MOTHER Posted January 19, 2014 Report Share Posted January 19, 2014 (edited) In light of all the talk about overpowered push comps recently (as well as the reality of AA heroes melting the artifact in seconds), here's a poll. Discuss. Edited January 19, 2014 by Jessika Quote Link to comment Share on other sites More sharing options...
Ancientmagicks Posted January 19, 2014 Report Share Posted January 19, 2014 If one team is an op push comp and the other isn't, adding extra towers to be down won't change much if they are falling at their anti push to begin with. I feel it will delay the pushers only a little while make it twice or three times as hard for any team with out a push comp. heimdallr 1 Quote Link to comment Share on other sites More sharing options...
zeeeend Posted January 19, 2014 Report Share Posted January 19, 2014 I think the 2/3 towers is a good idea. Latelategame all it takes is 1 hardcarry (nova shadow darpa grunty) with explosive and shadowmourn to kill 1 T3 and artifact after a teamwipe. While the other team could have had 2 suppressors down but lost due to 1 bad engagement Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 19, 2014 Author Report Share Posted January 19, 2014 (edited) No one said anything about adding more towers magicks. Edited January 19, 2014 by Jessika Quote Link to comment Share on other sites More sharing options...
TaxHaven Posted January 19, 2014 Report Share Posted January 19, 2014 No I still think 1 tower is enough considering how easy it is to turtle on a small ramp it's your fault if you lose a teamfight Ancientmagicks 1 Quote Link to comment Share on other sites More sharing options...
Ancientmagicks Posted January 19, 2014 Report Share Posted January 19, 2014 No one said anything about adding more towers magicks. No one said anything about adding more towers magicks. Sorry if I wasn't being clear. I was referring to the extra tower as it is an extra requirement to get a win. If one comp is already exceedingly good at taking towers an extra one won't change it much it if they are pushing to the point it's an issue. While if the other comp is only able to chip away at towers in comparison. You are only hurting that team by making them do double of what they are having a pain to do already. In an over all sense I like the idea of all towers being down for artifact to be destroyed, but I don't think it is the right approach the fix said problem. The pushers are the problem not the towers. MOTHER and heimdallr 2 Quote Link to comment Share on other sites More sharing options...
MOTHER Posted January 19, 2014 Author Report Share Posted January 19, 2014 (edited) You raise a good point. But I think making a lot of small changes is better than simply hugely nerfing one class of heroes to oblivion. A small nerf here, a small nerf there, and some small changes here and there I think is the way to go honestly. Edited January 19, 2014 by Jessika mynhauzen 1 Quote Link to comment Share on other sites More sharing options...
EterNity Posted January 19, 2014 Report Share Posted January 19, 2014 As long as the pushing META isn't being changed. No change will address the current problem beside through the Drafting. Quote Link to comment Share on other sites More sharing options...
mynhauzen Posted January 19, 2014 Report Share Posted January 19, 2014 (edited) Would be nice to have a tp item, a way to resurrect for money with a huge cd, and some anti-pushing item. Regarding the topic - 2 towers is ok with me Drafting doesnt change anything. Ive seen a bunch of inhouses with a surprise pushers combo. Impossible to stop this Edited January 19, 2014 by mynhauzen Quote Link to comment Share on other sites More sharing options...
EterNity Posted January 20, 2014 Report Share Posted January 20, 2014 We used to have TP just like DotA but then our developers decide that getting rid of TP will make the teleport talent more visible. That's why we have the mass majority of In House players picking teleport now! Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted January 20, 2014 Report Share Posted January 20, 2014 i agree completely with ancient magicks taking towers from more than 1 lane is easier with a push comp, it also provides your team with bonus XP and money opposed to pushing a single lane so i hardly see how any of these will help once you have taken a t3 early game its hard to stop just the super creeps with all their buffs especially if not geared for it, this basically means the opposing team is now 1 player short, making it even easier the only thing i can think of to make backdooring slightly harder is to buff the artifact according to how many towers are left in the game; i.e. if you have taken all t3 towers artifact is exactly the same as it is now but if they have say 2/9 towers left artifact deals 22% more dmg if one team just trys to do a straight push through mid taking no other towers on sides 6/9 towers are left artifact deals 66% more dmg and so on, this will hinder single lane rush push comps but you still wont slow genuine pushers till you nerf how much dmg they can inflict to towers by themselves Moo and MOTHER 2 Quote Link to comment Share on other sites More sharing options...
jamescossey Posted January 20, 2014 Report Share Posted January 20, 2014 A better idea would be giving the artifact a buff, 25% damage dealt and damage resist from its current stat for every t3 tower still alive. Quote Link to comment Share on other sites More sharing options...
Jaysi Posted January 20, 2014 Report Share Posted January 20, 2014 I agree with both James and anarchy. It seems logical to buff the artifact the more t3s that are alive. Quote Link to comment Share on other sites More sharing options...
Ancientmagicks Posted January 20, 2014 Report Share Posted January 20, 2014 Buffing according to towers left is a good idea. I think incorporating attack speed buff would be prudent too. Quote Link to comment Share on other sites More sharing options...
heimdallr Posted January 20, 2014 Report Share Posted January 20, 2014 (edited) suddenly the old talent that buffed towers for a moment doesn´t sound so bad....it should also buff the artifact when used and come back ....not sure if replacing tele talent or something else Edited January 20, 2014 by heimdallr Quote Link to comment Share on other sites More sharing options...
atomheartman Posted January 20, 2014 Report Share Posted January 20, 2014 What about consumables? regeneration or resistance ward. Big enough price so you can't spam it all day long. Quote Link to comment Share on other sites More sharing options...
SmittyGFunk Posted January 20, 2014 Report Share Posted January 20, 2014 Honestly, from a pub and pubhouse standpoint id like to see all of the towers substantially stronger making team pushing and team fights more necessary. At minimum an attack speed increase to all towers and perhaps a double attack from artifact alltogether. Perhaps the towers could be substantially buffed then get a small debuff when allied heroes are in 8 unit radius. I am not as knowledgable as many in the requirements of that coding but pubs seem to be all bd and split pushing but forcing pubs to work together would make the transition to IH and pubhouse better or easier. Quote Link to comment Share on other sites More sharing options...
thomulf Posted January 20, 2014 Report Share Posted January 20, 2014 Agree with 2 towers, seems like a good middle ground, the moment after your first tower/suppressor falls is also a dangerous window for the backdooring hero to also take your artifact, this will help protect from at least that. If it's really a landslide push they can probably just tank another tower to take the artifact anyways. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted January 20, 2014 Report Share Posted January 20, 2014 Honestly, from a pub and pubhouse standpoint id like to see all of the towers substantially stronger making team pushing and team fights more necessary. At minimum an attack speed increase to all towers and perhaps a double attack from artifact alltogether. Perhaps the towers could be substantially buffed then get a small debuff when allied heroes are in 8 unit radius. I am not as knowledgable as many in the requirements of that coding but pubs seem to be all bd and split pushing but forcing pubs to work together would make the transition to IH and pubhouse better or easier. i really like some of the suggestion in here, it would be great to see towers attack / defense based upon how man allied heroes and enemy heroes are within X units of a tower it would also demote backdooring and promote team fights which i think everyone enjoys more simple yet effective Quote Link to comment Share on other sites More sharing options...
Ancientmagicks Posted January 23, 2014 Report Share Posted January 23, 2014 Player bought tower and creep upgrades ftw. heimdallr 1 Quote Link to comment Share on other sites More sharing options...
heimdallr Posted January 23, 2014 Report Share Posted January 23, 2014 Player bought tower and creep upgrades ftw. also something to do with overflow of cash lategame specially for carries Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted January 23, 2014 Report Share Posted January 23, 2014 also something to do with overflow of cash lategame specially for carries buy shinobi, phantom menace, silver soul, yamato keep these items in your base, then as you can exchange them for your items and buy 4 wards to place anywhere on the map as fast as you can or start a 2nd build, 2x builds is op and hard to counter Quote Link to comment Share on other sites More sharing options...
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