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    posted a message on Fury Under the Stars

    Oh it went from a six player map to a nine player map. The four teams threw me off, never bothered to count the open slots :O

    Posted in: Map Feedback
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    posted a message on Dark Deeds

    Call to arms seems too powerful.

    Posted in: Map Feedback
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    posted a message on Fury Under the Stars

    There are 12 slots in the lobby, and it says there are four teams.

    Posted in: Map Feedback
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    posted a message on Fury Under the Stars
    Quote from Zero0018: Go

    @GoddamnMonkeyMan: Go

    Ya it needs more testing. If melee ends up being too strong I'm going to do is cut the damage of all melee abilities in half. That way they can cast them more often but yields less damage. What do you mean it's useless? You get .5 energy per attack for melee heroes.

    Ya the energy return on abilities is fine.

    The HP upgrade still needs more testing, and it was implemented in due to exactly what alamand is saying.

    In regards to the mana, I meant that one will have all the mana regeneration one needs within the first five or so levels of energy, and there is not really any benefit to raising the skill passed this threshold. Once you hit these levels you can constantly cast any spell you want in your lane, cool down being the only restriction.

    Another imbalance exists in that Valac and Gregor have AOE ultimates that generate massive amounts of mana each time they are fired, as opposed to Darosa and to a lesser extent Akeru.

    Also instead of decreasing damage you could also consider increasing the cool down time.

    In regards to the hit points:

    First I would postulate that there was a game balance between the ranged and melee heroes in that generally one was really good at killing the troops and the other was really good at killing heroes/buildings. Now that hit points have been buffed through the roof, we are only left with the latter and the ranged heroes can't really do anything significant late game.

    Second, raising hit points by a set amount inherently creates an unbalance as the game progresses simply because each of the tier one units from the races will be raised the same amount. This affect will slowly erase the balance the units had at the start.

    Melee heroes get better buffs from armor and health, but poorer buffs from energy. But now they only need to get energy to level 4 or 5 to achieve the maximum amount they will ever need.

    The advantage ranged heroes had was they got better buffs from energy. But now melee heroes beat them by 5:1 on that stat as well as being less effective with their spells because creep HP has been buffed.

    Posted in: Map Feedback
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    posted a message on Fury Under the Stars

    @Zero0018: Go

    Roaches don't get weapon upgrades.

    Gregor and Valec ultimate abilities bypass the new worker shield ability.

    The "See Invisible" property on buildings did not reveal the Akeru when he went into the zerg base with the invisibility power up, giving him free reign to kill buildings and harass drones.

    Melee heroes seem too powerful with these changes. They basically have unlimited reserves of magic power. Another oddity is that any stat point put into energy beyond the first few levels is useless.

    Perhaps intended, but the hits a melee hero's ability lands also provide mana.

    The tiered hit point change is also a little strange. Perhaps you should change the upgrades to percentages based on the original amounts the particular unit had or something. Having zerglings with 400-500 hit points by the end of the game isn't good.

    Posted in: Map Feedback
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    posted a message on Fury Under the Stars

    @Zero0018: Go

    Heroes are not rewarded experience for hero kills.

    Posted in: Map Feedback
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