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Re: comments about newest version

Post  EddieBG on Thu Jan 23, 2014 12:02 am

When the new version will be hosted on bot please fix fountain tower range. Warden blinked and get healed every time and tower cant attack him, I suggest to increase range of the tower. Else towers became useless when the enemy can get healed.
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Re: comments about newest version

Post  yugan on Thu Jan 23, 2014 3:28 pm

EddieBG wrote:When the new version will be hosted on bot please fix fountain tower range. Warden blinked and get healed every time and tower cant attack him, I suggest to increase range of the tower. Else towers became useless when the enemy can get healed.

a warden or pala into enemy fountain are useless anyway, they can't kill champs or move , so where is the prob?
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Re: comments about newest version

Post  EddieBG on Thu Jan 23, 2014 11:05 pm

Problem is Blink that he get away and abuse fountain to get healed so he can chase more heroes, that's the problem however pala have its weakness and can be killed but wd his blink have short cooldown and he can escape
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Re: comments about newest version

Post  hungryhugo on Thu Feb 05, 2015 10:09 am

Die Hure still alive Smile

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Re: comments about newest version

Post  hungryhugo on Thu Feb 05, 2015 10:10 am

Hello guys and girls

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Re: comments about newest version

Post  Ace Ventura on Tue Feb 10, 2015 10:08 am

whats is a Mega Random combo? and what does it do?^^
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Re: comments about newest version

Post  DanielPlainview on Tue Feb 10, 2015 11:38 am


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Re: comments about newest version

Post  Ace Ventura on Fri Feb 20, 2015 3:03 pm

ty mate Smile

wouldnt it be better to name it "Combo Random" ?
because "Mega Random" sounds like the random system goes nuts and you even have a chance to heroes of the other side... ^^

and when randoming you've still the chance to repick?
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Re: comments about newest version

Post  DanielPlainview on Fri Feb 20, 2015 3:07 pm

Ace Ventura wrote:
ty mate Smile

wouldnt it be better to name it "Combo Random" ?
because "Mega Random" sounds like the random system goes nuts and you even have a chance to heroes of the other side... ^^

and when randoming you've still the chance to repick?
Well, I've already removed it (changelog is not updated). It was fun, but it was really lack of new combos, always the same, I didn't want to add new ones, so in the current version there is "All Random" (i.e. the only difference from classic is that you can't pick) mode. Also there were a couple of people who were whining that "it's too hard", blah-blah.

No, you couldn't repick.

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Re: comments about newest version

Post  Ace Ventura on Fri Feb 20, 2015 3:13 pm

alright.

ty for the pretty fast answer Smile
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Re: comments about newest version

Post  imba.balvan on Thu Apr 30, 2015 3:41 pm

Ok, here is minor changes to be done:

- fight zone not working right some spells can go through
- linch ulty is too much dmg
- ax/dh ulty change maybe reduce hp increase on ulty
- think dmg aura are game changing in late game
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Re: comments about newest version

Post  DanielPlainview on Sat May 02, 2015 12:40 pm

imba.balvan wrote:- fight zone not working right some spells can go through
Do you mean laming with waves, death & decay, etc.? I'm OK with it:)

imba.balvan wrote:- think dmg aura are game changing in late game
???

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Re: comments about newest version

Post  imba.balvan on Mon May 04, 2015 8:09 pm

Combo for Mega Random:

Alliance: Warden, kubrik(wizard), MK, barbarian, BATMAN
Horde: Warden, kubrik, beasty, tc, DreadLord

Aliance:BM,Archdruid,Tinker,Firelord,Arthas
Horde:BM,SH,Pitlord, Archibald,butcher



Last edited by imba.balvan on Mon May 04, 2015 10:49 pm; edited 1 time in total
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Re: comments about newest version

Post  DanielPlainview on Mon May 04, 2015 9:33 pm

imba.balvan wrote:Combo for Mega Random:

Alliance: Warden, kubrik(wizard), MK, barbarian, BATMAN
Horde: Warden, kubrik, beasty, tc, DreadLord

haha, the only one? The problem with Mega Random is lack of multifarious combos.

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Re: comments about newest version

Post  DanielPlainview on Tue May 05, 2015 12:16 am

If you can define, let's say, 10 combos, we'll bring Mega Random back.

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Re: comments about newest version

Post  imba.balvan on Tue May 05, 2015 2:57 pm

ok, but 10 is too much, but i will make as much i can combos, where can i see all heroes on one place?
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Re: comments about newest version

Post  DanielPlainview on Tue May 05, 2015 7:58 pm

imba.balvan wrote:ok, but 10 is too much, but i will make as much i can combos, where can i see all heroes on one place?
Code:

    // Alliance
    local integer HERO_ARCHMAGE = 'Hamg'
    local integer HERO_HIGH_ELF = 'N00Q'
    local integer HERO_MK = 'Hmkg'
    local integer HERO_WIZARD = 'E005' // aka "Kubrik" on Alliance side
    local integer HERO_DH = 'Edem'
    local integer HERO_FL = 'Nfir'
    local integer HERO_POTM = 'Emoo'
    local integer HERO_BATMAN = 'H00I'
    local integer HERO_KOTG = 'Ekee'
    local integer HERO_CLASSIC_WD = 'Ewar'
    local integer HERO_TINKER = 'Ntin'
    local integer HERO_PALA = 'Hpal'
    local integer HERO_PANDA_BREWMASTER = 'Npbm'
    local integer HERO_PANDA_BM = 'O00R'
    local integer HERO_NAGA_SEA_WITCH = 'Nngs'
    local integer HERO_BLOOD_MAGE = 'Hblm'
    local integer HERO_STEALTHVIPER = 'N00W'
    local integer HERO_ARCHDRUID = 'O01D'
    local integer HERO_BARBARIAN = 'H013'
    local integer HERO_RANGER = 'N01I'
    local integer HERO_ARTHAS = 'H01G'
    local integer HERO_SAMURAI = 'E018'

    // Horde
    local integer HERO_DL = 'Udre'
    local integer HERO_PL = 'Nplh'
    local integer HERO_GRIM_REAPER = 'N00P'
    local integer HERO_KUBRIK = 'E00F' // aka "Prime Matron", "Kubi"
    local integer HERO_BEASTMASTER = 'Nbst'
    local integer HERO_BLOODLORD = 'N012'
    local integer HERO_DK = 'Udea'
    local integer HERO_DARK_RANGER = 'Nbrn'
    local integer HERO_TC = 'Otch'
    local integer HERO_CL = 'Ucrl'
    local integer HERO_SH = 'Oshd'
    local integer HERO_SKELETON_WD = 'E00B'
    local integer HERO_ALCHEMIST = 'Nalc'
    local integer HERO_CLASSIC_BM = 'Obla'
    local integer HERO_LICH = 'Ulic'
    local integer HERO_FARSEER = 'Ofar'
    local integer HERO_AXEMASTER = 'Ogrh'
    local integer HERO_ARCHIMONDE = 'N014'
    local integer HERO_NETHERMAGE = 'N01H'
    local integer HERO_TAUREN_WARRIOR = 'O01M'
    local integer HERO_CLOWN_ABO = 'N026'
    local integer HERO_PYTHON = 'O01N'

Previous combos in 3.04d:
Code:
    //
    // Setup predefined combo matrix
    //

    //
    // No healers
    //

    call SaveInteger(comboHash, comboIndex,  1, HERO_PANDA_BM)
    call SaveInteger(comboHash, comboIndex,  2, HERO_KOTG)
    call SaveInteger(comboHash, comboIndex,  3, HERO_TINKER)
    call SaveInteger(comboHash, comboIndex,  4, HERO_BATMAN)
    call SaveInteger(comboHash, comboIndex,  5, HERO_BARBARIAN)

    call SaveInteger(comboHash, comboIndex,  6, HERO_CLASSIC_BM)
    call SaveInteger(comboHash, comboIndex,  7, HERO_CL)
    call SaveInteger(comboHash, comboIndex,  8, HERO_TC)
    call SaveInteger(comboHash, comboIndex,  9, HERO_PL)
    call SaveInteger(comboHash, comboIndex, 10, HERO_LICH)

    set comboIndex = comboIndex + 1

    //
    // Stunners party with powerful healers
    //

    // call SaveInteger(comboHash, comboIndex,  1, HERO_ARCHDRUID)
    // call SaveInteger(comboHash, comboIndex,  2, HERO_TINKER)
    // call SaveInteger(comboHash, comboIndex,  3, HERO_MK)
    // call SaveInteger(comboHash, comboIndex,  4, HERO_BATMAN)
    // call SaveInteger(comboHash, comboIndex,  5, HERO_BARBARIAN)

    // call SaveInteger(comboHash, comboIndex,  6, HERO_SH)
    // call SaveInteger(comboHash, comboIndex,  7, HERO_BEASTMASTER)
    // call SaveInteger(comboHash, comboIndex,  8, HERO_TC)
    // call SaveInteger(comboHash, comboIndex,  9, HERO_PL)
    // call SaveInteger(comboHash, comboIndex, 10, HERO_CL)

    // set comboIndex = comboIndex + 1

    //
    // Stunners party with regular healers
    //

    call SaveInteger(comboHash, comboIndex,  1, HERO_WIZARD)
    call SaveInteger(comboHash, comboIndex,  2, HERO_TINKER)
    call SaveInteger(comboHash, comboIndex,  3, HERO_MK)
    call SaveInteger(comboHash, comboIndex,  4, HERO_BATMAN)
    call SaveInteger(comboHash, comboIndex,  5, HERO_BARBARIAN)

    call SaveInteger(comboHash, comboIndex,  6, HERO_KUBRIK)
    call SaveInteger(comboHash, comboIndex,  7, HERO_DL)
    call SaveInteger(comboHash, comboIndex,  8, HERO_TC)
    call SaveInteger(comboHash, comboIndex,  9, HERO_PL)
    call SaveInteger(comboHash, comboIndex, 10, HERO_CL)

    set comboIndex = comboIndex + 1

    //
    //
    //

    call SaveInteger(comboHash, comboIndex,  1, HERO_RANGER)
    call SaveInteger(comboHash, comboIndex,  2, HERO_TINKER)
    call SaveInteger(comboHash, comboIndex,  3, HERO_MK)
    call SaveInteger(comboHash, comboIndex,  4, HERO_BATMAN)
    call SaveInteger(comboHash, comboIndex,  5, HERO_KOTG)

    call SaveInteger(comboHash, comboIndex,  6, HERO_NETHERMAGE)
    call SaveInteger(comboHash, comboIndex,  7, HERO_DL)
    call SaveInteger(comboHash, comboIndex,  8, HERO_TC)
    call SaveInteger(comboHash, comboIndex,  9, HERO_LICH)
    call SaveInteger(comboHash, comboIndex, 10, HERO_CL)

    set comboIndex = comboIndex + 1

    //
    //
    //

    call SaveInteger(comboHash, comboIndex,  1, HERO_PANDA_BREWMASTER)
    call SaveInteger(comboHash, comboIndex,  2, HERO_KOTG)
    call SaveInteger(comboHash, comboIndex,  3, HERO_RANGER)
    call SaveInteger(comboHash, comboIndex,  4, HERO_BARBARIAN)
    call SaveInteger(comboHash, comboIndex,  5, HERO_DH)

    call SaveInteger(comboHash, comboIndex,  6, HERO_AXEMASTER)
    call SaveInteger(comboHash, comboIndex,  7, HERO_DL)
    call SaveInteger(comboHash, comboIndex,  8, HERO_DARK_RANGER)
    call SaveInteger(comboHash, comboIndex,  9, HERO_LICH)
    call SaveInteger(comboHash, comboIndex, 10, HERO_CL)

    set comboIndex = comboIndex + 1


    //
    //
    //

    call SaveInteger(comboHash, comboIndex,  1, HERO_ARTHAS)
    call SaveInteger(comboHash, comboIndex,  2, HERO_STEALTHVIPER)
    call SaveInteger(comboHash, comboIndex,  3, HERO_ARCHDRUID)
    call SaveInteger(comboHash, comboIndex,  4, HERO_BLOOD_MAGE)
    call SaveInteger(comboHash, comboIndex,  5, HERO_FL)

    call SaveInteger(comboHash, comboIndex,  6, HERO_ALCHEMIST)
    call SaveInteger(comboHash, comboIndex,  7, HERO_PL)
    call SaveInteger(comboHash, comboIndex,  8, HERO_SH)
    call SaveInteger(comboHash, comboIndex,  9, HERO_ARCHIMONDE)
    call SaveInteger(comboHash, comboIndex, 10, HERO_CL)

    set comboIndex = comboIndex + 1


    //
    //
    //

    call SaveInteger(comboHash, comboIndex,  1, HERO_POTM)
    call SaveInteger(comboHash, comboIndex,  2, HERO_PALA)
    call SaveInteger(comboHash, comboIndex,  3, HERO_TINKER)
    call SaveInteger(comboHash, comboIndex,  4, HERO_BATMAN)
    call SaveInteger(comboHash, comboIndex,  5, HERO_PANDA_BREWMASTER)

    call SaveInteger(comboHash, comboIndex,  6, HERO_DARK_RANGER)
    call SaveInteger(comboHash, comboIndex,  7, HERO_BEASTMASTER)
    call SaveInteger(comboHash, comboIndex,  8, HERO_TC)
    call SaveInteger(comboHash, comboIndex,  9, HERO_ALCHEMIST)
    call SaveInteger(comboHash, comboIndex, 10, HERO_DK)

    set comboIndex = comboIndex + 1

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Re: comments about newest version

Post  imba.balvan on Wed May 06, 2015 3:48 pm



Here is 7 Combos, you can add your combos, so we will have at last 10.


For the win.
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Re: comments about newest version

Post  DanielPlainview on Wed May 06, 2015 3:51 pm

Do you think that 4th combo is balanced? 3 stunners vs 1.

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Re: comments about newest version

Post  imba.balvan on Wed May 06, 2015 4:36 pm

yes, there are too much heals in combo maybe change arthas with panda?
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Re: comments about newest version

Post  EddieBG on Sun May 10, 2015 5:14 pm

They way of balance is start fix old pathetic hero unbalance. Remember when the combo for horde was op and for alliance as well. All thanks to lazyness and dissagreemed that this map needs fixes. However check my noob terrain art. It might be good game when i finish alliance side too. First need change the look of the visual environment then move on object editor & trigger editor. Middle will be awesome for gankig  megagrin
Mega Random will make only things worse because you will have unbalanced heroes that needeed fixes. This voting trigger is a really dumb. As well as mega random mode. I'm sure most of remaining alive players agreed that -random was better. You get random hero if u want combo u could pick. Vote for all random brings u unbalanced combo and no one can pick Wink

P.S Mine version will be better than J.P's Cool Thanks for the map rigths





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Re: comments about newest version

Post  DanielPlainview on Mon May 11, 2015 2:58 pm

EddieBG wrote:They way of balance is start fix old pathetic hero unbalance.
Given these new trees on the map's borders game will be way balanced and fascinating.  Smile

EddieBG wrote:P.S Mine version will be better than J.P's Cool
Sure, your map must be better than non-existent one.

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Re: comments about newest version

Post  EddieBG on Mon May 11, 2015 6:50 pm

Today just finished Horde side. Tested boss area with lich ultimate its nearly impossible to help your allies with it. I will do the same for alliance boss area. About the trees they are indestructible so any flame strike and stuff like that wont cut the trees. As I said before first need do things good like open middle make environment good, before moving on object editor and trigger editor.
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Here is my Terrain edition

Post  EddieBG on Fri May 15, 2015 3:59 pm

Today i finaly finished alliance side too. there is the screen shots. I hope you like it.






P.S For those critics that can say terrain isn't high quality. Well sorry but i'm not a hiveworkshop terrain editor with awesome resourcess. That stuff was me keep in mind that this terrain edition is made by a noob(Me). Soon I will announce changes and other stuff in triggers and object editor.
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Re: comments about newest version

Post  PanStyle on Thu May 28, 2015 1:07 pm

Hey guys, long time no see. I wanted to say hi and a few things also.

First of all it's great to see that there is still some players, discutions about balance and changes in the current HnA + Eddie working on a new one.
I have plenty of things to say about this actually.

Eddie, do you want this to be an HnA 4.0 (current is 3.0x) or a NEW Heroes and Armies ?
Since you're doing a new map why not change some stuff in HnA to make it more exciting with new game dynamics, new gameplay and new items ?

Because when i look your map at the moment (i like the estetics of it btw) it is, for me, still the exact same HnA.
- > 2 lines
- > nothing in middle (could be a other line, a neutral place where to fight, some boss)
- > nothing new on the top and bottom sides either (the "dark place" at night is a bit bigger, it won't make a huge difference in the obvious "ganking" at night)
Since the map doesn't change you can't really change the dynamics of the game.
You and many other people (including me) had criticized HnA many times. Saying "This is nice, this is bad, this should be here, this should not, ect." but if you doesn't change the map layout, you can't force a change in gameplay.

We all, more or less, have different ideas about what a good HnA would look like. But we can all (or most of them) agree that if games like DotA2, LoL and so on are more popular it's also because of their gameplay. LoL relies a lot about skillshots : using a skill that will not work 100%, unlike any targetable skill (for exemple the bolt from MK is targetable and won't miss unless antimagic is used. Volcano is more a skill shot type of skill). It's way more exciting to have a lot of skillshots than just a few. How many times in HnA you say thanks to your mate when he did a good volcano to save you or used DL ult to start a fight. It's more exciting because you can miss it, people can dodge it, you can fake when you throw your spell, ect. Same things apply in DotA2 also : you have a lot of spells that have low or mid aoe but when you can't target anyone, you have to cast it well (+ the cast time can be low or not).
In DotA and LoL you have roles, in HnA, well... you're forced to one or two roles : a healer will be forced to support and a hero like panda will be forced to carry. Well guess what, in DotA you can have a int hard carry the game and a huge disabler with stuns as a support.
In HnA this is not really possible because of the skills that the hero have. Also, the map layout force you to play one way and that's it.
I can count of my hand the number of games where someone surprised me with his build + playstyle because you have no space nor items to do this.

Maybe it's time to change things, the number of players that left the game tells a lot about this.

I have many, many, many things to say on the top of all of this. But, like 80% of my long posts i might have shit answers and nothing will change. Prove me than i'm wrong there.
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Re: comments about newest version

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