not yet named (Flying idols that drain mana):
- hard to control because their movement radius is too big, they fly behind enemy towers and get killed
Lol, i am not going to flame you, that was a brilliant post!
First will fix the link. I will re-upload to 2 new places tonight.
Sorry for the long post but i would like to chat about all your suggestions.
I LOVE the idead of scaling the items for lategame, but games don't stop at lvl 10. Scaling should be per each level with small steps to make the item viable until even level 20. It should be a formula similar to X + (Y * DG level)
This is done simply because X + (Y * DG level) is not viable in all places. instead of using this formulae i make new buffs for each lvl change and simply use an add buff command at certain lvl intervals. However, i have tried to balance most items that have been designed like this so that lvl 10 buff is relavent throughout the rest of the game, usually by adding a secondary effect at lvl 10. For Static orb and a few others do use this sort of formuale (ie X + (Y * DG level)), as it is easiest for me to add +lvl effects to direct damage items.
Wraith Gloves (300 HP):
- give 10% attack speed
- drain formula 200 + (20 * DG level) ==> (Max drain at lvl 20 = 600 Mana)
- absorption formula 150 + (15 * DG level) ==> (Max absorption at lvl 20 = 450 Mana)
I had thought about this and i will see what i can do, i havent started on the other change yet so i will try to get something like this to work first.
Venom stone:
- is it 250 dmg or 300 dmg over 4 sec?
- late game the damage is useless, can u make the dmg AoE like a mini ooze to be still usefull against creeps waves
it is 300, did i miss the tooltip?
Kk, now this is one of my fav items of all of them. first note it has a 7% move and attack speed aura, that is big for team fights (add fire tb and you get a huge bonus). This item actually gets more powerful lategame, because your attack speed substantially increases, allowing you to proc the 300 damage more often. I had the scaled effect on venom stone in my inital release, however it was really OP. So i made it a standard 300. On a hybrid ub it really allows you to get in their and do some serious damage. I really dont think this one needs a buff, but if more ppl see it as UP i will enhance it more. Ty for the idea tho!
Static Orb (250 HP):
- damage formula is unclear (at least to me) ?!? I was lvl 3 and did 120 dmg, I don't get it.
- otherwise pretty excellent item imho
Ty it is based off one of gkrits items. as for damage scale, i think it does about 100 + (19*player lvl) (ie X + (Y * DG level)), however this damage is affected by armor ( i am pretty sure tho will have to check the code ) so thats probly where your reduction came in.
Wand of Wastes (300 HP):
- vulenarble to stuns, 5 seconds is too short. Its a weak version of Bestial Wrath
- make it give an aura (of 10 yards) of 15% increased damage for 10 sec.
Note that it is all damage they take similar to pentinence, but i like yours better, will look at changing it.
Armourment (200 HP, +5 HP/s):
- movement speed reduction kills 1 of two purpose of this items which is to escape (the other being pushing hard if I'm not mistaken). I think it should be removed.
I designed this item for long ooze UB fights and for teleganks, i figured that with wand of speed you neutralise the negative side (or even just boots of speed and inner beast) and that would allow you to use it for retreat and use it more offensively. What if i reduced the movement speed debuff to -10%, Just i think i will have to nerf the positive effects more otherwise.
not yet named (Flying idols that drain mana):
- hard to control because their movement radius is too big, they fly behind enemy towers and get killed
yere i know but what i kinda figured is as you can get six of them, you should have to micro them, or push towers to mantain that number and use them at their most effective. If you dont think this is a good rationale, let me know and i will change it up.
flame thrower:
- gets easily raped by spit, RoI, fireballs...
- lower cooldown to 60 seconds and cast time to 3 seconds
- make health of tower scale with DG level 1200 + (120 * DG level) ==> (Max health at lvl 20 = 4000 HP)
- do u have armor for the tower ?? maybe it can be scaled as well ?!?
k my fix for this, was to reduce cast time to 3 seconds and give the tower 2400 health, that way it requires a concerted effort to knock down the tower, and as the demigod caster wont be able to use skills for a bit, this is a fair trade off (it costs 1300 mana). The base stats of the tower are that of a standard archer tower, but i have added an ability and reduced its arrow damage. I will look into scaling health and armor, but what i had really hoped with this item is that ppl would work together with architects mechanism and optical enhancement so that you could push lanes with new towers (ie use them like a mini tower defence). As they stand tho atm they do need a buff, got nailed the other day trying to use them lol.
Edit: yere i have thought about general and assassin items but i dont really want to continue this trend, if enough ppl ask i will add it, but i had hoped that this would solve some of the imbalances between the two classes. note that only generals get morale, and this skill effects all summoned minions as well (try a favour commando eb with high morale early), and that only generals get monks etc. Would you like to see some more minion based items?
Anyway, hope that cleared a few things up for everyone, and the feedback and ideas were awesome!
Cheers Exx