| 08-08-2006, 08:01 PM | #1 |
Oh btw kara, after playing several games I have confirmed my initial conclusion about the sea giant's aura. No matter how much you nerf it, it's going to be overed. It's like a constant black hole spell centered on the giant. give the sea giant cleave and call it a day. you should steer clear of auras they're too powerful in this game. ps. you might want to consider buffing cleave to 15/30/45% we'll have to test it against the revenants 15% insta kill. |
| 08-08-2006, 08:50 PM | #2 |
I think I have at least a decent solution to this aura. Will try out in 2.9. |
| 08-09-2006, 12:02 AM | #3 |
could we at least test it first? |
| 08-09-2006, 12:07 AM | #4 |
The problem is the way it's done, it was originally supposed to be a very slow constant pull, requiring you to micro your fish to stop him being slooowly sucked into the giant. |
| 08-09-2006, 12:22 AM | #5 | |
Quote:
Of course. I simply am reducing the amount of pull. |
| 08-09-2006, 04:02 AM | #6 |
well the main problem i have with it is that it pulls through cliffs. The immolation also just plain won't work, just the concept of a constant immolation of that range no matter how weak (that you can start off with from the start) is overed. Pulling burrowed seadragons isn't cool either. (giant plus immo cloak equals dead dragon) |
| 08-09-2006, 09:52 PM | #7 |
o that and its DAMAGE is better than revenants passive (EVEN WHEN REV HAS GLOVES AND GAINT DOESNT) AND it pulls fish, nerf the shit out of it, or replace it with cleave, thats the only solution |
| 08-10-2006, 10:02 AM | #8 |
Yeah, the damage is kinda high too. I'd suggest making it 1/3/5 DPS at the extent of the range, at max. |
| 08-10-2006, 12:05 PM | #9 | |
Quote:
how do suggested this be done, while still allowing units to move freely? and moving stuff threw cliffs would be bad, but can be fixed too, i hadnt thought about that i pesonally really like it, but maybe some adjustments are needed |
| 08-11-2006, 01:08 AM | #10 |
I remember seeing a ward spell that slowly pulled units towards it while allowing them to move freely, i'll see if i can find it. http://www.wc3sear.ch/index.php?p=Spells&ID=655&sid= It's old, but i'm sure a smart triggerer like you can work out some way to use this. |
| 08-11-2006, 01:24 AM | #11 |
uses WEU so i cant view it however a breif look in the .j shows a periodic .1 second movement timer just like what I did, duno how that would be any different ofcourse since i havent played the most recent version, duno what values kara put in for the timer speed, so that might be it too |
| 08-11-2006, 04:31 AM | #12 |
I'm no JASS expert, but i used Jazradel's jump spell and threw together this, which works basically how i envisioned it with the minor exception that it pulls through buildings, cliffs ect. If this was how you did the spell originally then that's great, and why did you alter it Kara? |
| 08-11-2006, 04:42 AM | #13 |
the diff is, mine is MUI.... ^^ but really i coded it, and left all the parameters up to Kara to set how he wanted them, he simply put the timer to fast for your liking, this is all |
| 08-11-2006, 05:28 AM | #14 |
Actually he made it too slow, it fires like once every 3 seconds and has this massive pull effect, rather than a much faster, but less powerful pull. |
| 08-11-2006, 05:29 AM | #15 |
or that...like i said..i havent played |
