What exactly was unbalanced the windows (i.e. cooldowns) between warhound's abilities or hero was too strong? I thought of increasing cooldowns for few warhound's abils but then i kinda forced to increase his life to something like 1000-1500.
I did pretty low health pool for it because i dont like bosses with too high health. I prefer like quality vs quantity approach.
Because i have 2 types of units and using set effect as periodic to produce random one. It is basicaly for the boss unit from the map i posted in miscelanious development to get some feedback. Right now i just disable that buff while stunned. Becauae cargo unit workaround sucks and overwhelming
where an ability is to clone you're self and you're clone do damage to or spawn other heros". I assume that means a hero can clone himself and all clones can attack or clone themselves as well.
I think it could work but any terrain would mess up the kiting
You can actualy test yourself in that map :X. That was true when i used my complex triggering kiting system that was a pain in the ass for me as non-programmer. With data it actualy much easier, i need just set the order for move ability to pretty reasonable distance like 6-8 and the internal sc2 pathing system will handle almost any situation. Yes it simple movement, not much strategy but still works.
Edit:
I mean i played Titan Quest, etc. a lot and noticed that boss AI from there can be simulated just by auto casting and it still somewhat fun (maybe..). Just need to find the good synergy within a boss' skill set, idk. Just wanna ask people.
i rly DONT like when every spell of boss could be dodged. I think player should suffer moderate damage and occasionaly, if doing rly bad - heavy damage.
hey guys, i was toying with some gameplay ideas as usual. I did this gameplay test with a boss unit which use only auto-cast abilities, made with data only. Take a look and try to slay it with Artanis unit. I want to ask is it any good or people like triggering bosses much more?
The balancing of Artanis abils is pretty poor, i didn't spend too much time on them. The tooltips i just wrote for 2 mins before posting here so nvm the mistakes and no data referencing of values :X
Is there any way to do so? i tried to set startup settings for "cutscene editor default sources" but there are lot of models missing. After LotV data object count become a little bit overwhelming and not so comfortable to work with compared to HotS.
There's a shitload more to it than your elitist "that is what the plebs want so Blizzard is simply dumbing everything down for them". Judgement is easy.
yeah.. hots has pretty low popularity wich somehow conflict with a "game for plebs" definition. And for the game that relies on micro transactions having a huge player base is pretty much vital. The more newcomers the more skins getting sold.
I agree though that i'm very biased on this mostly because of my dota background and too high expectations from blizz moba. However i don't think i'm the only one who thinks that HotS needs some gameplay improvement, even if they don't want to "clone" dota. Maybe in different direction.
This is one of a few options how to do it. First remove beam id from action actor, we don't want it to be created by attack actor. Then put in sentry beam creation condition (effect.xxx.start => create) and set ::HostImpact to _LaunchGuide and ::HostLaunch to _ImpactGuide (look map)
you need to swap ::HostImpact+ and ::HostLaunch+. Those define hosts for beam's endpoints. I think there was Kueken's map with shield drain ability where he used reverse DominationBeam.m3. Look in his map in Chicken assets.
Pirate did turn based rpg before, but now he realy catch the clue of what "Arcade" game means, and what Blizzard wish to see. Dwarven combat is simple and lot of fun. The design seems somewhat similiar to flappy bird to me (in terms of simplicity/fun)
Also, his game could be easily ported to ipad, for example.
Basicaly what Blizz expect is a multiplayer experience with a simple but original and fun game mechanic, some randomness and replayability. Not the second starcraft universe.
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i wish a wizard with one button: create random scalable spell with 10 levels
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willuwontu you saw that my 2nd post that you refering to was writen after not before the Mozared quotation right?
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lets start from the point where you put some sentence in quotes that doesn't belong to anyone's speech from this topic.
that was you reading my thoughts or what.
and the recent events basicaly only confirm strategy with handling HotS failure. https://heroesofthedorm.com/
Just inject the money motivation instead of trying to make game better. Just a nobrainer descision for days if you have shitton of money.
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@Alevice: Go
can you please clarify this a little bit
sorry i'm not sure what does it means.
What exactly was unbalanced the windows (i.e. cooldowns) between warhound's abilities or hero was too strong? I thought of increasing cooldowns for few warhound's abils but then i kinda forced to increase his life to something like 1000-1500.
I did pretty low health pool for it because i dont like bosses with too high health. I prefer like quality vs quantity approach.
thx for checking this out :>
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Because i have 2 types of units and using set effect as periodic to produce random one. It is basicaly for the boss unit from the map i posted in miscelanious development to get some feedback. Right now i just disable that buff while stunned. Becauae cargo unit workaround sucks and overwhelming
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You can actualy test yourself in that map :X. That was true when i used my complex triggering kiting system that was a pain in the ass for me as non-programmer. With data it actualy much easier, i need just set the order for move ability to pretty reasonable distance like 6-8 and the internal sc2 pathing system will handle almost any situation. Yes it simple movement, not much strategy but still works.
Edit:
I mean i played Titan Quest, etc. a lot and noticed that boss AI from there can be simulated just by auto casting and it still somewhat fun (maybe..). Just need to find the good synergy within a boss' skill set, idk. Just wanna ask people.
i rly DONT like when every spell of boss could be dodged. I think player should suffer moderate damage and occasionaly, if doing rly bad - heavy damage.
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hey guys, i was toying with some gameplay ideas as usual. I did this gameplay test with a boss unit which use only auto-cast abilities, made with data only. Take a look and try to slay it with Artanis unit. I want to ask is it any good or people like triggering bosses much more?
The balancing of Artanis abils is pretty poor, i didn't spend too much time on them. The tooltips i just wrote for 2 mins before posting here so nvm the mistakes and no data referencing of values :X
Take a look if you like:
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Is there any way to do so? i tried to set startup settings for "cutscene editor default sources" but there are lot of models missing. After LotV data object count become a little bit overwhelming and not so comfortable to work with compared to HotS.
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yeah.. hots has pretty low popularity wich somehow conflict with a "game for plebs" definition. And for the game that relies on micro transactions having a huge player base is pretty much vital. The more newcomers the more skins getting sold.
I agree though that i'm very biased on this mostly because of my dota background and too high expectations from blizz moba. However i don't think i'm the only one who thinks that HotS needs some gameplay improvement, even if they don't want to "clone" dota. Maybe in different direction.
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@Kanitala: Go
This is one of a few options how to do it. First remove beam id from action actor, we don't want it to be created by attack actor. Then put in sentry beam creation condition (effect.xxx.start => create) and set ::HostImpact to _LaunchGuide and ::HostLaunch to _ImpactGuide (look map)
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probably something from judaism.
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are you using beam associated with action actor (attack) or do you create it when persistent occurs?
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you need to swap ::HostImpact+ and ::HostLaunch+. Those define hosts for beam's endpoints. I think there was Kueken's map with shield drain ability where he used reverse DominationBeam.m3. Look in his map in Chicken assets.
0
Pirate did turn based rpg before, but now he realy catch the clue of what "Arcade" game means, and what Blizzard wish to see. Dwarven combat is simple and lot of fun. The design seems somewhat similiar to flappy bird to me (in terms of simplicity/fun)
Also, his game could be easily ported to ipad, for example.
Basicaly what Blizz expect is a multiplayer experience with a simple but original and fun game mechanic, some randomness and replayability. Not the second starcraft universe.