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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    @SSJ4Gogeta: Go

    It's probably something to do with your graphics card, a certain level has a doodad you haven't encountered before or something.

    Though there are a crazy amount of disconnects on startup, perhaps certain computers have a problem with certain triggers or custom content?

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    @Mephs: Go

    :S you should stick to humanoids just sayin,

    any cool mechanics?

    does she spawn things?

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    @Mephs: Go

    Yeah it definitely was

    also, Zephyr, sick ass zealot. I appreciate him.

    who is the new support?

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    Hey Mephs, I actually have something useful and constructive to post this time.

    When starting the game, two players d/c, one from each team in the lobby countdown so it was 2v2. During selection, another member of their team d/c during the hero selection so it was 2v1. I sat out the match to allow them to 1v1, and their guy killed ours. I then ended their guy cause he had 20 hp and the new round started, however, the only one that spawned was me.

    I then proceeded to run in circles and state "this appears to be a bug" then left the game.

    good times.

    Hope that helps somehow.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    Hey recently played the newest v, I greatly approve of the changes to hawk.

    two thumbs up from me.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta
    Quote from SouLCarveRR: Go

    @EchoedRequiem: Go

    Eve has never been "too weak" and never really been "OP"

    shes OP when fed by noobs who dont use see invis potions. Yes she requires more practice and skill then your average hero. RIOT adjusts heros because well. They do it for the noobs.

    Your argument is mute.

    If somebody is standing running in circles getting healed.... I suggest you dont go near them.....

    clearly you have no idea what you're talking about.

    Well Mephs, it is an amazing game and very fun, I notice that the "hit effects" only apply to doodads on some of the skill shots but not all of them. For example, with Revolver you can clearly see what your shots can and cant go through cause the hit effect applies to the doodads. I don't see that with Hawk, maybe I'm just blind. I know you can see it with ace and rush though.

    Also, the crater thing I was talking about earlier, I think it's Onyx's AOE bomb thing, the crater it leaves behind blocks a lot of the skill shots for some reason.

    I'm sticking with my "Dex is OP" vote till a further date, counter class dmg might change it up, but again you'd have to have a counter class on your team which is more luck since you don't know what they are.

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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    I really think you're corrupting your own opinion with the "I made the game so its far more *blank* than it truly is" this case balanced.

    Even just running in circles as dex is kiting enough, kiting enough to dodge a lot of skill shots and get uber healed by two med kits.

    I'm concerned that your opinion on your characters balance is more about your own knowledge of them, and their performance under your command against commonly lesser skilled opponents. the "I can rape face as someone you says sucks so therefore said person is good" argument.

    It's like Evelynn in League of Legends when it first came out. Worst char in the game, yet the "Pros" continuously said she was so amazing untill Riot finally admitted she needed a huge reworking and did it.

    Dex is currently OP, on the fence about Sarina. The thing about teams with supports being more likely to win is definitely true. Hawk's damage is fine, her hit registration needs to be fixed, or in your opinion "buffed" to actually be useful. She's also far too situational as is, playing her well is more about getting lucky than actually doing good.

    I kind of agree with a change of hotkeys. My ult being F is my big gripe with them, as I constantly use G a lot more, I would appreciate not having to make that extra motion as often. I think one of the hotkeys is Q as well. Just sits awkwardly there, I think those abilities would be better served as w, e, r, t.

    The lesser used hotkeys should be the furthest away ones is all I'm sayin.

    Oh, neat idea, with Hawks illusions, perhaps "alt" could control one illusion while "shift" could control the other, or any other button that works for ya. So you can still control them and such while controlling your main hero. where if you press Shift A her left illusion will A the target location instead of the actual hero.

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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    @Mephs: Go

    The problem with hawk isn't just the difficulty curve, it's the little things, like not being able to shoot up hill properly, not knowing how long her range is (well I guess that ties into the difficulty curve as well cause once you use her enough you'll know those things) but still, I would appreciate one of those spell circles, or the ability to "shift right click" to quick order her illusions. Or even if it told me how the cd of her stealth worked so I'm not always raging on why it's never activating. (not being able to shoot up hill is my major gripe, especially in that metropolis map, followed by the shit poor hit registration. Although her ult seems to be enemy homing :O that thing will hit a guy as long as I'm pointed in their general direction, even if I clicked no where near them. also, there have been several times where I asked someone to stand perfectly still, selected them with my snipe, and had it not register a hit.)

    I also believe that a lot of doodads get in the way of abilities, there was one time in the hades level, I believe right after revolver used his ult, and the remaining spell effects blocked all the skill shots. Like, there was now a crater there that wasnt there before and no one could shoot past it. I'm guessing perhaps there is a dummy unit or something that is being registered as a spell target? it was weird. I'll give more details if I can get it to happen again.

    The point isnt that he isnt moving very far, it's that even when he stands perfectly still, gets ulted by rush while being dpsed by the frigid winter guy, he comes out with more hp then when he started. He's also a great counter to hawk considering his G removes her snare. I heard tell that you nerfed Sarina a little but left Dex alone, I strongly STRONGLY urge you to consider the possibility of him being OP at this time, play test him a lot and you might see what I mean.

    Currently support characters are such a huge game changer, you can at least pretend it's balanced when there's no support on either team, but when one has a support and the other doesn't, it's already GG.

    Sarina is more balanced than she was, but I still feel she's a little higher on the rig scale, perhaps make chained heals less? i.e. if she uses her D then follows it right after with her G, her G does 50% less healing than it normally would, like a little healing debuff that persists 2 seconds after casting?

    If you give her the time to heal up that's your own fault, but if she tanks three ults and comes out perfectly healthy cause she quick heals with D, G, perhaps throw an F in there and it gets pretty annoying. Especially because she's moves at the same speed as everyone else so she can just kite till the CDs are done and do it again.

    I cant help but think that some sort of "healing cap" would be good too, like each support has a "mana pool" of "healing energy" that only replenishes after each round. Basically like, sarina can only dish out 2000 health worth of heals in one round, anything after that pool grants something different instead. I only think of it cause I remember one round where we would unleash everything we had on them, they would run back and heal up during our cds, then we would do it over again, caught in a semi-endless stalemate. Just a thought.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    Dex is the new OP sarina, two healy bots heals so much so fast.

    Edit: pleeeeeeeeaaaaaaaaasssssssssseeeeeeeeeee add an option for "no support" mode :S

    Its at the point where you HAVE to have a support on your team, which very much so limits team composition.

    I'm also stickin with my Hawk is Bad vote. she's too situational to be based on skill, if no one is paying attention to you, you get the snare off and they happen to be one of the characters who cant remove snare and you happen to be far enough away to not get counter stunned by them and if it happens to have a proper beam registration from your casting point to the target point then you can deal some decent damage once.

    perhaps kill them if you have fury, but most likely not.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    I know I'm a huge bother, but I would love to see a changelog please, so that I may insult all of the hard work that you do in the hopes that it somehow assists you in the perfection of said wonderful game.

    :X

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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    @EchoedRequiem: Go

    Quote from Mephs: Go

    Practically useless eh? :p

    I see how it is, insta gib someone ONE TIME and suddenly she's amazing :P

    lol.

    Rematch function that allows you to reselect characters.

    add it.

    perhaps even an option to change up teams?

    oh and a really cool projectile that starts as a beam from the caster, and you can shift right click to order the projectile where to go as long as the caster remains channeling, like a dragon head that leaves a trail of flame behind from everyone's favorite firebat.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    and I'm cool with that, but it's to the point where she's practically useless, with how fast paced the game is most people wont be standing around letting you line something up, or even headed in the same direction long enough for you to lead them with such long casting times. Perhaps making the registration for her regular hits a little less sensitive (as well as her two snipe shots that aren't the "lethal" one) and reducing the casting times a bit (again not including the lethal one, cause if they're stunned and it does in fact register, it does deal a lot of dmg) it would put her more up to speed.

    I'm getting the impression that your "check every some odd distance" in the abilities is too far apart though. If your radial check is lower, that goes all 30, meaning your "per distance" checks need to be much closer together and more frequently in order for it to be the "beam" that it should be.

    for example, say your check has a radius of 1, and it checks every 5 distance, technically there's 3 distance of "safe zone" in between the check points where even if someone is standing directly in the line of fire, the ability won't register them being there.

    Edit: oh yeah, and I'm not sure if you did but you should reduce the engineer guy's self heals a bit as well, he could pop down two healing drones at one time and heal sooooo fast.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    I appreciate both of those things greatly.

    you should increase the radius check on her abilities slightly though, legit sometimes I hold them and click on them and it doesn't hit. guessing because they're in the "safe" zone inbetween radial checks.

    Posted in: Project Workplace
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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    Woooooooow the new sniper chick is terrible, it wont let me shoot up hill and wont let me stealth half the time, every one of her abilities takes so long to charge up to the point where a character like ace can kill you before the channel bar is done.

    Even when the enemy stands perfectly still lethal shot wont hit them or deal damage.

    I'll update with more info if I can get any but I probably wont cause I have no desire to play her again, and look forward to dominating anyone who does.

    For some reason half the time her stealth wont work it just greys out and I cant use it again for the whole round, and the hit registration on her abilities is so awful, you can't even be a fraction of a degree off, which means hitting someone is dumb luck or they have to already be stunned so that you can follow it up with your stun in the hopes that it lasts long enough for her to finish channeling her abilities.

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    posted a message on [HERO ARENA] Smashcraft - Public Beta

    The medic is kind of OP, when I play her I can win 2v1 almost every time, I only die if it's 3v1.

    Also, heals in general become OP in 1v1 matches, any way of writing in a condition "if game is 1v1 healing is reduced by 50%" or something like that?

    I know the games not really meant for 1v1 but if your respective teams leave your left at a disadvantage if the other player is a healer.

    Posted in: Project Workplace
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