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Heroes - how powerful should they be?

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Skeeverboy:

--- Zitat ---his lvl 1 skill do more dmg to units and do nothing to heroes
--- Ende Zitat ---
Yes, because he is a masslayer and not a herokiller. But Gandalf makes more as 500 DMG (herokillerstrength) and his level 2 and 7 skill can kill heros easy.

Gandalf The Gray:
one hero as you said he is a mass slayer and he  dies fast

Skeeverboy:

--- Zitat von: Gandalf The Gray am 14. Okt 2015, 19:28 ---one hero as you said he is a mass slayer and he  dies fast

--- Ende Zitat ---
What do you mean exactly?

Elite KryPtik:
Gandalf's armor and health are fine, that's not the problem. The problem is how noticeable he is, even in the middle of an army. Once you have GTW, he shines like a beacon, or in the case of your enemy, like a target. That is why he dies, because people focus him down first.

Shelobs web is currently suffering from the exact same bug that Corrupted Théoden used to have on his traitors ability, even though the cursor makes it seem like it will affect a single unit, it actually affects many units. The fix is simple, just give it a small radius, the same way you did to Theodens traitors ability. It would not at all affect her ability to kill heroes, which is her role, it would just prevent her from freezing entire armies for the slaughter.

Finally, I don't think that we should look at heroes being too weak or too strong on a general, faction wide basis, but rather should address them individually. For example, Saruman and Gandalf both die extremely easily due to them being so noticeable in the midst of an army, so maybe they should have more armor against arrows. I think that when you just do general nerfs or buffs on all heroes in the game, you end up with less balanced heroes then if you look at them individually, based on cost, how noticeable they are in your army, and finally how good their abilities are.

Lord of Mordor:
@Gandalf The Gray: This is a topic about hero strength in general, if you want to discuss Gandalf in particular more in-depth, feel free to create a new thread for him.

As some have already said, we will try units with 20% less health in the next version to see how that feels and how people enjoy it. Do you think heroes should also get 20% less health alongside that? Or do you think they're already fragile enough?

We've also been thinking about increasing hero armor against archers, because archer focus fire seems to kill heroes too easily at the moment. Unlike melee, there's not much you can do against it, if you keep your hero surrounded by defenders the enemy can still focus him with the entirety of his archers. I think it's more interesting if you actually have to get close to heroes, then it becomes a question of how safe you can keep yours and how much risk you take with them.


--- Zitat ---Shelobs web is currently suffering from the exact same bug that Corrupted Théoden used to have on his traitors ability, even though the cursor makes it seem like it will affect a single unit, it actually affects many units. The fix is simple, just give it a small radius, the same way you did to Theodens traitors ability. It would not at all affect her ability to kill heroes, which is her role, it would just prevent her from freezing entire armies for the slaughter.
--- Ende Zitat ---
That didn't actually solve the Theoden problem. If an ability affects more than one single unit, it will always hit every single unit in that spot - thanks to clumping that can be an entire army. That's why we had to give traitors a timer, there was literally no way to prevent you from stacking all your peasants on top of each other and turning them all into traitors. We can reduce the AoE of Shelob's web, but it will always hit all units in that area. There's no way to code it so it will always hit only one unit.

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