last 15 seconds.
Unique (Active): Transport 1 - Teleport to allied structures. 90 second cooldown (shared with Warp Fragment)

Rift Generator Omega (New)
Components: Xel'Naga Cuirass
Suggested Price: 4200
Grants: 10% Movement Speed, Additional Spell and Physical Armor
Unique (Passive):  Travel 3 - Grants an additional 15% Movement speed (Total 25%) when you have not taken damage from enemy heroes or towers in the last 15 seconds.
Unique (Active): Transport 2 - Teleport to allied structures, units, and heroes. 90 second cooldown (shared with Warp Fragment)


Heroes

Rancor
HP - Rangefinder Oculus; "Rancor now has +25% sight range."

Dustin
HP - Survey; New active ability added to current heroic passive (Hotkey V). Deploys the Utility Drone to a target point for 8s, and grants it 8u radius flying vision for duration. 8u cast range. 30 second cooldown. Casting E or V again cancels the deployment.

E - Deployed Utility Drone now has 8u-radius flying vision.

Garamond
HP - SCV's explode if they more than 12u away from Garamond.

Q - Now slows turn-rate in addition to movement speed.

Erekul
R - Now stuns for 1.5s and then deals spell damage equal to 50/75/100% of missing health. Enemy heroes killed by Erekul’s Vengeance will have their respawn timer increased by 15%.

Summers
Q - Proximity Mine; Plants a single invisible mine at a target location that cannot be detected by true sight, but becomes instantly visible when enemies are within 4u-radius of it. Mines will detonate automatically if enemies remain within 4u-radius proximity for 2.2/2/1.8/1.6s, dealing 150/225/300/375 full damage to all enemies within 4u of them. Very low Cooldown, moderate to high energy cost. Proximity mines have a small collision size and cannot be stacked over each other.

Null
HP - Chrono Distortion; “Whenever Allied heroes in a 10u radius cast an ability, they gain 2% Timescale for 3s. While enemies in a 10u radius lose 2% Timescale for 3s whenever they cast an ability. Stacks with itself up to 4 times.“

Biotron
HP - Infested Civilians now also gain 100% movement speed and attack speed if an enemy unit with under 25% max health is within a 5u radius of them.

W - Cannibalize (Target Allied Unit) - Biotron randomly cannibalizes (0.5/1/1.5/2% of targets' Max Health/Energy) from up to 8/10/12/14 all units in 12u search radius around himself, and uses it on a target allied unit to regenerate their health/energy. The amount of health and energy that is regenerated is the sum total of all the cannibalized health and energy.

Infested Civilians affected will be killed instantly and offer health/energy equal to (1/2/3
/4% of Biotron's Max Health/Energy).
Units inside the search radius are selected at random, and may include Allied units.
The Max Health/Energy that is stolen from units inside search radius is removed instantly from their pools (no mitigation) but is never lethal.
Cast range is 6u


R - No longer steals spell/physical resistance, instead it renders the target buff immune and reduces all healing effects by 50/75/100% for duration. (At Level 3, hero cannot regenerate health at all while active).

Checks for buffs every 0.5s and dispels. Duration reduced to 10s at all levels.
Civilians now have 35*Lvl% Physical and Spell resistance.

Raynor (Rework)
HP - Confident Aim; Raynor's autoattacks, E and R abilities reduce his cool downs by 1, 2, and 4 seconds respectively when hitting enemy heroes. This reduction is doubled to 2, 4, and 8 seconds respectively if the target enemy hero was Marked for Death.

E - Hyperion; Raynor calls down the Hyperion to warp in and bombard a target area (4u radius) for 6s. The Hyperion attacks enemies randomly, deals 10*LVL Spell Damage per strike, and each strike slows by enemies hit by 20/30/40/50% for 2 seconds. Cast range 8/16/24/32.

The Hyperion is a flying unit, has 8u flying vision, is invulnerable to all everything but towers.

R - Killshot;  Raynor takes aim and channels up to 5 seconds before firing a projectile at a target direction that strikes the first enemy hero in its line of path. The projectile deals 200/300/400 + (100% INT) spell damage and an additional 30/40/50 + (10% INT) spell damage per second channeled. Cast range is 15u + 2u/3u/4u distance per second channeled. Reactivate to fire early. Move to cancel channel.

Rory
HP - Whiskey Breath; “Spell damage on enemies in a 12u radius is amplified by a maximum of 15% and a minimum of 3% based on how close enemies are to Rory.”

Voltron Leo
HP - Apex Predator; Leo and nearby allies gain 7.5% bonus movement speed. This effect is doubled when Leo is attacking an enemy hero.

Lord Zyrkhan
HP - Charisma; Nearby allies gain +3 bonus spell armor for 5s every time LZ is damaged. Refreshing and stacking up to 5 times. This effect is doubled during Heart of Aiur.

Narud (Rework)
HP - Formerly his Q (Loci of Power). Materializes a Loci of Power at a target point. Loci of Power are invulnerable except to towers, and interact with Narud's other abilities. Narud can have up to 3 Loci on the battlefield at any given time and can hold 6 charges of Loci of Power. Recharge time is 4s.

Hotkey V to activate. Q to deploy.

Q - Formerly his R (Starburst Stream). While toggled on, all Loci of Power in a 10u radius emit beams that connect them to one another. Enemies caught in these beams take 25/50/75/100 + (33% INT) Spell Damage per second. Consumes 25/35/45/55+(2% of Max Energy) per second.

Hotkey R to toggle on/off.

E - When activated, all Loci of Power in a 10u radius will pull enemies in a 2/2.5/3/3.5u radius towards them and slow their movement speed by 50% for 3 seconds. Enemies are always pulled towards the Loci of Power that is closest to them.

R - Formerly his heroic passive (Transcendence). On death, Narud materializes his true form for 7/8/9 seconds. During this time he is invulnerable but immobile, he gains Maximum Energy, +50/75/100% cooldown reduction, +5u/10u/15u Cast Range, and may cast any of his abilities.

Pyromaniac
HP - Pyro's autoattack and abilities all apply "burn" to their targets for 8s. Burn now reduces health regeneration by 40% only. Burn DoT removed completely. AoE Weapon Damage stays.

W - Base damage reduced to 15/30/45/60 and now scales with 5% Enemy Current Health instead of INT. Healing Bonus reduced to 25/50/75/100%. Linear AoE reduced to 2.25u from 2.5u.

E - Cooldown rescaled from 16 to 22/20/18/16.

R - Cast range reduced from 30/50/70 to 8/14/20. Damage now scales with 5% enemy current health instead of 20% INT.

Penthos
Q - Active now only available as a Black Soul Sphere bonus (Ultimate Buff), and its numbers are balanced accordingly (base damage reduced and scaling improved).

Penthos' Toss removed from his kit completely.

Artanis
Q - No longer deals any damage, but still applies stack of Holy Grail. Range increased to 6. Spell Penetration bonus stays.

Egon (Rework)
Q - No charges and cooldown reduced to 7s at all levels. Duration remains the same. Can no longer target enemy units.

Now causes target ally's attacks to deal 40/50/60/70 + (10% INT) + (0.65*[Casts on Target Ally]).

W - Can no longer be cast on enemy units. Instead, Proton Pack will reduce enemy Physical/Spell resistance and movement/attack speed by 25/30/35/40% for 2 seconds when they attack target ally.

E - Remade into new single target ability.

When used on an allied hero Hyper Energy will replenish 50/100/150/200 (+4% Target's Max Energy[per 10 casts on target allied unit]), remove debuffs, and deal spell damage to enemies equal to 100% of energy replenished in a 4u radius area around allied target.

Cooldown reduced to 8s at all levels and cast range increased to 7

R - Stun rescaled from 1.5s to 1/1.5/2s. Timescale increased to 15/25/35% (+2% Timescale[per 10 casts on target allied unit]). Cast range improved by 2u. No longer amplifies damage whatsoever.

Khyrak (Rework)
HP – Khyrak’s abilities apply ‘Bleed’ debuff on enemies for 3 seconds. Whenever a bleeding enemy moves, they are revealed to Khyrak, the debuff refreshes, and they take 5% current health physical damage per second. Khyrak gains 20% movement speed when he is within 12u radius of a bleeding enemy.

R - Stampede; Khyrak and allied heroes in a 15/30/60u radius gain maximum movement speed for 4 seconds. While under this effect, Khyrak and allies' collision side is reduced to 0, allowing them to move through units and trample them.

Trampled units are slowed by 100% for 1.5s and are dealt (100/150/200% STR) Physical Damage. Enemies may only be trampled once per cast. 90 second cooldown.

Anthrax
R - Now has a 0.75s channel time. Can be interrupted. Can be canceled. Anthrax can now cast this ability at anytime (not limited by being damaged).

Anthrax will now shriek upon casting this, and it will be heard by everyone (Even if canceled during channel - Like Drake's ult).

Geneva
HP - When empowered, allies affected by Geneva's abilities gain 25% movement speed for 2 seconds.

W - When empowered, duration of slow and vision loss increases from 2 to 3 seconds (To remain consistent with the 1.5x buff).

R - Cooldown fixed at 60 seconds at all levels from 80/70/60. It now procs the new empowered version of her heroic passive on Geneva (since Geneva is technically under the effect of her own ability, therefore she should gain the Feelin' Good passive). Energy cost rescaled from 75 to 100/50/0.

Huntress
R - Damage now scales with distance, dealing (15% INT) + (15% Weapon Damage) Pure Damage for every 8 units travelled.

Execution threshold no longer scales with distance travelled, and is now fixed at 11/13/15% Maximum Health.

Warfield
HP - On hit, Warfield gains +6 weapon damage, +3% Armor Penetration, and +3 cdr for 3 seconds. This effect refreshes and can stack up to 5 times.

Q - Passive armor penetration buff removed.

Stukov
Q - Add projectile impact animation to better discern target point. Tooltip wrongly states that the ability is [Target Unit] when it is target direction or target point.

E - Heal now also scales with (1% Max Energy) to better synergize with heroic passive and to further motivate the caster/bruiser role.

R - No longer heals or reduces cooldown when Plague Ball caught. Instead, Stukov will temporarily gain Max Health equal to 100% of damage dealt when he catches the ball. Max Health bonus lasts 120 seconds.

Viron (Rework)
W - If Viron lands on an enemy, they are stunned for 0.5s, and an additional second per jump.

Note: Add impact/landing visual effect and/or sound to better discern the animation of the skill.

E - Purges all debuffs on target after 2.5s and now also scales with 5% Target Max Health per second.

R – New passive component added; If R is off cool down, and Viron has enough energy, then Viron will detonate upon death, dealing the minimum damage but without reconstituting himself.

Queen
E - Max Creep Tumors increased to 2/4/6/8 from 2/3/4/5. Bonus movement speed rescaled from 25% to 15/20/25/30%.

Marine King
E - Remove V active ability. E now gains new active ability in additional to its passive. Upon activation, Marine King sacrifices 20% current health, granting himself and all allied units affected by Mob Mentality double the current level passive weapon speed bonus and +25% movement speed for 6 seconds.

Vergil
E - +2u cast range. E now changes the visual animation/color of Q casts that proc it.

Tassadar
HP - Astral Projection procs tower aggro like a normal hero would and is instantly destroyed by towers.

Boros
R - Remove Omnislash. (It's time)

Cyprus
STR gain per level reduced from 4 to 3.

HP - Magnetize; Basic attacks, W, and R all apply a stack of "Magnetized" on enemies, up to 4 stacks. Each stack of Magnetize reduces the movement speed of affected units by 9% whenever they are within 2.5 units Cyprus' Stone Pillars. Stacks last 10 seconds and refresh.

W - Now pushes enemies affected around Cyprus 4u away from him. If enemies are pushed into a Stone Pillar, they are mini-stunned for 0.35s.

Karax
HP - Cloaking effects (from W or from the hero affected) should cloak the Adurant.

Q - Reduce root duration slightly. Make Karax' channeling interruptible. Keep cast range short, but add a max distance for target lock-on (currently infinite) so that if they exit this area the channeling stops immediately. Interrupted channeling still costs energy and makes the spell go into cooldown.

W - Reduce true cloak by 0.5s at all levels.

R - Reduce base healing and damage. Make the scaling damage additive and incremental, meaning the longer you stay in its AoE, the more damage/heal per second is dealt. Increasing at a rate of 3% max or current health per second (so 3/6/9/12/15% per second) for example. Too stronk atm.

Grunty
R - Grunty now gains 6/10/14% movement speed per second spent in the river, capping at 30/50/72% after 5 seconds, lasting up to 8 seconds and refreshes while in the the river.

Terminus
HP - Now deals 55-110% weapon damage in a line depending on how close you are to Terminus. The closer you are the higher the damage.

E - Cast range increased to 8u. Damage to target non-heroic unit changed to 20/40/60/80% Max Health. Health restored is equal to half of damage dealt.

Alarak
HP - Damage no longer doubles when Alarak's health is below 30%. Now deals 1 + (0.5*Lvl)% Enemy Max Health Physical Damage.

W - Remove CDR bonus from Streave.

Edited by MOTHER, 13 May 2017 - 03:45 AM.


#2 Jaysi

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Posted 08 May 2016 - 09:45 PM

Notify people about CoA and it's component?

#3 HawKeYe

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Posted 08 May 2016 - 10:25 PM

NARUD is really boring hero!!

R- fixed creeps!
Q - work, but not work R! only Heores!

i dont like NARUD! i think better rework NARUD! get AA and new ability!!!!!

Edited by IljaHi, 08 May 2016 - 10:30 PM.


#4 Dresden

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Posted 08 May 2016 - 11:14 PM

Most of it is pretty good but if we are fixing stuff i would just get rid of veteran, bonus xp cuz you picked a talent is dumb.

#5 ZERATUL

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Posted 08 May 2016 - 11:20 PM

+1 Veteran most braindead talent in the game

#6 accountzZ

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Posted 09 May 2016 - 12:14 AM

Oi
I think fitness needs rework, although the HP gain got Nerfed, it doesn't feel like a choice of picking it and Viron is obviously not fit when he gets it

#7 MOTHER

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Posted 09 May 2016 - 04:16 AM

View PostDresden, on 08 May 2016 - 11:14 PM, said:

Most of it is pretty good but if we are fixing stuff i would just get rid of veteran, bonus xp cuz you picked a talent is dumb.

I agree that Veteran is shap, but the argument that you get a 'bonus cuz you picked a talent is dumb' could realistically be made for most talents.

I would prefer a different talent altogether, but for now I shifted the weight of veteran to heroic XP gain. Meaning the 'veteran' player will only be truly rewarded with the XP bonus if they are an aggressive player that actively seeks out and kills/assists in killing enemy heroes. Farming/Ricing 'veteran' players won't yield nearly as much benefit as before.

So it's a little bit less braindead than it is now if I may say so.

Edited by Jessika, 09 May 2016 - 04:19 AM.


#8 OPReN

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Posted 09 May 2016 - 04:52 AM

Veteran is not shap
You reaches lvl 6 before other heroes do and it's pretty huge

#9 MOTHER

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Posted 09 May 2016 - 04:57 AM

View PostOPReN, on 09 May 2016 - 04:52 AM, said:

Veteran is not shap
You reaches lvl 6 before other heroes do and it's pretty huge

I didn't mean Veteran was shap in the sense that it was a bad talent. I meant it was bad for the game (broke, op, too strong, needs a remake, needs nerfs etc.).

#10 ZERATUL

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Posted 09 May 2016 - 06:35 AM

I like everything but 2 or 3 things

I'd honestly just rework veteran
Ancient rune would be way too strong
Flares is already op in my opinion after all the buffs and now having 6 of them is too much, Its fine as it is.

#11 HawKeYe

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Posted 09 May 2016 - 09:04 AM

Talents

Youth
+100 Energy  -> +150 Energy




Gabriel.Tosh

[R] - Mad Craving

Energy Cost: 100/150/200 > 80 / 100 / 120

why costs a lot of mana? Better reduce! Tosh's attackers!


Balrog.Brutalizer

[R] - Bloodbath

Energy Cost: 125/175/225

also costs a lot of energy!!!!!!!!!!

Barlog have 630 energy  ( without items) ! If he eats and get more life! 6 time * 225 Energy = 1350 Energy

My suggestion:

Energy Cost: 125/175/225 - > 120 / 140 / 160

Non-heroic energy cost  half 60 / 70 / 80  (120 / 140 / 160)  and Cooldown: 30 seconds  half -> 15 secounds!!!!!

Example:  He eats 6* 80 (Energy Cost) = 480 is fine!  630 energy - 480 enegry = rest 150 energy!  


[W] - Sonic Screech

Spell Damage: 50/ 80/ 110/ 140 (+80%INT) >>> 100% INT

Edited by IljaHi, 09 May 2016 - 09:41 AM.


#12 MOTHER

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Posted 09 May 2016 - 11:55 AM

View PostZERATUL, on 09 May 2016 - 06:35 AM, said:

I'd honestly just rework veteran
Ancient rune would be way too strong
Flares is already op in my opinion after all the buffs and now having 6 of them is too much, Its fine as it is.

For Veteran, the only way I can think of to keep with the "XP talent" theme without breaking the game is if the XP bonus is strictly from hero kills and assists. I believe it is the XP bonus from creeps and jungling that really tips the scales. This way at least, Veteran will be completely useless if you are actually NOT a veteran and are unable to sustain the XP bonus through ganks.

For Ancient Rune, yes you are right. I did the math just now and this can easily snowball out of control. I still have hope for this item so I'll think of something else.

For Flares, how about restructuring the item to be like boundary scanner. Rename it to 'Flares', 1 purchase = 3 charges. Price = 90.


There is a bunch of heroic passives that I am looking into right now that I believe need refreshing because they are either too bland/boring/outdated, too passive (zero interaction or synergy with the hero's spell kit), and/or just plain unthematic. Will post what I mean later.

I don't know if you noticed, but the intent behind some of these changes is to increase the pace of the game (thereby reducing real game time) since this was one of the main complaints echoed by several of you guys. But I'm trying to do it without compromising Adam's adjustments to the towers. I think mainly the changes proposed to the bosses, siege creeps, and the addition of transport/beacons could really create for a more action packed/dynamic experience with more risks and rewards in a way.

Edited by Jessika, 09 May 2016 - 11:55 AM.


#13 BlackXioN

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Posted 09 May 2016 - 12:20 PM

You realized this was developed to help junglers too right? Because junglers normally fall behind on laners, I believe this change would kill jungling.

#14 MOTHER

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Posted 09 May 2016 - 12:38 PM

View PostBlackXioN, on 09 May 2016 - 12:20 PM, said:

You realized this was developed to help junglers too right? Because junglers normally fall behind on laners, I believe this change would kill jungling.

No I didn't take that into consideration to be honest. But it's clear that Veteran has been corrupted beyond its original purpose and is being abused now, is it not?

What if the jungle creep XP is buffed slightly to compensate IF this proposed change cripples jungling like you say? Or even allow Veteran to give XP bonus from neutrals and heroes but not from lane creeps. I believe this could also be possible.

Edited by Jessika, 09 May 2016 - 12:39 PM.


#15 BlackXioN

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Posted 09 May 2016 - 12:39 PM

Sure

just make vet give you +1 attribute for every kill or assist you get. GG

#16 MOTHER

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Posted 09 May 2016 - 12:40 PM

View PostBlackXioN, on 09 May 2016 - 12:39 PM, said:


just make vet give you +1 attribute for every kill or assist you get. GG

Excellent idea. I will edit it in immediately.

#17 BlackXioN

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Posted 09 May 2016 - 01:42 PM

I MEAN It gives something that last the whole game, once you reach 18 vet is a useless talent. Plus it fits the name more.

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Posted 09 May 2016 - 01:48 PM

I don't think that is the purpose of talents. The T1 and to some extent T2 talents are meant to give you a humble buff to get you through the early-mid game, by covering some weaknesses in your hero/playstyle or by complimenting the strengths of your hero/playstyle. The only talents that should have any relevance for most of the game are the T3 talents IMO. The rest are meant to become obsolete 30-45+ mins into the game. It's the circle of life.

Edited by Jessika, 09 May 2016 - 01:50 PM.


#19 BlackXioN

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Posted 09 May 2016 - 01:52 PM

Zeal is useful the whole time during the game, amp spell damage is usefull the whole time alone with lifesteal, weapon speed,  armor spell resistance is usefull whole time along with zeal, CD (tier 1) is def useful the whole time along with over lord to help against wave clear.....soooooooo rethink that statement. The only ones only useful early is wealth, youth , maybe weapon damage.

Edited by BlackXioN, 09 May 2016 - 01:52 PM.


#20 AtomiK

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Posted 09 May 2016 - 02:30 PM

Zeal is useful?



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