[Balance] Warp Stone
the warp stone, for its price, and effeciency, is way too powerfull
warp stone should be removed, or balanced in price and warp range
the warp stone, for its price, and effeciency, is way too powerfull
warp stone should be removed, or balanced in price and warp range
yea, pretty much everyone is carrying it and teleporting around. Maybe it should be like in dota, more expensive and you can't use it after being hit for 5 seconds.
They drastically changed the prices of a quite a few things from 2D to 3A.
In a way I agree, but at the current price you do start to wonder, "Well should I hold out a bit more and maybe pick up the Level IV mino kings?" (hint: the answer is no because minions AI/balance is broken ATM). I wonder if they have some sort of log on which items are bought the most. I imagine that would be a future entry in the promised comprehensive stats tracking.
Removing warpstone completely changes the dynamic of the game.
If it needs balancing or cost increase I'm all for it, but taking it out will most likely require a rebalancing of DGs.
I agree with kurgan62, and even the price is not that unbalanced at the moment, maybe 3000g would be a more fair price but beyond that it would not be worth it. it doesn't add damage or HP/ mana, it just adds options, strategic options.
I play agains a Regulus friend some times, and i use TB with warpstone, he knows that and plans his moves accordingly. Some times i get him, some times he gets me.
you need to tets more and get more experienced, the stone, right now need soem balancement, even at 7k gold, i would buy it
Some penalties as an after effect of just having warped at the speed of light. Maybe a few seconds of receiving extra damage, or decreased speed.
I think its fine at its current price but maybe a longer cool down. On crucible i love being able to go right into their base and cause havoc, and i think if u up the price anymore it would be just plain obsurd.
The price is relatively cheap a couple demigod kills and it is attainable.
Yeah but in good games their relativly few kills
Looking at it from a logical perspective, the Warpstone (and all similar items such as Cloak of Night favor item) eliminates one of the listed Pros of Erebus: His ability to move quickly in and out of battle, through Bat Swarm.
In a quick test run against 2 Nightmare AI just now (just for the sake of testing Gold Rate), by the time I reached Level 5 as Erebus, I had 4800 gold. This is 2300 more than the current cost of Warpstone, which, although it does not DAMAGE, also does not cost Mana to use and can teleport 10 yards farther than the first level of Bat Swarm, which costs more than half of an unequipped Erebus' mana.
At Level 10, where Erebus gets his 30 yard (the same range as Warpstone) teleport, I had around 13,800 gold. (Again, without a single expenditure to test gold earning rate...and still versus the same AI) That is more than FIVE TIMES the cost of a Warpstone in its current incarnation for an "equivalent" teleport. Though honestly, I'd say the Warpstone is better as a Teleport because it costs no mana and can be used regardless of how the battle you're escaping had gone down. Or could be used to enter battle/bypass defenses without costing any of your combatability.
First Level of Bat Swarm: 20 Yards, 750 Mana. 300 Damage in a line, 15 second Cooldown. 0.1 second cast REQUIRES: Level 5 Erebus
Second Level of Bat Swarm: 30 Yards, 925 Mana, 450 Damage in a line, 15 second Cooldown. 0.1 second cast REQUIRES: Level 10 Erebus
Third Level of Bat Swarm: 30 Yards, 1275 Mana, 600 Damage in a line, 15 second Cooldown. 0.1 second cast REQUIRES: Level 15 Erebus
Warpstone: 30 Yards, 0 Mana, 0 Damage, 25 Second Cooldown. 0.5 second cast. REQUIRES: 2500 Gold.
Cloak of Night: 20 yards, 0 Mana, 200 Damage in a radius, 30 second Cooldown, Instant Cast. REQUIRES: 380 Favor Points, Playing as GENERAL
Cloak of Elfinkind, 15 Yards. No Damage. +750 Armor, +15% Dodge, +20% movement speed 17 second Cooldown. Instant Cast. REQUIRES: 12,000 Gold
Out of these, the Warpstone and Cloak of Night are the most readily available, and available before any others (assuming you already have 380 Favor Points before playing whatever game).
The Cloak of Night functions quite similarly to Bat Swarm, while the Warpstone has no damage,b ut a longer range.
None of the teleports have longer than a half second cast time (Warpstone) and vary in range from 15 yards (Cloak of Elfinkind) to 30 Yards (Warp Stone, Bat Swarm 2-3), with 20 yards (Bat Swarm 1, Cloak of Night) being the only intermediates.
In addition to their various range, they vary in cooldown time from 15 Seconds (All Bat Swarms), to 30 seconds (Cloak of Night) with 17 (Cloak of Elfinkind) and 25 (Warpstone) as intermediates.
Bat Swarm is the only warp with a Mana Cost, but deals damage to anything between Erebus and his target location, making Bat Swarm fundamentally different from what most people use a Warp Stone for (i.e., Escaping) unless he first runs past his target before teleporting back in the other direction. Of course, because of the growing mana cost, and Erebus' small default mana supply, Bat Swarm is not a reliable means of transportation after a battle, leaving Warpstone superior in the task of teleporting.
Cloak of Night also has its advantages, being that it casts 0.1 seconds faster and does not cost mana, and is available from the start of a game, though it does use up a valuable Favor Item slot. Of course, it also improves your Mana and Mana Regeneration rate, rather than taking up the majority of your mana to use.
The Point:
At any rate, the Warpstone in its current incarnation, and for its current use is way too readily available, when compared to a skill that is (almost) identical in ability.
Suggestions for Change:
The Warpstone, as a persistent (read: Non-expendable) item, costs too little for a warping item because of its ability to pull you almost instantly out of harm's way. To remedy this, its cost should be either raised to be similar to the cost of attaining Erebus' teleportation skill, Bat Swarm (i.e. Level 5... which means around 5,000 Gold for someone who spends none)... OR, alternately, the item could be changed to be an expendable item (reducing the price to something like 1,000... but being much more costly in the long run for players who wish to use it.)
Additionally, the range should be reduced to 20, to remain consistent with other easily available teleport items. If Erebus is going to be touted as "The Demigod that can move quickly in and out of battle", he should retain some sort of advantage over items that grant other Demigods the ability to warp in and out of battle. And since the Cloak of Night already adds the ability to damage via Teleport, leaving Erebus' RANGE as an advantage is the only bonus. Especially since his costs so much mana...which I would suggest lowering quite a bit due to the teleportation items. Keep in mind, Erebus can carry Bat Swarm, a Warpstone, and the Cloak of Night (Teleport Juggling, lawl).
yes in a game with pros that are equally matched few people die and 2000 gold suddenly becomes alot.
That number of people dying slightly increases when you take out their primary method of escape.
Well, the problem I see is it seems to be a very required item. and if you make it too pricy then everybody is just going to save up for it and nothing else.
I think the cool-down time should be vastly increased, but other than that its fine. So that way its the 'emergancy escape' rather than right now its sometimes used to return to battle quickly.
i still believe 2500 is very cheap for such a useful item also the range is huge imo
Maybe a manacost, so you have to save mana to get out of battle?
The warpstone is used for a near unstoppable combo that have nothing to do with escaping from battle. That is the concern. No one is worried about how fast you can escape from battle ![]()
how about linking it to % health remaining, above that and you can't warp as you're etheral presence is too strong =P
While I agree that It is to cheep for the value of the item, it has become one of the MUST HAVE items for 7 of the DG's. I personally would love to see it increased in price, but not in utility other than one issue that I think breaks it and all warp abilities.
People say that would ruin the item.... But it wouldn't, the people that want to use it will still save up for it. Those that learn to get around it ( or without it ) will use their gold for other things till later in the game when they can easily afford it. Those that want the advantage the WS gives later in game will be at a disadvantage to the people that are upgrading their equipment until they get it. At which point there may have been enough upgrading by the WS deficient player to have a chance, maybe even a lead.
The biggest change that needs to be made to WS, and all the other Warp capable items/skills is that they need to be made so they can’t jump gaps. There movement should be restricted to solid ground. This will fix one of the greatest game mechanic exploits already in the game. No more jumping the gape to grab 2 flags, then jump another and take the porthole flag... And while I am on porthole flags, Slow them down. They should take 2 waves of minions to go from team to neutral , and then maybe fast from neutral to team.
Do not remove warpstone, is a good item that adds strategy.
To resolve the problems around it i sugest that when someone use he can´t use spells for 3-4 secs after teleporting.
Would resolve much of the issues.
I think they are removing Warpstone (or they said they might) for next build so they can sort it out and then put it back into the next one ![]()
I told him don't do it.
20 Yard Range, 5000 Gold Cost. Possibly add a 1 second cooldown to all skills after teleporting with Warpstone.
I like the idea of a cooldown for other abilties after the warp.
I agree, would remove most part of the ambush/ abuse issue. But I would say smth like 4 seconds, 1 second is almost nothing.
On the cool down idea, you could also at least make it trigger the cool downs of the other teleporting items (the way the scrolls affect the favor item).
Granted, I love the warpstone and personally have fun with it as it is (it's FUN being a rook that can hop around the map!), but I can understand the frustration of being on the receiving end.
IMO, price increase and some sort of cooldown linking would help balance this out some.
(Price, to keep it from being an early game thing, and cooldowns, to help deter it from being an OP offensive tool)
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