Lately I've been working on updating my boss units in my map to make them more powerful in combat. I noticed that when a few heroes gang up on a boss unit and they have different slow abilities it tends to stack and make the boss a little too slow for my taste. I already made them immune to stun affects so players cannot stun lock them during a fight. But I do not want to go in that direction to make them immune to slow as well, thus taking away yet another ability towards boss units. I am looking for an easy way to make them maybe resistant to slow affects? Maybe even a different approach like make it not last as long? Any ideas will be helpful to keep my Boss units in my game from being a push over vs multiple heroes. Please respond with any info and it will be greatly appreciated! thanks!
If you are using the same slow behavior, you can set the stack count to 1, then only 1 slow could take effect. If it is multiple slow behaviors, I'm not sure how to do it in data, but you might need to set a check in triggers for a minimum speed and disable any slow effects or behaviors until the speed is higher again. I'm not sure if the search area effect can search for a set attribute. maybe a validator would work
Behavior - Buff - Snare Multiplier. This is a straight multiplier of slows. I would simply have it on the boss and alter the multiplier based on the number of players
Ok further investigating with this Snare Multiplier function. I am wondering if this is how it would work.
I have a boss unit and I set his behavior - Snare multiplier to 0.5. Would this make any slow ability only work for 1/2 the effect of the slow ability? If so this is a very good way to handle this. If not can anyone explain if I am not correct with my example. Thanks again guys!
I'm pretty sure there are existing abilities you can look at where they use a switch effect that checks what kind of unit it is being applied to. Raynor's Chrono slow ability for instance does a different amount of slow based on whether it's a missile or a regular unit.
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Hello again fellow masters!
Lately I've been working on updating my boss units in my map to make them more powerful in combat. I noticed that when a few heroes gang up on a boss unit and they have different slow abilities it tends to stack and make the boss a little too slow for my taste. I already made them immune to stun affects so players cannot stun lock them during a fight. But I do not want to go in that direction to make them immune to slow as well, thus taking away yet another ability towards boss units. I am looking for an easy way to make them maybe resistant to slow affects? Maybe even a different approach like make it not last as long? Any ideas will be helpful to keep my Boss units in my game from being a push over vs multiple heroes. Please respond with any info and it will be greatly appreciated! thanks!
-d
@Demonicus2009: Go
If you are using the same slow behavior, you can set the stack count to 1, then only 1 slow could take effect. If it is multiple slow behaviors, I'm not sure how to do it in data, but you might need to set a check in triggers for a minimum speed and disable any slow effects or behaviors until the speed is higher again. I'm not sure if the search area effect can search for a set attribute. maybe a validator would work
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Behavior - Buff - Snare Multiplier. This is a straight multiplier of slows. I would simply have it on the boss and alter the multiplier based on the number of players
Ok further investigating with this Snare Multiplier function. I am wondering if this is how it would work.
I have a boss unit and I set his behavior - Snare multiplier to 0.5. Would this make any slow ability only work for 1/2 the effect of the slow ability? If so this is a very good way to handle this. If not can anyone explain if I am not correct with my example. Thanks again guys!
I'm pretty sure there are existing abilities you can look at where they use a switch effect that checks what kind of unit it is being applied to. Raynor's Chrono slow ability for instance does a different amount of slow based on whether it's a missile or a regular unit.