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unbalance in 1.0
Topic Started: Dec 19 2006, 12:34 PM (555 Views)
Mugsy123
Noob
[ * ]
It's not exactly a bug, but i dont believe it should be a legit move. With the darkranger i managed to charm all the opponents trainers and run them off to my barracks, i got about 4000 golds worth of trainers in 2 charms. The other player cracked it and quit. Trainers used to be wards so that couldnt happen, but now you can cast spells on them maybe a trigger to deny them being charmed? It just doesnt seem very fair.
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AwaKening
Member Avatar
How do ya like me now
[ *  *  *  *  *  *  *  *  * ]
Wow, that is actually more of an exploit/bug. Thanks for pointing that out. The reason is that Charm is actually a triggered ability because blizzard only allows for Charm to take control of 1 unit. I therefore had to trigger it to take multiple units and didn't think about the trainers.

It can be easily fixed now that I know about it. Thanks.
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phoenix
Junior Member
[ *  * ]
Alchimist's acid bomb is way to strong on low levels!
(25, 50, 70, 100)*15 instead of (30, 55, 80, 105)*15
(Maybe the 70% spell resistance for the hero doesn't work?)
[my mate is even going for (15, 25, 30, 60)*15
Other idea, change it so it works like firestrike from the bloodmage on an area and not on a unit so players may move out if they're fast.
And the ultimate sucks a little bit, what about adding splash damage like the pitlord.

Shadow hunter hex says:
(15, 30, 45, 60) skilled with lvl 4 it only says 45sec.
But I think it's still 60 seconds, and on heros its 20 seconds.
This is very hard!, as cooldown(6sec) is ready before the hero is out of the hex. So decrease it a bit, or add dimishing so it'll decrease it's time by itself and heros become immune against this spell for 15sec after 3 casts.

And a problem with spells vs heros:
Code:
 
Deathcoil, lvl 1-4:

100 dmg * 0.7 = 70dmg  (-30, 0%)
200 dmg * 0.7 = 140dmg (-60, 100%)
300 dmg * 0.7 = 210dmg (-90, 50%)
400 dmg * 0.7 = 280dmg (-120, 33%)

(dmg resisted by hero, dmg increase against previous rank)


As lvl 20 heros have about +100% HP of a lvl 10 hero, spells are worse now! So, to improve lvl 4 coil:
Code:
 
450 dmg * 0.7 = 315dmg (-135, 50%)

Same with other heros: deathwatcher, farseer, ...
Other idea: Add item recepie to boost spell dmg like ring of wizardry.

- Create a cooldown for claritypotion, just a few seconds, because with lag etc. you can consume all your potions
- Add text to killmaim, it can only be used with melee heros.
- Limit shinoki bash for hero with very fast attack speed.
- Rockgolems are "unattractive", maybe lower their price.
- Deathwatcher drains mana form nonmana units, and also damages buildings and drains mana from them.
- Summonings have a higher priority so they get killed very fast. This has changed with rv reborn, i think it's better to change it back or equal the values.
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