[Suggestion]Damage modified abilities

Im gonna try to get my idea out as simple and quick as possible.

 

One of the main problems in the beta atm is rook, The problem with the rook is that most of his damage comes from his abilities(A certain 2.1k hammer comes into mind). As such he has no real need to go for items that improve his attackspeed or damage with normal attacks, He can get an mana item or so and then go with Health items for all slots that are left. This means the Rook get almost indestructible lategame.

If you take a look at this graph quickly.

Health

What you see that not only do the rook start the game of with about 500 hp more (125%) but he also ends the game at lv20 with close to 2000 more in health. My hopes for the next beta is that his starting hp and growth gets nerfed but we will see for how much.

So anyway this base growth in HP as well as the rooks option to go for almost only HP items means a rook with 8k+ hp is really not such a rare sight, these rocks often walk around on the same battlefields as 4k Erebus and Regulus, which should give you some perspective.

So due to these effects, Im eager to present a function which I would like to say is a way to force the rook into buying some weapon damage to actually deal damage. The concept is quite old and its been used in alot of wc3 RPGs including my own, The Kingdom of Kaliron (TKoK). It works as such

Skill:Hammer slam Lv1

Casttime:1 sec

Manacost: 360

Description: The Rook slams his hammer, dealing [3*BaseDamage] damage in a small radius and [1.5*BaseDamage] damage in a larger radius.',

This skillsystem uses your current stats to determine the damage of the spell, The positives are that the abilities using this function all becomes scalable over the whole game, It doesnt limit you to the damage the ability is set to but you are actually able to sa:

"Hey, my hammer slam isnt really doing too  much damage. Perhaps I should get some more weapon damage to help me take down that tank specced UB"

To get a clearer view about  how this would effect the rooks gameplay we can take a look at his damage in another of my graphs.

Damage

 

We see the rook starts off with about 180 dmg, If he decided to go with hammer slam as first skill the hammerslam(using my example values) would deal a total of 180*3=540 dmg.(Beta 3B Lv1 damage is 500dmg). So it would be quite equal to what it is now, However!. The rook may decide he is going to go a damage build, as such he starts the game off by buying the +25 dmg gloves, knowing it will improve his hammerslam to deal (180+25)*3=615 dmg.

Not only does this make playing the Rook much more fun, it gives the rook a real reason to get some weapon damage and not just health items.

 

Also if this system was implemented it wouldnt have to stop with just rooks hammer, Imagine regulus snipe dealing damage based off his bow damage for example. Or to be really out there, The Torchbearers fireball dealing fireball damage equal to 350 + [totalmana/100.

 

I should probably quit this thread now, I wrote it in order to bring this idea back? to the developers. And I do understand that this change would be a too big one to get into the release version. But Im hoping that it still could be something worth spending time on for one of the DLC packages not too long after release.

3,083 views 5 replies
Reply #1 Top

Great idea.  Post release I'd be happy to see something like this across the board, as long as it's carefully balanced against the items to prevent one-hit-one-kills like 1B UB

Reply #2 Top

Yeah dont want those one hit kills, But as long as the player has to sacrifice something for his increased damage, and the damage itself doesnt become overpowered, I think it should turn out quite fine

Sure you will meet a Rook with a 2.6k Hammer Slam, but if that hammer slam misses he would only have like 3.5k hp to survive on since he went with the high damage build.

Reply #3 Top

I love this idea.  I have suggested things similar to this back in january about reguluses snipe skill.  All abilities should be a multiple of base damage.  Leveling abilities should increase that multiple.  I love it!!!

Reply #4 Top

Great idea, adds a variety in what items you have to choose and wether you can sacrifice survivability for skill damage.  It also helps other demigods scale their spell damage, especially someone like TB who seems to have a hard time firespec'd taking out an 8k hp rook.

Reply #5 Top

I'm not sure about the 3*basedamage number though.

 

I'd rather it do less damage, but weapon damage added at the end.  Simply (spellDamage)+(weaponDamage) and cutting its' base damage like 10%

 

But there should be a few skills that do (spellDamage)+(weaponDamage*spellDamageModifier) (IE: "Weapon damage bonus is doubled for this skill") or (weaponDamage)*(spellDamageModifier) I suppose.  It just shouldn't be the norm.

 

And you forgot to mention armor should effect spells.  30% armor is going to cut 600+ damage off that 2.1k hammer even if it does slightly more with weapon damage adding to it.  I was told long ago that this would be the case and i'm disapointed as heck to see it isn't :/