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Vexorian HA (Beta Test Current version = 0.506)

07-09-2004, 03:16 AM#136
Pyrus
Hmm, i didnt really have a problem with my Protector versus a comp Goblin Mech. I just focussed on Force of Nature and Root. But I have to agree the mechwarrior is a bit cheap; his ultimate, tho more effective, cooldown is too brief to put any distance between you and it, or even use potion of invulnerability.
07-09-2004, 11:10 PM#137
Vexorian
Quote:
I would just like to apologize to Vexorian for constantly posting massive lists of problems with his game
that's the work of a beta teter

Edit: I edited the paths of the custom icons because I had too much folders in the mpq, I found I forgot to update the path in the buff data, err.

Taunt makes them miss attacks, at least that's how it was working when I tested it.

I decided to let the mountain king's skills start at weak state, and buff them as necessary, because stun can be really effective in the late game, I think I will buff the damage of thunder clap though.

The Mechwarrior , well I will try to fix that guy.

I found a way to make Root cost no mana to unroot, just have to use the engineering upgrade, I will change that for the next version.

The idea of making the plants to appear close to enemies sounds good enough to me.

The ultimate of the mech warrior didn't seem too scare for me in my 4vs8 fights, just If I see a flamestrike sound around the mech warrior, ran away and no rocket hit me, I think I will just increase the cooldown and mana probably.

Next version will take a while, I am implementing an infinite skill level system, it is a major revamp, and heroes will level up faster too.

Edit II: the grove protector's hourl boulder is the same of the panda's, why? because of my lazyness, would have to update that I guess
07-10-2004, 02:07 AM#138
Shimrra
My point about the Hurl Boulder was that it has too long of a cooldown and the rock moves too slow. It's perfectly fine to reuse the ability, I just thought that you should fix those two things. I am still enjoying your arena, even though I've played it 20 times, so keep up the good work.

~Shimrra
07-10-2004, 08:09 PM#139
Vexorian
That was what I meant, the panda's hourl boulder has high cooldown and mana cost , cause the panda was strong.
07-10-2004, 09:04 PM#140
Shimrra
Oh... Well, still, can you increase the speed of which the projectile moves? It's really slow and looks kinda crusty... As for the Eredar, I have played as him recently and discovered that he starts out kinda weak and crusty, but once he hits level 6, he can mass summon and thus becomes uber. Could you do something about this?

I really liked your fountain replacement. The runes are a great addition and the runes of true sight are exceptionally excellent. Thank you!
07-10-2004, 09:06 PM#141
Vexorian
Will add many new types of runes in the future
07-11-2004, 03:50 AM#142
1)ragonspawn
An Infinite Level Skill System? Wow, that's gonna be huge if you release it on wc3sear.ch ^_^ Heh, unless of course it doesn't have a picture of a pentagram, in which case it will get no downloads :( Can't wait to see this idea in action, but wouldn't it be somewhat difficult to balance? I mean, you'd need to find some kind of solid starting point and then have a gradual increment. Or maybe you could possibly fix in some kind of way to have it skip levels. Like, a skill starts out where you can learn it every other level (1, 3, 5). Then, you could, as the skill gets stronger, make that increment bigger so you can use a point every three levels and so forth. The way I would go about doing that would be using Engineering Upgrade and multiple skills, but I know you'll find some really convienient way to do it Vex. You always do.
07-11-2004, 11:35 PM#143
Shimrra
OK, I've played some more and decided that the Eredar Warlock isn't as cheap as I had originally thought. The only thing you could do to him, if you want as it isn't necesary, is to lower the amount of mana feedback drains. I did find a few things that should be looked at, however...
  • Crushing Wave: The Temple Guardian level 2's Crushing Wave is a little overpowered... It can instant kill the Eredar Warlock's felhounds at level one and still do considerable damage to them even at higher levels.
  • Fire Elementals: These things need to move faster. As it is, you can barely get half way across the map before their timer runs out. Please increase their movement speed. However, I liked the way Flamestrike healed them; how did you do that? I would be interested in knowing myself...
  • Wind Walk: This is still a major problem. Whenever a unit with invisibility gets low on health it Windwalks. A smart player could make themselves nearly unkillable by getting mana items and leveling this up a lot. With this, the Hero can run ALL THE TIME. While invisible, one can go and purchase anything that they need to become nearly invulnerable again. The Gem of True Seeing would be a wonderful, wonderful, praise worthy addition to your map. Or implament a Scroll of Omniscience that reveals all invisible units on the map; just do something! The Rune of Detection was a wonderful thing, but it isn't always around. Sentry Wards are fairly useless as all the unit has to do is to move out of range. Personally, I suggest the Gem of True Seeing. It makes you feel wonderful when some obnoxious, Wind Walking creep (As in jerk, not a neutral hostile unit) tries to run but no! You can still see him! If you fear that this will destroy the ability, make it so it can only appear later in the game or make it a prize from the random Heroes. Just please, give us True Sight!
  • Learn Tooltips: Many of your learn tooltips either only fgo to level three or just say what each level increases, but not by how much. This makes me not want those moves because then I don't know exactly how much it does. Could you please fix this?
  • Set Items: Set items do not appear often enough. I play games and I always end up with two or three of a set, but I can never complete it. In the initial release i could always complete a set and sometimes even complete two. Could you either make set items appear more often or make it have a higher probability to drop items from the same set? I also have a suggestion about completed sets. If the Hero drops it, ony part of the set should fall to the other player and the other parts should be randomly strown about the map. This would keep a player from hunting down everyone with a complete set and getting four of them, as that would just be cheap.
  • Comp AI: Sometimes computers will get up into the upper areas and just run around in circles forever...
  • Item Bag and the Jade Helmet: Toward the end of the last game I played, I died quite a few a times; once to a spider because I was really weal and couldn't find a health potion, once to the random appearance com, and once to an uber level 6 creep. This, however, is not the problem. The problem is what happened WHEN I died. I had an item bag with me as well as the wand of the avenger, the Deathlord set, the Jade helmet, and claws of attack +21. Everytime i died, I lost a charge from the item bag, but the Jade Helmet fell to the ground! Why did I lose the Jade Helmet even though I had the item bag??
  • Chaos Image: THis move is glitched. When I cast it, everything worked wonderfully; that is, until it ended. When it ended, my Blademaster had about 5 health (I assume that this is intentional), but he COULDN'T MOVE. I sat there and sat there, but he still could never move. Eventually, a com came and killed me (making me lose my Jade Helmet despite the item bag) and then everything was fine again. Please fix this. Edit: I could also not cast any abilities, so I belive the unit was paused.
  • Windwalk II: I have extensively tested Windwalk to fish out all of its cheapness and have come to find the ultimatte cheapness of Windwalk. In the beginning of the game, I walked around and hunted creeps while everyone else fought each other. When I noticed a weak Hero, I WIndwalked and ran ver to it. Then I waited until it got below a certain level of life and killed it. THe other combatant was weak by then too, so I quickly killed that one and ran back to creep hunting until the oppertunity came up again. I have a replay of this is you wish to see evidence of its truth.
07-12-2004, 04:49 AM#144
Pyrus
I just played a 3 vs 3 vs 3 game (I was the only human player, rest were comps). Absolute frenzy. A couple things I noted was that comps make use of Wand of Illusion way too much. Either make the images last less time, or make rune of detection (and other detection devices) descern real heroes from copies. For instance the player with rune of detection sees the mirror images as the owning player does - blue.

Also, I entered a duel against a Druid of the Claw and the druid didnt walk into the arena to fight. He remained behind the gates. This has happened to me before when I was a druid. I was able to attack him however.

Also I noticed that a comp Palladin had some difficulties teleporting to the right Oasis. He kept teleporting back and forth for a while.
07-12-2004, 09:04 PM#145
Vexorian
Quote:
Originally Posted by 1)ragonspawn
An Infinite Level Skill System? Wow, that's gonna be huge if you release it on wc3sear.ch Heh, unless of course it doesn't have a picture of a pentagram, in which case it will get no downloads Can't wait to see this idea in action, but wouldn't it be somewhat difficult to balance? I mean, you'd need to find some kind of solid starting point and then have a gradual increment. Or maybe you could possibly fix in some kind of way to have it skip levels. Like, a skill starts out where you can learn it every other level (1, 3, 5). Then, you could, as the skill gets stronger, make that increment bigger so you can use a point every three levels and so forth. The way I would go about doing that would be using Engineering Upgrade and multiple skills, but I know you'll find some really convienient way to do it Vex. You always do
Nah it actually isn't as good as it sounds, I am making it so all the hero skills in my map will be trigger enhanced, that way I can just use handle variables to increase the virtual level of the skill whenever the hero leanrns it.

Quote:
Originally Posted by Shimrra
OK, I've played some more and decided that the Eredar Warlock isn't as cheap as I had originally thought. The only thing you could do to him, if you want as it isn't necesary, is to lower the amount of mana feedback drains. I did find a few things that should be looked at, however...

Crushing Wave: The Temple Guardian level 2's Crushing Wave is a little overpowered... It can instant kill the Eredar Warlock's felhounds at level one and still do considerable damage to them even at higher levels.

Fire Elementals: These things need to move faster. As it is, you can barely get half way across the map before their timer runs out. Please increase their movement speed. However, I liked the way Flamestrike healed them; how did you do that? I would be interested in knowing myself...

Wind Walk: This is still a major problem. Whenever a unit with invisibility gets low on health it Windwalks. A smart player could make themselves nearly unkillable by getting mana items and leveling this up a lot. With this, the Hero can run ALL THE TIME. While invisible, one can go and purchase anything that they need to become nearly invulnerable again. The Gem of True Seeing would be a wonderful, wonderful, praise worthy addition to your map. Or implament a Scroll of Omniscience that reveals all invisible units on the map; just do something! The Rune of Detection was a wonderful thing, but it isn't always around. Sentry Wards are fairly useless as all the unit has to do is to move out of range. Personally, I suggest the Gem of True Seeing. It makes you feel wonderful when some obnoxious, Wind Walking creep (As in jerk, not a neutral hostile unit) tries to run but no! You can still see him! If you fear that this will destroy the ability, make it so it can only appear later in the game or make it a prize from the random Heroes. Just please, give us True Sight!

Learn Tooltips: Many of your learn tooltips either only fgo to level three or just say what each level increases, but not by how much. This makes me not want those moves because then I don't know exactly how much it does. Could you please fix this?

Set Items: Set items do not appear often enough. I play games and I always end up with two or three of a set, but I can never complete it. In the initial release i could always complete a set and sometimes even complete two. Could you either make set items appear more often or make it have a higher probability to drop items from the same set? I also have a suggestion about completed sets. If the Hero drops it, ony part of the set should fall to the other player and the other parts should be randomly strown about the map. This would keep a player from hunting down everyone with a complete set and getting four of them, as that would just be cheap.

Comp AI: Sometimes computers will get up into the upper areas and just run around in circles forever...

Item Bag and the Jade Helmet: Toward the end of the last game I played, I died quite a few a times; once to a spider because I was really weal and couldn't find a health potion, once to the random appearance com, and once to an uber level 6 creep. This, however, is not the problem. The problem is what happened WHEN I died. I had an item bag with me as well as the wand of the avenger, the Deathlord set, the Jade helmet, and claws of attack +21. Everytime i died, I lost a charge from the item bag, but the Jade Helmet fell to the ground! Why did I lose the Jade Helmet even though I had the item bag??

Chaos Image: THis move is glitched. When I cast it, everything worked wonderfully; that is, until it ended. When it ended, my Blademaster had about 5 health (I assume that this is intentional), but he COULDN'T MOVE. I sat there and sat there, but he still could never move. Eventually, a com came and killed me (making me lose my Jade Helmet despite the item bag) and then everything was fine again. Please fix this. Edit: I could also not cast any abilities, so I belive the unit was paused.

Windwalk II: I have extensively tested Windwalk to fish out all of its cheapness and have come to find the ultimatte cheapness of Windwalk. In the beginning of the game, I walked around and hunted creeps while everyone else fought each other. When I noticed a weak Hero, I WIndwalked and ran ver to it. Then I waited until it got below a certain level of life and killed it. THe other combatant was weak by then too, so I quickly killed that one and ran back to creep hunting until the oppertunity came up again. I have a replay of this is you wish to see evidence of its truth

I didn't changed windwalk, I think I forgot about that, don't want a replay, will just increase the cooldown a lot, Chaos Image ended, and I guess it was because any of the images died, I didn't test chaos image after updating the caster system, so I am sure it is because of that (your blade master was supposed to die and give the credit to whoever killed your last illusion )

Creep skills will soon keep improving with the maximum hero level, so they will be really weak at the start and some how more power ful later.

I never care about the learn tooltips, and once I implement the infinite level system they won't matter at all.

Set items are supposed to be rare, anyways creeps go to the oasis of the top sometimes so follow them.

The AI walks in circles, yes, I thought you hated when they hunted you.

I found a rare bug that was making people drop items twice in late game, that's what was happening with the item bag.

Quote:
Originally Posted by Pyrus
I just played a 3 vs 3 vs 3 game (I was the only human player, rest were comps). Absolute frenzy. A couple things I noted was that comps make use of Wand of Illusion way too much. Either make the images last less time, or make rune of detection (and other detection devices) descern real heroes from copies. For instance the player with rune of detection sees the mirror images as the owning player does - blue.

Also, I entered a duel against a Druid of the Claw and the druid didnt walk into the arena to fight. He remained behind the gates. This has happened to me before when I was a druid. I was able to attack him however.

Also I noticed that a comp Palladin had some difficulties teleporting to the right Oasis. He kept teleporting back and forth for a while.
thanks a lot for reporting that stuff, will research about what is the cause of the glitches.
07-12-2004, 09:14 PM#146
Shimrra
My problem with the coms was that when they ran in circles, they never left that area at all. If I didn't go kill them, they'd just stay there and then be level 2 while everyone else was somewhere like level 6. Perhaps just make them run in circles for a few minutes and then hunt again? As for Chaos Image, none of my images died at all. I found that longer games would yield a higher chance of a complete set, rather then the 15 minute ones I had been playing.

Also, can you disable postions of invisibility in duels? Coms will use them and then just sit there for the duration doing absolutely nothing. This extends the duel for no reason...
07-23-2004, 05:34 PM#147
Pyrus
I decided to play a 5 vs 5 just for the heck of it, me and 9 other comps. The problem I encountered was that when my allies and I respawned my allies sometimes stole my tomes. They also sometimes stole my spoils from duels. I suppose with human allies they wont be so selfish.
07-24-2004, 12:02 AM#148
hirush
I don't know anyone has discovered this yet, because I didn't look through every post. But I found a way grant you 2 heroes XD


Just wait the count down to 0, and choose a hero quickly, you'll have 2 heroes yourside this way.
07-26-2004, 11:25 PM#149
Wolf Boy
Is it just me that the burning mage is a little overpowered. Either that or the comps suck.
07-26-2004, 11:48 PM#150
Pyrus
Whcich hero did you play against?