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accountzZ

Making Narud less clunky to play

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When I came back to play 1 game of aos, first of all, in Supertoast's word, "The only people playing are dicks". But that isn't the point here.

When I got rekt on Narud, I remembered a few clunky quirks that he had. First of all, when I try to cast my Q beyond max range, it doesn't go off. I believe it should just instead go off at maximum range, in the direction of where one clicks it beyond maximum cast range even  instead of telling me I cannot place it there. It sounds like something one would react in a moment if a loci didn't go off because of it, but because aos is a pretty fast game. that split moment of where you cannot cast Q can cost anyone some potentially necessary damage or even crucial ones to get a kill.  Lastly, the same situation happens, but when trying to place loci on top of each other, what I believe it should do instead of telling me or anyone that it can't overlap on another loci, it should instead go off, but the loci is instead placed where it can be.

I believe I asked grasshead and/or supertoast about this and if it was discussed before, it wasn't they said as I recall.

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First time reading this.

Also since Narud is a rare sighting, there aren't many people who speak on his behalf. Will give these suggestions a look.

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ooh I've been wishing for that Q issue where you can't overlap them for as long as I can remember, just never thought to point it out, but i do believe it may have to do with balancing, as his w would then all originate from one spot, thereby guaranteeing all missiles hit.

 

 

It's also irritating when you cannot place a loci on unpathable terrain, misclicks like that are costly

 

 

Also when using his alternate auto attack, Narud basically can't attack anything at max attack range if the target is moving away. He'll just stutter as his model tries to complete the attack animation and move towards the target.

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On 12/18/2019 at 2:52 AM, accountzZ said:

First of all, when I try to cast my Q beyond max range, it doesn't go off.

It should go off now. Narud will move to get into range to cast it if it is outside his reach. I also added a rangefinder for when casting Q so you can quickly identify your limits.
 

On 12/18/2019 at 3:25 AM, Head said:

i do believe it may have to do with balancing

Pretty much. 
 

On 12/18/2019 at 3:25 AM, Head said:

Also when using his alternate auto attack, Narud basically can't attack anything at max attack range if the target is moving away. He'll just stutter as his model tries to complete the attack animation and move towards the target.

That's just the attack animation looking weird. All heroes experience it, but it's not as visible because their models actually have an attack animation.

I've considered doing a slight remake of Narud, to make him feel less clunky and awkward, but what stops me is the same reason I haven't touched Lurker with his 5 actives. Players who are used to playing those heroes (mechanically speaking) may not like the simplification of his gameplay.

 

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ohh, my bad, I didn't specify what exactly is the big problem with trying to cast Q beyond max range, this is mainly a problem when narud goes into his xelnaga form because, well he cannot move at all.

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