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The core of problem is in attack slow effect of Liquid fire, which not only works against players, but also on towers, drastically lowering chances to win.
Fix: Set attack speed debuff to 0.
Fix: Change damage to 10-20, or change chance to 25%.
You won't survive Ghosts wave, unless you have some aoe spells in your team, while at the same time, you won't survive Mechs, if your team is made of aoe casters only. I think itsa nice "team balance and solidity check", and if your team didn't match the criteria - its a gg, until you learn, how to build your team properly.
I'm not speaking about changing the core idea of waves, but just "fixing" few inconsistencies. The way it works now, would absolutely do for Hard and Medium mode.
During my games, I've heard comments on the new balance. People love the new skill level, and are actually interested in beating Horde mode. They also say, that "easy difficulty is harder than hard and medium".
Around 70% of loses were because of 1 or 2 players being not fast\smart\skilled enough, dragging the entire team down. No matter, 5p easy or 4p hard, one bad player can cause tons of problems.
Same goes for mana burning satyres, also including the fact, that medium golems still don't spawn at the golem wave at 5p easy. Just fix few of those AI bugs, and game would become way harder.
the gold that we get from it are just too small
You can't expect everyone to buy one just to have more chance against mechas.
I haven't yet tried, but I think, hero like Tidehunter should do just awesome versus mechas, with E+W skilled, with ring of health and chainmail\platemail.
In 4p map, we have 1+0.5(one support\semi-support, that roams between lanes to help both?), so, support should be able to counter mechas, or to keep carry healthy\safe\buffed enough, to allow fast\safe mechas disposal.
For now I can only think of someone like Dazzle with Urn+Medal+Soul ring. Dazzle's spells do physical damage, so it will be damn useful against highly magic resistant mechas.
Remember the Hell Hounds from the final Demon wave?
What do you guys think, if they get an underpowered version of Lifestealer's Feast? They were the suckiest enemies some time ago(now, as they come in packs - they are pretty damaging, but considering their attack speed, giving them the pure damage skill is not fair). Giving them the Feast may actually work with the Thirst on Hell Ursas, both technically and lore-wise. Feast for 1.5% or something like that.
Some kind of little spiders may use Viper's Nethertoxin. This skill does damage based on amount of health the target has. Lvl 1 Nethertoxin does 2.5 damage to heroes with 100% health, and do 40 physical damage on heroes with 19% and less health.
Way to fix: Reduce Golems and Mechas magic resistance down to an adequate level(for atleast 25%) OR give mages more ways to reduce enemy magic resistance\increase magic damage for a fair price during the starting phase of the game. Maybe something like a "Scroll of Forbidden Knowledge", allowing any mage to increase their magic damage for 2-4 minutes for up to 50%.
2. 1k ranged banshee-ghosts with 152 attack damage are too strong. They are not that strong to be OP, but they cause unfairly high dps. Their attack speed is too high for that damage.
Way to fix: Reduce ghost per pack amount OR decrease their attack rate OR decrease their attack damage down to 100-120 dmg.