Custom Hero Arena Revolutions
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Glorn2
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Glorn2


Posts : 3721
Join date : 2009-07-03
Age : 35
Location : Guilford, NY

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PostSubject: Update List   Update List EmptyMon Jul 18, 2011 12:58 pm

In trying to get this final edit out, I wanna look back over all of the skills to try to.. uhh... yeh know, balance it more.

I am looking for opinions from you guys of skills and heroes, you almost never see picked, or skills you feel are too strong, or too weak.

PLEASE NOTE:
(the best update list I can remember, I will be updating)
OP aura has been scaled down later in the game.
Frozen orb has been scaled down later in the game (minorly)
Weak C has been scaled down, but made back into an aura.
Breath of Fire has had its cooldown decreased.
Hibernate has been fixed.
Battle Roar CD decreased, Mana Cost Decresed, duration increased.
Immolation Mana cost reduced, AoE increased.
Unholy Aura AoE increased, Regen decreased last 3 levels. (caps at 66)
Windwalk cd/dur lowered a tiny bit, damage increased.
Banish move speed redux, duration, and range scales with lvl (rank 1 banish not so good)
Hardened Skin scales up 12+
Crit Master upped 1% per level
Divine Choir heals down, but heals all friendly units near the caster, rather than only the caster.
Dust Storm cast range increased a lot, CD decreased (field use)
Siphon life Heals up, CD down, mana cost down
Images Damage up a litttle, damage taken down a little.
Tranquility healing up
Wrath of hell damage scales up a LOT to account for armor.
Dread Ritual CD lowered
Goblin Horde CD lowered
Force Push fixed
All Wards gain armor
Landmines Detonate trigger range increased
Holy Attacks % to proc lowered (It was entirely too high)
Mage Killer works on your own hero now
Mana Flare damage scales up at higher levels
Taunt fixed

Pain Archon has had her attack damage reduced.


Alright, keeping the above changes in mind, feel free to post your thoughts on other skills that are overused or never used. Also keep in mind that simply because something is overused does not make it good; and that simply because something is never used, does not make it bad. I may disagree with some things listed, but if I post a page and a half reply, it means I put serious thought into your suggestion.


Last edited by Glorn2 on Mon Oct 10, 2011 8:50 am; edited 2 times in total
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Bromancing_The_Venom
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PostSubject: Re: Update List   Update List EmptyMon Jul 18, 2011 8:37 pm

How much of an attack reduction did pain archon get? a couple points or something major like 10-20 dmg? otherwise it looks great so far from me, we might be seeing a lot of underused skills that have been buffed used alot more.
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carefulibite
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PostSubject: Re: Update List   Update List EmptyMon Jul 18, 2011 8:44 pm

The problem with divine choir is it is completely out done by terraptus. Does this heal your allies based on your mana or theirs? Maybe going by their mana pool isn't the right way to go about but perhaps the cost of the spell instead. Increasing value accordingly but it will make the skill more usable to other hero classes. Also there is a minor abuse with immolation and divine choir you might want to look into fixing.
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Glorn2
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PostSubject: Re: Update List   Update List EmptyMon Jul 18, 2011 9:14 pm

The immo abuse has been taking care of already (in the next edit to be released).

The AoE heal is based on the casters mana. Because it is cast on your entire party, and heals everyone in the party whenever anyone casts a spell, it can be used by anyone in a party, and taken advantage of by anyone else.

To base it on the mana cost of a spell would make it really hard to balance, between a normal spell that costs 400 mana, and an ulti that costs 1200 mana, or another normal spell that costs 800, even. I was considering that when I created the ability, and i felt as though it would have become an "int only" ability. If you are running agility, you cannot pick high mana skills that would allow this spell to give you HP based on mana spent. With MS and TERRA, why do we need another ulti that is based entirely on being a high mana int user. To base it on current mana means that even an agility hero, casting frenzy on himself, can heal a party, using very low mana. Or, a str hero can get this, with 2 int users on his team, and cast it so that they can fully heal him; without wasting their mana cost on the ulti.

My goal with this change (from single target heals, to AoE heals) is to make it vastly different from terra or MS. It was intended as a team skill to begin with, but was harder to use as a team skill unless your whole team was int based.

Any ideas on other ways that can make it a more "universal" ulti, than just an int based? that is what I really wanna get with this; but it is hard with an ability that is based on mana.

Venom: it was a moderate amount of damage loss. maybe 10? Enough that she cannot auto-attack pre-first duel as well as she can. that MS combined with stating int, needed a nerf. figured I should make her more int-like.
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carefulibite
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PostSubject: Re: Update List   Update List EmptyMon Jul 18, 2011 11:00 pm

After reading your post I'm definately seeing it your way thanks for clearing things up.
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