Mana regen + Lord of Death

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Mana regen + Lord of Death

Post  Lolish on Tue Oct 04, 2011 2:57 am

Look replay, I'm pretty much sure that this must be nerfed.
p.s. watch my units(red),after wave 24 and until end.
Legion TD v3.4 Replay

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Re: Mana regen + Lord of Death

Post  HuanAk on Tue Oct 04, 2011 6:43 am

Lolish wrote:Look replay, I'm pretty much sure that this must be nerfed.
p.s. watch my units(red),after wave 24 and until end.
Legion TD v3.4 Replay

Hades have 0 mana, and summon Diabloic cost 0 mana...

the spell have 40 seconds cooldown (last 60 seconds)

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Re: Mana regen + Lord of Death

Post  Lolish on Tue Oct 04, 2011 7:04 am

HuanAk wrote:
Lolish wrote:Look replay, I'm pretty much sure that this must be nerfed.
p.s. watch my units(red),after wave 24 and until end.
Legion TD v3.4 Replay

Hades have 0 mana, and summon Diabloic cost 0 mana...

the spell have 40 seconds cooldown (last 60 seconds)
I'm talking about lord of death, not Hades.
Lord of Death have 100 mana, and summon Infernal costs 100 mana.
And mana regen aura gives him a 3 mana points/per sec.
Any way, watch this replay and judge.

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Re: Mana regen + Lord of Death

Post  HuanAk on Tue Oct 04, 2011 6:29 pm

sorry I though you was another person who complaint about my nerfed.

yes, I know these mana regen is OP, and I add "hidden cooldown" on Beta, but many people don't understand about it.

I have to removed them because I was tired of those complaint.

It is sad that people expect me to explain every changed I made.







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Re: Mana regen + Lord of Death

Post  12elease on Wed Oct 05, 2011 5:00 am

not at all
I see most player like mode x3
and no one complaint about new attacker


ps. I like Hades with mana cost + no cooldown :p

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Re: Mana regen + Lord of Death

Post  HuanAk on Wed Oct 05, 2011 6:32 am


I will rework all big spell.

all of them have fixed cooldown and cost 0 mana.

so people can't complaint say "Unit is full mana but didn't cast spell"




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Re: Mana regen + Lord of Death

Post  VoiceInMind on Wed Oct 05, 2011 6:59 am

Mb better make mana cost and cd? Like it takes 60 sec to regen mp and 40 sec is cd. For answer for all question is description for all big spells. Without mp messiah become useless for theese units, so what the point of it?

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Re: Mana regen + Lord of Death

Post  HuanAk on Wed Oct 05, 2011 7:31 am

VoiceInMind wrote:Mb better make mana cost and cd? Like it takes 60 sec to regen mp and 40 sec is cd. For answer for all question is description for all big spells. Without mp messiah become useless for theese units, so what the point of it?

I did that before during beta.

I already seen how often I bug report say "unit is full mana but never cast spell" and how often I need to explain to them Sad

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Re: Mana regen + Lord of Death

Post  VoiceInMind on Wed Oct 05, 2011 7:34 am

Isnt additional information in description solution of the problem?

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Re: Mana regen + Lord of Death

Post  mortilus on Sun Oct 09, 2011 3:29 am

my 2c ...

1. if the spell is 0 mana, why have the units have mana at all? Personally I prefer units to have mana, because then I can see when the spell will happen.

2. if messiah doesn't affect most tier6 units, then it will become a useless unit, because its damage and hp isn't good enough for its cost anyway.

3. if there is no synergy between units from different races, then the game will lose a fun aspect.

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Re: Mana regen + Lord of Death

Post  HuanAk on Sun Oct 09, 2011 1:08 pm

mortilus wrote:my 2c ...

1. if the spell is 0 mana, why have the units have mana at all? Personally I prefer units to have mana, because then I can see when the spell will happen.

which fighter have mana but spell cost 0 mana ? it should be bug

2. if messiah doesn't affect most tier6 units, then it will become a useless unit, because its damage and hp isn't good enough for its cost anyway.

messiah give 300-500% boost before(60 second to 15 second). I add cooldown so it only make it cool down 30-40% faster. (60 seconds to 40 seconds)

3. if there is no synergy between units from different races, then the game will lose a fun aspect.


look at Goblin.

all their range unit have lower dps than average.

and I give them telescope aura to make them average again.

and advance telescope aura to make them above average.

that is how I balance the race. if you put "advance telescope aura" on difference race, then it become OP.

to solved this problem, I lower attack range on "helicopter", so they won't die first if you play Goblin, but it may die first if you play other race with full of long range unit.


.


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