Dota 2
Roshpit Champions RPG 4.1
redledcat May 28, 2017 @ 9:26am
Serengaard improvement.
It's almost 2 months since map was introdused, and it needs improvements in some points.
Base defence always was popular mode because of replayability and hardcore.
1)Map design. Probably Lunas create too much space for creeps and it takes minutes when creeps actually kill al of them and come to the center to fight with heroes. Splitting the party is not prefferable idea, so it just kills time.
Probably reducing amount of Lunas to 2 and make creeps always move counterclock-wise, because they will be aggroing, and making Lunas actually tanky and placed right on the path instead placing them around base.
http://imgur.com/a/jlbS4
2) Map is lacking of NPC. No Blacksmith to change your gear during battle, nor to reforge and cleance negative level req from item. No Curator to curate items.
3)Durability of creeps raising far faster than their damage.
4)Endurance (?) paragon buff aura makes melee creeps ranged, which is super broken.
5) Mega steadfast Bombardiers, Wraithguard Elite, Giant Sillabears are hardly killable and totally OP. Difficulty should raising gradually, and different creepwaves should have comparable difficulty level.
6)Wraithguard Elite again. Stun projectile is totally insane. Avernus Conqueror on arena is single and creates a lot of problems. Here we have legion of these mobs, which permastun you and crit to the ground. Combined with pure damage necronomicon creeps, and other stunners like Bombardiers they becomes brokenly deadly. Endurance aura makes fight with them 10 times harder as well.
7)Unmovable units. Spawner branch from Redafll and gigantic forge spirit from Tanari fire zone are not going to attack out Serengaard citadel. They just waiting on sides of the map and stopping creeps sometimes.
8)Skip button, which can save time if all players are ready.
Last edited by redledcat; May 30, 2017 @ 7:33am
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Showing 1-9 of 9 comments
redledcat May 28, 2017 @ 9:27am 
Also
Originally posted by ฅ^•ﻌ•^ฅ:
The most challeging mobs in Serengaard:
1.Wraithguard Elite.
Crits, jumps, ranged and incredibly effective permastun, megasteadfast combination is deadly. Quite impossible to kite them, needless to say tanking is hard too.
LIfesteal aura makes tanking them pointless, stuns make kiting super hard.
Remove stun from that Wraithfire Blast, leaving the nuke, remove vampirism aura.
2.Tusk Bombers.
Have infinite stuns even in small numbers in Redfall, but here he problem has gotten even worse.
Megasteadfast, absolute control with permanent stun making impossible to cast even a common spell or move, AOE nuke with big range, which probably destoy your allies without magic immunity.
3.Permabashing red pandas, and disarming knights, but these aren't this mad.
Also things go bad when paragon unit with additional range aura spawns (Gargantuan or Great wall, dunno), buffing basically every creep and destroying everything. Ranged melee is incredibly OP, because there is no projectile.
4. Any units with pure splash. Sven's cleave just destroys whole army of Ekkan (YA YA GO FOR Q3 and your belowed dominated will be smashed in second), and rekts hard Conjuror, or just standing ally next to target. Can be kited, though, but with range increase aura, or combination with any permastun.
5.Blackguard cultists with shackles.
Now these things can be dealed with their own medicine - permastuns or blinding.
Might be good idea to nerf them a little, making stun abilities like 20s cooldown, Stuns are not big deal when it comes from one unit, but when you keeping BRUTEFORSED with stun shower it doesnt make sense (true as well for Redfall's bombers), removing jumps, making cleave physical, remove permabash and permastun possibilities.
Ive tried to solve stun issue with Crown of the Rok'nar Emperor, but it spoils head slot and does nothing effective.


Originally posted by ฅ^•ﻌ•^ฅ:
Also:
1.Lunas only attracts attention of creeps, doing nothing else. Maybe rework map with spiral pathes through Lunas (It will make it looks like Nazi swastika, probably not the best idea) or at least pathes quite different.
Flying units can easily access Luna skipping stairs and highground.
Enter to the Serengaard fortess are way too wide. Creeps should shoose one Luna to the right or the left, to make a proper order like:
1)Luna is alive, player is dead - creepwave going to Luna and keep killing them until they goes to the clockwise
or counterclockwise path, where is another player.
2)Luna is dead, player is alive - creeps are going straight to the base.
2.Golden Skullbone unbreakeable magic immunity can be replaced with 250 autoattack stacks or sth. That leaves a chance for magical heroes to proceed.
3.Sun Guardians should have and AI, which will link them to the shrine better. They can change their placement, partying in one path instead defending all four directions. When enemy units are attacking barracks, Sun Guardians 1)runs to enemy 2)making a single hit 3)runs away to his post.
4. Leaderboard issue is not solved. And it would be nice to get access to it in any time, not only after game over.


Originally posted by ฅ^•ﻌ•^ฅ:
Serengaard_night_invaders lowers your cooldown even if they miss autoattack.


Originally posted by ฅ^•ﻌ•^ฅ:
Snowball Throwers - Tuskar model and Shredders - Timbersaw probably have too high damage for regular waves (22 and 23)
TzApAsA ^_^ May 28, 2017 @ 10:21am 
And also that "Dmg reduction" or "bugged steadfast" cause idk what it is after infinity 30 its just insane also dunno if its was fixed cause i haven't played since 3.6
get_a_random_name May 28, 2017 @ 3:26pm 
Please remove mega steadfast or limit the spawn number of them to, 1 per wave - it is supposed to be a boss attribute, you can only see 1 of them in any regular map but here they spawn as hordes and almost unbeatable ... also making OD the likely only damage dealer to these insane creeps in infinite waves.
redledcat May 29, 2017 @ 4:07pm 
Well-randomised creep pack can destroy ancient from 100% to 0% less than 10 seconds.
Probably making additional passive over steadfast for buildings, which will limit max received damage per second, so 2% per second will allow our Ancient receive damage for 30 seconds in total.
In view of the fact that Ancient cannot be regenerated and good match in Serengaard can last for hours, it will be better system than we have now.
redledcat May 29, 2017 @ 4:09pm 
Pudge hook speed is still insane. Sometimes chain reaction of hooks can disorient you while your character been moved 2000 dotameters away your screen.
redledcat May 30, 2017 @ 7:38am 
Actually that's out Ancient provides +320 attack range aura to enemy creeps. It was made because hitbox of ancient is unreachable?
redledcat May 30, 2017 @ 10:45am 
Ancient's armor raising too fast and high.
Having 420000 armor on wave 100 means only pure damage units can deal actual damage to this.
Last edited by redledcat; May 30, 2017 @ 11:42am
redledcat Jun 1, 2017 @ 11:25am 
High Priest To'Rall (dazzle model, tanari jungle)
Standing on spawn points and healing each other with Ancient Ritual ability instead going for our ancient.
Making them a little bit aggressive is needed.
redledcat Jun 6, 2017 @ 10:14am 
Please move spawns away form borders of the map, or make some features which prevent creeps (and heroes!) falling in the abyss around the map.
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