[quote]Well it wouldnt if everyone had the same mod! [/quote]
Izuz
tried a 3v3 in cata. I was on light side, and captured the celerity flag and portal flag around level 6. The enemy AI just completely ignored them until I was level 11. 2nd test: 3v3 in cata, light side. I didn't cap the portal flag until late game, after level 10-11. The AI (at least 2) ported to defend their portal immediately but they didn't lock it. same thing concerning the valor flag. AI teleports soon enough to defend their flags but fail to lock them. 1 more th
you do get gold from killing minions, but not exp. Am I right ???
NP, have fun.
lifekatana, the itemFix Mod nerfs BotF and the 5 most usued HP items, while it buffs gloves and boots. And I think monks healing rate is going to be addressed in future version. I think that the remaing OP skills are Ooze and Oak Shield. I would like to see them nerf REASONABLY. You also complained about mist. Prath has a fix for mist in his Uberfix mod that prevent LE from using mist while low on mana to just dodge
Ohh I thought u meant they should deal more damage, that's why I was confused.
@ lifekata some of what you have suggested (DG health, items, cit upgrades) have already been addressed in this mod or the itemFix Mod . You should try playin with both these mods and see for yourself how the game is much better. [quote]8. nerf armor or make it more expensive. (armor is the prime reason why weapon dmg is so sucky, coz while some high weapong dmg builds could be competetive, its so easy to stack armor they qu
why more damage morpheas, items already give minions attack speed and damage bonus.
another coupon code: DG-4407754
Im using your mod
it seems that you all agree that minions away from their summoner should loose some of their power to make it fair. I am for removing the ITEMS/FAVOR buffs from minions when they go beyond X yards from their summonner. was thinking about the range of Shadow Swap III.
hmmm, thats true hedgie. I guess what we are tryin to do is to find a way to make general be more careful with their minions instead of just suiciding them wave after another to destroy towers/harrass u while they chill behind out of danger. What I proposed certainly doesn't seem fair against some DGs. How about this, when minions (including idols) go beyond a certain range (say 20 yards) away from their DG, they loose all buffs they got from items/passive skills/morale. Basically the
The devs have forgotten about this game. If we don't take initiative, this game won't evolve at all. It's that simple.
@gkrit I thought that those small buff icons on top of the health bar work exactly like the TB's form switch and auras icons, and I think that you were able to modify them in this mod. So how come it is different with Occ ? About the interrupt, well since Occ is already very powerful I would think of giving to one of his active skills a chance to interrupt [& optionally stun]. example: - blast off: Occ has 40/50/60/70% chance to interrupt DGs hit by blast off, [&am
@ Exx I was controlling 6 hellfires, monks, siege idols, and all vamps. I went to the shop bought minotors II, and I just couldn't summon them. Whenever I clicked on their icon, nothing happening, minotors not showing up. Happened again.
how about giving reward the person who invest in killing the minions by gaining certain buffs for a given amount of time. I propose this idea with no specific value. For example: - Killing priest idol gives you increased HP regen by X% for 10-20 sec. - Killing siege idols gives you increased mana regen by Y% for 10-20 sec. - Killing minotor idols gives you increased attack speed and damage by Z% for 10-20 sec. - Killing any type of other minions (vamps, spirits
the wing bug is fixed in the UberFix mod. You might also want to consider blood soaked wand.
My favorite item in this mod is the ice shard. OMG the slow is produces with ice TB ice aura and the other debuffs !
I read in the 1.8 post that you included UI mods and Peppe AI. I actually use all those mods, but it would be better if things were kept seperate. I would rather see a Big UI mod including popular UI mods, just like the UberFix mod for all fixes, the DG balance and item fix mods by gkrit. Your mod already handles new items and favors. So if you don't mind can you please exclude those mod from yours, and maybe make a Big UI mod that includes them with the consent of their authors ofc?!? <
I found 1 mistake while testing Occulus: the little icons of the minion passive boosts don't display the new effects, but the tooltip of the skill does. concerning the blast off radius, its not really game breaking. Its a good thing that you didn't change the "hit small units in the air". Occulus is already an excellent farmer starting level 1 with chain lightning. Unless the community see it as imbalanced Im fine with this change. I still maintain that Occ needs
its is already a mod Split. check it out here item balance
mmm maybe ur right, I hope that this will work with version 1.23 of the big balance because as of now Im sure I have the latest version that you have posted. downloading 1.1 now [e digicons]:D[/e] I like the changes to gloves and boots. However I still think HP remain a winner. do you think it would be a nice idea to give some of the gloves a lifesteal % in order to compensate for the loss of health ?!? thinking maybe of values between 7-10% for Wyrmskin Handguar
how about giving chain lightning an interrupt effect for all DGs hit by the lightning without being stunned. This way he can be a tier 1 DG without buffing his skills ? The only complain I have is the radius of blast off. please restore it back to its original value.
I was thinking about the exact same thing ORION. Instead of making the blast off radius the same for all levels, maybe keep it as it is and give it a stun for .5/1/1.5/2 seconds for DGs and 2/3/4/5 seconds for creeps hit by blast off! it would make sense, I mean the guy litteraly jumps and smack his ass on the ground, he should be able to stun shit !