Found a big problem with the marines in numbers. You can block the road for your forces on one side and create a huge army which is unfair for teams.. They seem to be overpowered even when spawn camping the forces outside. Just here to point out some bugs ;]
Those bugs are indeed a problem. I can recall dying once, and respawning in random, inaccesible woods halfway across the map from my respawn point. The spawn triggers need to be patched.
The bases are kinda weak, too. In Dota, the barracks and the towers defending them were quite tough to kill, even for level 20+ chars. Perhaps if the HP of in-base towers and barracks were increased? That would help stop the easy curbstomping of the bases.
Now for some other comments unrelated to your post.
I'm going to say this again, the armor of units increases too fast, for balance purposes. Ghosts should not have 150+ base armor lategame. 100 armor is a lot, even for a tank, as it means that it will take basically no damage at all from the attacks of caster characters, as well as low-damage stun-type skills. Perhaps if the armor increase would be toned down a little, and replaced by a bit more HP, it would be better.
Also, I have played a lot as Tiberius Rancor, the Ghost. I have a few notes about him.
Stats: He's a really good DPS, especially with the right gear. And as I said before, his armor can get a bit too high for a sniper, making him sometimes capable of tanking vs heroes.
Cloaking Field: Good ability. Adds variety in builds for Tiberius- if you aren't using mercenaries to cloak with it, then putting in extra points will basically increase the mana cost and do nothing in return. So point allocation can either be only 1 point, at level 2, or lots of points ASAP.
Radar: Really cool ability. However, it has a nasty bug. A circle radius shows up on the opponents' minimaps when it's being used. This was part of the multiplayer ability, but if it is possible to remove it, it would help tremendously. You can't be a good sniper if you have to prominently reveal your location to search for the enemy.
Sharpshoot: This ability is one that really has some issues. It deals more damage than you will have, and faster, early game. However, later on, your gear will cause you to do more damage and shoot faster than you can click sharpshoot. At that point, its only advantage is the slight range increase over the ghost's normal range. This ability therefore needs to be re-imagined and revamped.
Armageddon: Totally rad ultimate. That's all I'm gonna say.
All in all, I think Tiberius is a good hero, but some of his skills need fixing to be on par.
The infested terrans that you spawn either need a movement speed increase or a longer duration. They are useless as soon as someone walks 20 feet away from them.
Shadow Geminus' Stepping Strikes glitches out in many areas. One being any large building, roach warren, gateway, cybernetics core, sometimes even the larger towers, etc. he will attack 1-3 times then get stuck on the building causing you to have to walk off the building and re-attack for another 1-3 attacks and repeat. Many creeps give him problems with getting stuck in the trees and either having to walk off and re-attack or sometimes he is so stuck he need to cast Shade to blink out of trees. Also when creeping he will unintentionally jump off nearby cliffs and have to walk around.
All in all I think this move needs to be changed to something else. The move is too glitchy, causes you to go in tower range on accident while laning, doesn't add damage, attack speed, and rarely even helps you in chases which seems to be the main purpose of the move. Only thing this move is good for is getting you out of the middle of a bunch of units.
Hi, the bugs from what I've noticed have been few and far between, the main ones coming to mind are erekul's ulty one-shotting at lv 2 (and 1?) even though I've got full health, and late in the game (lv 20) I've been one shotted by this with 2 organic carapaces. The other bugs I've seen are already mentioned, but the MULE's SCVs create really bad pathing problems, and the drill upgrade doesn't slow.
The game is coming along great but a few gripes
1. Energy regeneration is really difficult to get, maybe add a new item?
2. Mercinaries are a great idea, but they don't scale well, at the beggining of the game they rip, it's really easy to farm creeps, players and towers from even early levels.
The only suggestion is to add a consumables vendor, with seperate bag, that way fights can take longer and there's a lot more stratgy involved
Really nice job though ek, the game is great and I'm having too much fun, it should be illegal!
Tooltip Error - Geminus Borros is Psionic - Melee not Psionic - Ranged
Tooltip Error - Accelerator does not stack, should say "Bonuses from this item do not stack." like the Primal Gutter does (or be stackable).
Balance Suggestion - Vagabond DARPA - Make turrets do 8, 16, 24, 32. Currently if Vaga has max turrets setup somewhere it is impossible to push the lane or get a kill on reaper if he focuses turrets on you. Increasing mana cost would be an ineffective way of balancing it since mid game he will still be able to spam it after he gets a Stabilizer.
Balance Suggestion - Subterran Unix - Make infested terran do 8, 16, 24, 32 like the Vaga suggestion. This will give him equal lane pushing power, since he can spam more of them than Vaga but they do not last as long. Possibly slightly faster hatching as well, this well help with hero killing since currently you can run away quite easily before they hatch (may not be quite as big an issue if damage is increased).
Balance Suggestion - Subterran Unix - Increase damage on fungal toxin to 60, 110, 160, 210. Currently damage is far too low especially late game it is only useful as a good AoE snare.
EDIT
Backdoor protection is needed. Been backdoor'd 4 times today, they kill one tower, then ranged can attack nydus while other tower just sits there. I even got backdoor'd once with no roach warrens down, Sartonis just ran up in there killed the top tower solo, then proceeded to rape Nydus in under a minute, all while creeps were all the way in his base in all lanes. Ruined an hour long game out of nowhere.
Protection is needed so two towers around nydus cannot be attack until one lane has been taken. Then another protection so the nydus cannot be attacked until both towers guarding it die.
Sartonis needs to be toned down some more, his lifesteal is beyond amazing, and with zerg symbiosis and the gravitic booster late game he is unstoppable without 3-5 people on him. The main problem is his lifesteal is just too excessive late game.
EDIT2:
You can currently kite a lane in circles around a group of marines using your hero to kite and marines to kill lane, lane will not attack marines when hero is around.
Thor could also use a buff in health or armor, he gets raped easily by the time anyone can afford him.
Balance Suggestion - Lord Zyrkhan - Ultimate damage could use another 5 damage per immortal. It protects him pretty good against melee, which seems the main point of the spell, but a little more damage would make it more useful.
Yeah... the backdoor'ing is becoming a real problem. Everyone is busy fighting over a lane, while meanwhile someone singlehandedly grinds through their base.
Perhaps a fix could be added- nydus worm/fleet beacon & the towers guarding it cannot be destroyed until all other towers for that team are destroyed. This would force players to make a more team-based, multi-lane effort at bringing a base down, instead of 4 heroes distracting and the 5th pushing a lane. Just a thought.
Balance Suggestion - Garamond Singsprocket (Mule) - Mule should be targeted by tower first before his scvs. Currently the towers will attack the scvs as the mule sits there and solos the tower.
EDIT:
Perhaps at spawning well players should be able to path through each other if thats possible or if not change the well to a more open area possibly. People are always getting stuck when somebody is buying an item or when there are marines standing around, afkers can also trap a teamate at the well, and ragers can buy a few of marines and trap there whole team in the well. Doubt this happens too often, but it is cluttered up in there regardless, and the AFK thing has happened to me trapped 2 teamates at the well with the afker.
EDIT 2:
I'm sure you know about the ultimate issue of still sticking to a person after they die for Subterran Unix causing them to die over and over again. There is also a problem with his ult where he can stand on the cliff or out of range of the archon (or any creep for that matter) and they will not engage him. So at level 6 I was able to take down both archons, just takes a little bit of time because 40 per sec is kind of slow, but still got a couple levels and 1k gold, clearly worth it and cleary exploit :-P
Found a big problem with the marines in numbers. You can block the road for your forces on one side and create a huge army which is unfair for teams.. They seem to be overpowered even when spawn camping the forces outside. Just here to point out some bugs ;]
@ohmmyhaloftw
Those bugs are indeed a problem. I can recall dying once, and respawning in random, inaccesible woods halfway across the map from my respawn point. The spawn triggers need to be patched.
The bases are kinda weak, too. In Dota, the barracks and the towers defending them were quite tough to kill, even for level 20+ chars. Perhaps if the HP of in-base towers and barracks were increased? That would help stop the easy curbstomping of the bases.
Now for some other comments unrelated to your post.
I'm going to say this again, the armor of units increases too fast, for balance purposes. Ghosts should not have 150+ base armor lategame. 100 armor is a lot, even for a tank, as it means that it will take basically no damage at all from the attacks of caster characters, as well as low-damage stun-type skills. Perhaps if the armor increase would be toned down a little, and replaced by a bit more HP, it would be better.
Also, I have played a lot as Tiberius Rancor, the Ghost. I have a few notes about him.
Stats: He's a really good DPS, especially with the right gear. And as I said before, his armor can get a bit too high for a sniper, making him sometimes capable of tanking vs heroes.
Cloaking Field: Good ability. Adds variety in builds for Tiberius- if you aren't using mercenaries to cloak with it, then putting in extra points will basically increase the mana cost and do nothing in return. So point allocation can either be only 1 point, at level 2, or lots of points ASAP.
Radar: Really cool ability. However, it has a nasty bug. A circle radius shows up on the opponents' minimaps when it's being used. This was part of the multiplayer ability, but if it is possible to remove it, it would help tremendously. You can't be a good sniper if you have to prominently reveal your location to search for the enemy.
Sharpshoot: This ability is one that really has some issues. It deals more damage than you will have, and faster, early game. However, later on, your gear will cause you to do more damage and shoot faster than you can click sharpshoot. At that point, its only advantage is the slight range increase over the ghost's normal range. This ability therefore needs to be re-imagined and revamped.
Armageddon: Totally rad ultimate. That's all I'm gonna say.
All in all, I think Tiberius is a good hero, but some of his skills need fixing to be on par.
I don't know if you need more testers, but I'd certainly love to help.
Trigshot.863
Just a small gripe about the infestor hero:
The infested terrans that you spawn either need a movement speed increase or a longer duration. They are useless as soon as someone walks 20 feet away from them.
ohmyhaloftw - AJ Johnson - [email protected]
GRiM.388
DemonCow.108
v1.49
Shadow Geminus' Stepping Strikes glitches out in many areas. One being any large building, roach warren, gateway, cybernetics core, sometimes even the larger towers, etc. he will attack 1-3 times then get stuck on the building causing you to have to walk off the building and re-attack for another 1-3 attacks and repeat. Many creeps give him problems with getting stuck in the trees and either having to walk off and re-attack or sometimes he is so stuck he need to cast Shade to blink out of trees. Also when creeping he will unintentionally jump off nearby cliffs and have to walk around.
All in all I think this move needs to be changed to something else. The move is too glitchy, causes you to go in tower range on accident while laning, doesn't add damage, attack speed, and rarely even helps you in chases which seems to be the main purpose of the move. Only thing this move is good for is getting you out of the middle of a bunch of units.
acidmonkey.596
Hi, the bugs from what I've noticed have been few and far between, the main ones coming to mind are erekul's ulty one-shotting at lv 2 (and 1?) even though I've got full health, and late in the game (lv 20) I've been one shotted by this with 2 organic carapaces. The other bugs I've seen are already mentioned, but the MULE's SCVs create really bad pathing problems, and the drill upgrade doesn't slow.
The game is coming along great but a few gripes 1. Energy regeneration is really difficult to get, maybe add a new item? 2. Mercinaries are a great idea, but they don't scale well, at the beggining of the game they rip, it's really easy to farm creeps, players and towers from even early levels.
The only suggestion is to add a consumables vendor, with seperate bag, that way fights can take longer and there's a lot more stratgy involved
Really nice job though ek, the game is great and I'm having too much fun, it should be illegal!
yours truly zyphraim
@zyphriam: Go
Diamondback.691
v1.52
Tooltip Error - Geminus Borros is Psionic - Melee not Psionic - Ranged
Tooltip Error - Accelerator does not stack, should say "Bonuses from this item do not stack." like the Primal Gutter does (or be stackable).
Balance Suggestion - Vagabond DARPA - Make turrets do 8, 16, 24, 32. Currently if Vaga has max turrets setup somewhere it is impossible to push the lane or get a kill on reaper if he focuses turrets on you. Increasing mana cost would be an ineffective way of balancing it since mid game he will still be able to spam it after he gets a Stabilizer.
Balance Suggestion - Subterran Unix - Make infested terran do 8, 16, 24, 32 like the Vaga suggestion. This will give him equal lane pushing power, since he can spam more of them than Vaga but they do not last as long. Possibly slightly faster hatching as well, this well help with hero killing since currently you can run away quite easily before they hatch (may not be quite as big an issue if damage is increased).
Balance Suggestion - Subterran Unix - Increase damage on fungal toxin to 60, 110, 160, 210. Currently damage is far too low especially late game it is only useful as a good AoE snare.
EDIT
Backdoor protection is needed. Been backdoor'd 4 times today, they kill one tower, then ranged can attack nydus while other tower just sits there. I even got backdoor'd once with no roach warrens down, Sartonis just ran up in there killed the top tower solo, then proceeded to rape Nydus in under a minute, all while creeps were all the way in his base in all lanes. Ruined an hour long game out of nowhere.
Protection is needed so two towers around nydus cannot be attack until one lane has been taken. Then another protection so the nydus cannot be attacked until both towers guarding it die.
Sartonis needs to be toned down some more, his lifesteal is beyond amazing, and with zerg symbiosis and the gravitic booster late game he is unstoppable without 3-5 people on him. The main problem is his lifesteal is just too excessive late game.
EDIT2:
You can currently kite a lane in circles around a group of marines using your hero to kite and marines to kill lane, lane will not attack marines when hero is around.
Thor could also use a buff in health or armor, he gets raped easily by the time anyone can afford him.
Balance Suggestion - Lord Zyrkhan - Ultimate damage could use another 5 damage per immortal. It protects him pretty good against melee, which seems the main point of the spell, but a little more damage would make it more useful.
EDIT3:
Damn you guy above me I want a cow picture!
Glasse.392
i'd like to help
@demoncow:
Yeah... the backdoor'ing is becoming a real problem. Everyone is busy fighting over a lane, while meanwhile someone singlehandedly grinds through their base.
Perhaps a fix could be added- nydus worm/fleet beacon & the towers guarding it cannot be destroyed until all other towers for that team are destroyed. This would force players to make a more team-based, multi-lane effort at bringing a base down, instead of 4 heroes distracting and the 5th pushing a lane. Just a thought.
More on v1.52
Balance Suggestion - Garamond Singsprocket (Mule) - Mule should be targeted by tower first before his scvs. Currently the towers will attack the scvs as the mule sits there and solos the tower.
EDIT:
Perhaps at spawning well players should be able to path through each other if thats possible or if not change the well to a more open area possibly. People are always getting stuck when somebody is buying an item or when there are marines standing around, afkers can also trap a teamate at the well, and ragers can buy a few of marines and trap there whole team in the well. Doubt this happens too often, but it is cluttered up in there regardless, and the AFK thing has happened to me trapped 2 teamates at the well with the afker.
EDIT 2:
I'm sure you know about the ultimate issue of still sticking to a person after they die for Subterran Unix causing them to die over and over again. There is also a problem with his ult where he can stand on the cliff or out of range of the archon (or any creep for that matter) and they will not engage him. So at level 6 I was able to take down both archons, just takes a little bit of time because 40 per sec is kind of slow, but still got a couple levels and 1k gold, clearly worth it and cleary exploit :-P
@ekcolnovkol: Go
I'd like to sign up for the beta, I've played several different DOTAs and DOTA All-Stars, and also Heroes of Newerth and League of legends.
Heres my name and identifier
Hyperion.807
Please Contact me >> [email protected]
hajimente