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MrCoolness

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Posts posted by MrCoolness


  1. On 28/01/2016 at 8:11 PM, Moose said:

    You also have to think with blade master, if someone is ult immune and it doesn't effect them, and blade master doesn't realize that, they are literally a sitting duck while the ult goes off. They can't even run up and knife the person due to the way the skill works.

     

    This. I made the race unable to knife while it's ultimate was going off because that would be ridiculous. As a consequence it must be able to hit those that are ultimate immune because it's hard to tell who is ultimate immune and who is not, so it would leave the blademaster in a very unfortunate position.


  2. Cool, that is a weird bug. It isn't really a huge deal because it isn't much of a buff or nerf to the race (imo at least), it is just different.

     

    Most bugs happen after a game update and it takes a lot of digging into to find the root cause of it. One time there was an update where you can't bounce grenades off chickens anymore and something really random like invisibility stopped working.


  3. They must proceed towards the objective after the 1 minute mark. If by the 30 second mark they made no progress (as in crouching and moving like 3 feet), then feel free to slay because it will just end with them dying or running out of time most likely.


  4. Thank you for taking your time to comment on this creation of mine.

     

    Firstly, I created Blade Master to closely resemble the Warcraft Blade Master. All the skills I took directly from Warcraft so that we can have some actual Warcraft heroes in our War3 mod :) I will take a look at the critical strikes if you say that it appears defective, but the skill in Warcraft was a 15% chance and so I would like to keep it that way. I am not completely against changing the skill as I understand Warcraft and War3 are two very different things.

     

    Now, I will address the transition from the wind walk to the ultimate for both you & hornycat. The delay between the two is there, and it is there on purpose. During the initial release the most immediately overwhelming part of Blade Master was that it could use the ult and wind walk simultaneously. I disabled the ability and made it so that the two cannot be interchanged for balance purposes.

     

    Now, the ultimate range is perfectly accurate. It only appears inaccurate. The ring that is initially released is done so at a specific location, however the player is constantly in motion and the damage from the release is immediate and so the ring does not seem to follow appropriately because you appear to have "evaded" it in a sense by reaching past the end of the ring... but it is not the case :) I will not be reworking it because it is too much work for a cosmetic.

     

    The respawn skill was meant to initially create several clones that moved in random sequence according to how you moved. However it was too difficult for me to make moving clones and work with collision detection and all that jazz, so I settled for a respawn as if in Warcraft when you kill a clone it just goes poof. If you want to play a knife race that relies on combos, have a try at hand of god. It is a difficult race to play but can be extremely rewarding :)

     

    I like the idea of giving a buff if you activate it in sequence, but we will see. Thanks for the thread.

     

     

     

    P.s. you can't be ult immune to Blade Master because his ultimate disables his attack, and that would render him completely useless just because you're ultimate immune... Not to mention ultimate immunity was meant to be an immunity to harmful affects directed at exactly you (mainly magic damage), and not an immunity to AOE types of damage.


  5. Haven't been on the server for awhile so I don't know if it was changed recently, but unless it has, NE does proc thorns on evaded shots. I have had many many many times where I will get hs by an awp, scout, or shotgun and I will evade the shot but the attacker will still die from thorns.

     

    But as Name was saying, NE has the second lowest evasion of any race on the server (last I checked, don't know if a new race with lower evade has been added or not), on top of that NE does have a 100% thorns proc chance, but it only does 20% reflect damage which you would be able to see if you looked at race info. So the only way you could die in a round when taking damage from nothing but Thorns and Thorns alone, you would have to do at least 500 damage and that's just if you only have 100hp and aren't playing a race with extra hp.

     

    Using an AK, dying to thorns would be very hard to do if the thorns proccing on evasion got fixed because the AK does around 140 damage to the head without helmet, and 110 with it so even on a fatal shot you will only receive between 22-28 damage.

     

    NE has a nice combination of skills, but keep in mind, it has the second lowest evasion, it has the lowest damage thorns (although this is highest proc chance), and it's extra damage is on the weaker end for this server, and then it has a broken entangle that makes it way stronger, unless the entangle has been fixed in which case this race is definitely not OP in any way whatsoever.

     

    Edit: Plus just saying, from what I heard from Coolness this race before getting a hard nerf used to have a 5 second entangle and 33% evasion so be glad it doesn't have that anymore on this server.

     

    That is correct. The original night elf has a 5 second entangle and 30% evasion.


  6. I know that SOs have more power over regular admins (I plan on becoming an SO some day), but why can we only ban for up to 360 minutes? A lot of mass rdmers like to get on this server, and SOs/Staff arent on that very often. And a six hour ban doesnt seem to fit the punishment for Mass RDM/Leave.

     

    The idea is that you screenshot and post on the forums to have an actual staff member extend the ban or make it permanent. If we allowed anyone to give any length of ban, one awkward soul might decide to pay $20 to ban everyone who comes in the server for as long as possible; leading to a lot of work for the staff.


  7. It has been HEAVILY nerfed since then I was told (by steveand117) but I don't know because I wasn't there

     

    lol what? It was never touched until you asked for a buff, which I decided to go through with so people would be more interested in playing it.


  8. When I specifically approach engineers about a race I love that is clearly severely underpowered and nobody plays it (I'd bet the 5th highest player is less than lvl 40) and I'm told its fine, yes

     

    Are you talking about me? Because I listened to your opinion and valued your opinion and made changes accordingly. If you're still unhappy about my changes then tough luck, I'm not going to make your favorite race the most powerful race.


  9.  

    I agree with this wholeheartedly. My new races have been being put at points to close the gaps past 2000 to 100 level gaps. From there, I'll either put in 50s or go over 3k depending on how people feel about it

     
    Value point on respawning would be something along the lines of this made up skill:
     
    Flames of the Phoenix (6 Levels) - You invoke the power of the phoenix, giving you a chance to rise from the ashes on death. Grants a (50/60/70/80/90/100)% respawn chance.
     
    The first point gives 50% chance to respawn, while later points only grant 10%. This motivates the player to put one point into the skill early before maxing any other more desirable skills.
     

     

     

    I've incorporated this value idea to a certain extent into most of my races. Thought everyone did the same :S 

     

    Example, Hand of God evasion at level one gives an enormous amount, over 50%, and then gives like 3-5% per level.


  10. Default is way too strong in my opinion,

    I agree with your comments on Soul Stealer and I'll make the appropriate changes,

    Hand of God is very difficult to change because I literally nerfed it slightly (like 10%) and it became underpowered whereas before it was overpowered, but I'll give it another shot,

    Goliath is a little bit slower paced compared to the other races after the damage distance nerf so I will increase the HP amounts but I will not make it invul.

    I'll take a look at blood mage too.

     

    • Soul Stealer's "soul multiplier" has been changed from 2.2 to 3.5 souls per kdr. His buff leak has also been fixed
    • Hand of God's evasion has been increased, the cooldown for "forward slash" has been reduced to 5 seconds from 5.5 seconds and the combo timer has been increased to a max of 6 seconds. His heal will not proc as well if the enemy killed has gotten no kills that round.
    • Goliath's HP now cannot fall below 25-150 (minlvl-maxlvl) depending on the level of the ultimate
    • Blood Mage's ult has been changed to take away a straight $1500 for 30 hp at max level.
    • Elemental has also been buffed but that's from another thread...
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