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AoS Developer
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    You can call me MOM

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    Changelog v2.25-2.27

    Adam updated the map on Sunday or Monday, so I'm not sure if you saw the new mid. But I remember long time ago one of your critiques was the curved style of the new mid lane. In 2.26, the midlane was redesigned to look more familiar and simpler. We'll see about lifetech. πŸ™‚

    Changelog v2.25-2.27

    The damage reduction (which now reduces incoming and outgoing damage), as well as the debuff immunity last for 1.5s of game time, which is about 1s of real time. That's literally the only buff the item received in years and it was done in response to people complaining about the lack of variety in anti-slow/stun/debuff items. Now do you really think that 1.5s of debuff immunity at a 75s cooldown warrants a T5 price hike? I think its too soon to tell if the latest tweaks are enough or not, but I've seen the item less at play since 2.25 came out. Pathing is always gonna be a work in progress honestly. It's been improved in every patch. I find things in the pathing editor that surprise me that I did not catch before even though I am extremely thorough. Citing examples and sending replays helps. Are you referring to the mid-lane of 2.0-2.25 or the midlane of 2.26?

    AoS 7 Beta Changelog

    Thank you. It’s been addressed in the upcoming patch. πŸ™‚

    AoS 7 Beta Changelog

    Updating with follow-up patch...

    Changelog v2.25-2.27

    Do your google research on SC2 Lag and FPS, you will find that it's endemic to the game itself as it is not optimized for newer systems. And I know you will always come back, I see you making it into a point to 'review' the game with every other patch and taking a shot at it whenever you can (these forums are another a good record of that to say the least). There's no pleasing everyone. And we can't go back in time. AoS today is for people who still enjoy playing it today. We can't and won't cater to ghosts. As devs we still find time in ours lives every few weeks/months to do a (thankless) job of trying to refine the game, update it so that it is compatible with Blizzard updates, try to keep it fresh, and fun for those still wanting to play. Keyword being still. Fact: Every iteration of AoS was divisive, gained players and lost players. Had its fans and its haters. The last 2 years happen to coincide with the twilight years of the game client that hosts AoS itself. This is a not an argument against present day AoS. It's been difficult as a latter day developer to navigate through comments from players who hate on the game because it isn't what it once was/they aren’t who they once were (Nostalgia) or because the current player pool isn't as skilled or varied or generous, rather than because of its current game design and aesthetic. Nothing stays the same, but we still manage 2-2.5 games at a time during peak hours after EIGHT years, and after 1.5 years of this revision of AoS. Games don't drag as much anymore when its 5v5, and when it's a solid 5v5 it's still great. The new map requires getting used to, it only feels big because you're not familiar with it and because you have not adopted the new tools and choices available to you. That's all I will say on that. Now I won't tell you Harry what to do, but I will tell you that you're beating on a dead horse. If you genuinely want to improve the game, offer constructive criticism, because we listen within reason. As for Apache, I have nothing but the utmost respect for him hence why I am curious for his perspective, and whether his comment had anything to do with the bad game(s) he had immediately before making that comment.

    Changelog v2.25-2.27

    I take it you had a bad game. Please elaborate. Also HI!

    AoS 7 Beta Changelog

    Beta test map updated.


    It would be great, but I don't think it is possible with the current UI.

    Changelog v2.19-2.24

  10. MOTHER

    Changelog v2.19-2.24

    His E was buffed in the current patch actually, but forgot to list it. My bad. Huntress E - Scaling Physical Damage increased to (50% Weapon Damage) from (+35% Weapon Damage). Re: Summers We're looking into his E next patch among other things.
  11. MOTHER

    Account Registration

    Thank you EKCO ❀️
  12. MOTHER

    Going Back in time!!

    You're alive :O
  13. MOTHER

    Karax Slow

    Anything that gives you debuff or slow immunity can counter it instantly. Parallax, Eternal Drive, Gauss Cannon, and ideally, Silver Soul because it is an AoE slow dispel.
  14. Name: Abysmal. Ravager Type: - Tank Support / Pusher Starting Stats: Starting Health – 579 Movement Speed – 2.75 Attack Range – 4 Attack Speed – 2.1 Starting Damage – 62 Base Armor.Resist – 18.4% [20] Base Spell Armor/Resist – 18.5% Strength – 33 + [8]*** Agility – 25 + [3] Intelligence – 32 + [4] __________________________________________________ [Heroic Active] - [Denizen of the Abyss] Burrow, losing the ability to move or attack, but gaining 1 stack of Abyss per second up to 5x. Does not cloak Ravager. Each stack of Abyss regenerates +0.35% Maximum Energy and 5% STR Health per second, and Enhances Abilities. __________________________________________________ [Q] - [Bile Storm] Target Area, 2.75 AoE After .25s, unleash waves of corrosive bile over 3 seconds, dealing Spell Damage and Applying Corrosion. Corrosion lasts 2s, Reduces Armor & Spell Armor, and deals 3% Target Max Health True Damage per second. Allied Basic Attacks refresh the duration. Abyss Bonus per stack: +3.5 range, -3s CD Total Spell Damage: 125 / 200 / 275 / 350 (+70% STR) (+70% Weapon Damage) Armor/Spell Armor Reduction: 8 / 16 / 24 / 32 Energy Cost: - 70 / 105 / 140 / 175 Cooldown: - 21 / 20 / 19 / 18 seconds (3s at Max Abyss) Range: 5.5u (23u at Max Abyss) __________________________________________________ [W] - [Devil's Tongue] Target Area, 4u Slow AoE, 2.5u AoE Pillar After 0.65s, Spawn an Impassable Pillar for 6s at Target location, briefly Knocking Up enemies hit and Slowing enemies' movement around it for the duration. Abyss Bonus per stack: +1s duration, +1.5 range, +0.3 Slow AoE Movespeed Slow: 24% / 32% / 40% / 48% Energy Cost: 100 Cooldown: - 35 / 30 / 25 / 20 seconds Range: - 5.5u (13u at Max Abyss) __________________________________________________ [E] - [Insufferable Presence] Passive, 12u AoE Nearby enemies Lose 10% Weapon Damage. If a Hero dies under this effect Ravager and her Allied Heroes gain Bonus Weapon Damage, stacking infinitely but not refreshing. Non-heroic deaths grant Bonus Weapon Damage for 45s, stacking up to 10x but not refreshing. Abyss Bonus per stack: 2% / 4% / 6% / 8% Weapon Damage Reduction (20% / 30% / 40% / 50% at Max Abyss) Non-heroic Weapon Damage Death Bonus: +4 Heroic Weapon Damage Death Bonus: +12 / +18 / +24 / +30 Heroic Bonus Duration: 60-120s (Based on Ravager's Level) __________________________________________________ [R] - [Stare of the Abyss] Activate, 6u AoE For the next 6s, Store a percentage of Incoming Damage. After this time or when reactivated, deal the Stored Damage around you as Damage Type(s) Received. Enemies hit are forced to run away from you in Fear. Doubles Health & Energy Regeneration from Abyss stacks. Stored Damage Ratio: 50% / 75% / 100% Fear Duration: 1.75s / 2.25s / 2.75s Energy Cost: 150 / 200 /250 Cooldown: 130 / 110 / 90 seconds
  15. Taking inspiration from other mobas was never beneath AoS. We're not evening trying to hide it. HotS has a lot of great ideas (many of which it itself took from other games) and Blizzard's IPs are a great selling point, but as a whole I didn't personally find it to be an attractive gaming experience.