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Bosses
- "Cowardly" boss: A boss that actively avoids you on the map and summons very strong waves that give 0 gold/exp, or creating debuffs/long-ranged nukes on your team that get worse with time. Must be hunted down, or distracted by damage/stuns to interrupt its channeled abilities.
- "Punisher" boss: A boss that is difficult or impossible to defeat 1v1, possibly via rapid HP regeneration, an extremely strong single-target disable, or some kind of damage/debuff that is only removed when you have teammates closeby.
- "Dodge" boss: A boss with spells or abilities that are slow and telegraphed with warning signs, but are much too strong for the period of the game that they spawn in. Think of the Ogre Smashers from Wraith Night, from which players MUST think/move out of the way or be seriously punished by the boss's spells.
- "Reward" boss: A boss that is very weak with few attacks, but extremely mobile and must be hunted down/captured on the map in a limited period of time. Drops a number of gold bags/free experience, but takes serious commitment and a hero with some kind of built-in movement mechanism to reliably catch.
- "Splitter" boss: A boss that splits into smaller pieces or summons "helpers" that buff/heal it, preferably far enough away that your teammates will have to split up to catch all the pieces.
- "Timer" boss: A boss that punishes units for dealing damage to it too quickly. A boss with Bristleback, Dispersion, or some kind of spawning minions after taking X damage.
Creeps
- Damage Return: A periodic blademail/spiked carapace state that will reflect x% of damage taken. Could be telegraphed or otherwise easily read, punishes indiscriminate usage of AoE.
- Freezing HP Regeneration: Currently only applied by end-game Frost Apparitions, the no-recovery that is easily telegraphed/dodged would also be good to offset how strong Vlad's Cuirass is
- Spells on 2+ targets: Similar to the Centaur creep's Slam, a spell that punishes 2 heroes for being too close together. Something like Fatal Bonds, Winter's Curse, or Chain Frost comes to mind.
- Stacking Debuff: Quil Spray on death that punishes killing too quickly
- Kite: Ranged creeps with a slow/fury swipes passive that will always try to keep 500 units away from you
- Telegraphed nuke: Slow-moving nuke that does heavy damage if you don't dodge it
- Backdoor/siege: Specifically targets your towers
- Vampire: Ignores your hero and targets your Radiant Defenders, gets stronger for each one it kills
- Rage: Must be killed in a specific order, or the remaining ones get a massive buff
- Disable: Does no damage, but keeps you rooted in place, like the Wildwing Cyclone/Treant Sprout, lasts a long time if nobody helps you but can be shortened by a teammate
On a less serious note, please buff Ancient Apparition, and give us a battle pass to spend money on to support you!
Thoughts?
I have been slowly rewriting the spawn code to make it easier on me to do an overhaul of the entire shebang, so it'll come eventually, and what you can look forward to is precisely the stuff you've mentioned here: more varying types of creeps and abilities that will make single target lockdown/removal more important, and non-standard defenses more useful (like spell immunity).
Something not expressly said that I'd add is to add these creeps to separate waves. Add more variety, like 3 possible waves for each instance. I know it's really fun when you realize you didn't get the obnoxious Mech wave. Imagine dreading getting the creeps that ALL quill spray on death. The melee cleave meta won't be present here because your double war fury Magnus won't have any idea how he died.