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New Permanent Consumables- a place to get rid of extra resources


Hanedog
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imagine a drake with 1000 str... HAHAHAH

or nova with 800 dmg

or maar with 1000 int...

 

If I remember right u can get to 600 or 700 if you go straight int build. I have seen nova and shadow both with 600 damage. and drake with 10k hp which is basically 1k str.

 

Why not provide high cost, decent stat bump consumables that would provide permanent increases to stats

 

For example:

2000 minerals- +15 agi/int/str (three separate consumables, one for each stat)

 

I like the idea and I think the mineral cost is perfect amount. maybe with whale incharge it might be added. this has been mentioned before. the only problem that is in the game that will probably never be changed is the stats actual worth.

 

 

 

 

Drake Passive with 70 k/a = +140 STR. Spending 20,000 on these STR potions will add +150 STR. So that's 290 lets just say 300 STR. You're saying you normally get 700 STR on Drake without including your passive?

 

I've been drake with 500 str. carapace x5 is op when you have an egon's bubble. who needs resistance when you have 400 hp regen a second. and an ulti for a big chunck. not to mention how much that burn hurts for

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I don't care about Drake, I care about excess minerals at the end of the game. Lets not make this about a Drake with ridiculous strength because its not. I have yet to hear a strong argument for not implementing this idea....

Reason for not implementing this idea: It takes time for the devs to implement when they already have tons to do as it stands, and there is almost no need at all for this, since even pubs end before you would get these consumables 90% of the time. It's a waste of time.
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moo a well drafted game with good players can last for a long time if players don't play stupid. my longest game was around 3 hours. I tried to find the video but it must of gotten deleted. the game was just to even. when each team have heroes that can clear large creep waves fast and tanks able to hold the front line and be supported well. its hard to get one sided engagement. that is one reason I like the new siege creep from the buildings. you can choose physical resist or spell resist. giving a better chance they will push into the base. no more maar super turtle. lol. but even with that a game can still last an hour or more if played correctly. its only when one team has some players getting feed that its a short game. pubs yes may never get the chance to purchase but I personally have been in games where I had so much minerals I dropped my items in base filled up on wards and just started placing them all over the map.

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moo a well drafted game with good players can last for a long time if players don't play stupid. my longest game was around 3 hours. I tried to find the video but it must of gotten deleted. the game was just to even. when each team have heroes that can clear large creep waves fast and tanks able to hold the front line and be supported well. its hard to get one sided engagement. that is one reason I like the new siege creep from the buildings. you can choose physical resist or spell resist. giving a better chance they will push into the base. no more maar super turtle. lol. but even with that a game can still last an hour or more if played correctly. its only when one team has some players getting feed that its a short game. pubs yes may never get the chance to purchase but I personally have been in games where I had so much minerals I dropped my items in base filled up on wards and just started placing them all over the map.

The only super long games I have are in pubs when you get a couple good people on each team. The longest inhouse I've ever been in was like 45ish minutes if my memory serves me correctly. Also, the new KDA system will most likely make games shorter, since more money will be awarded overall for kills.
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