Dota 2
Dota 2 Horde Mode
SiEgE Mar 25, 2016 @ 2:39pm
Balance in all things(Creeps)
Lets discuss the creep situation:
- Do you like it? If not, why?
- Is there creeps you think are too strong, or too weak?
- You have a suggestion for skill to be added on creeps?

Lets discuss!
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Showing 1-15 of 23 comments
SiEgE Mar 25, 2016 @ 2:54pm 
First thing I want to discuss, is Mech wave. Or, in detail, the liquid fire shooting catapults.
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.
Last edited by SiEgE; Mar 25, 2016 @ 3:46pm
MatureCows Mar 25, 2016 @ 3:27pm 
Needs more, but weaker mechs.
SiEgE Mar 25, 2016 @ 4:04pm 
Even though I absolutely love the idea for little slarks to "drag you down" with sniper's headshot, like they're trying to stop you, interrupt you, prevent you from attacking, I absolutely hate the damage it does on proc. if 3-4 slarks can proc that effect together(which, having 40% chance, is not a rare thing), then, in combination with leap damage, can drain all player's health from full to zero.
Fix: Change damage to 10-20, or change chance to 25%.
Last edited by SiEgE; Mar 25, 2016 @ 4:05pm
SiEgE Mar 25, 2016 @ 4:47pm 
Originally posted by MatureCows:
Needs more, but weaker mechs.
Mechs and Ghosts hilariously pull the "balance swing" to each other's side, I love that!
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.
Last edited by SiEgE; Mar 25, 2016 @ 5:05pm
SiEgE Mar 25, 2016 @ 5:11pm 
Around 60% times I see the golem boss, I think like:"Thank god he just stands still there, otherwise we won't survive that.. We're too busy, dealing with other ♥♥♥♥ around us."
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.
Last edited by SiEgE; Mar 25, 2016 @ 5:16pm
Someone Mar 25, 2016 @ 7:52pm 
i think everthing is ok except the MECH wave
the gold that we get from it are just too small
76561198192325459 Mar 25, 2016 @ 10:26pm 
The game became kinda more difficult recently (I don't complain about it, the balance was always changing between patches), so in overall, I think most type of creeps are ok (compared to other). The only exception is maybe the mech wave.
Vaxxvirus Mar 27, 2016 @ 12:26am 
Bottom line I've found is that if you don't have regen AND a blink dagger, you will lose to the burn on the mech wave.
SiEgE Mar 27, 2016 @ 12:40am 
Originally posted by Vaxxvirus:
Bottom line I've found is that if you don't have regen AND a blink dagger, you will lose to the burn on the mech wave.
Blink dagger is not an answer to all problems, you know..
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.
Vaxxvirus Mar 27, 2016 @ 1:09am 
Originally posted by Vaxxvirus:
Bottom line I've found is that if you don't have regen AND a blink dagger, you will lose to the burn on the mech wave.
Blink dagger is not an answer to all problems, you know..
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.
Tide I can agree with, I love to play him, I just can't think of many heroes that could realistically handle the mech wave.
SiEgE Mar 27, 2016 @ 1:22am 
Originally posted by Vaxxvirus:
Tide I can agree with, I love to play him, I just can't think of many heroes that could realistically handle the mech wave.
Considering mechas only attack from top and mid lanes, the lanes that require atleast 2 heroes, we can balance stuff around that.
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.
Last edited by SiEgE; Mar 27, 2016 @ 1:26am
Vaxxvirus Mar 27, 2016 @ 1:28am 
I've noticed that Dazzle is one the best supports because of that armor and the physical damage spell, the -armor...
SiEgE Jun 17, 2016 @ 3:23am 
Wolfs are too easy, compared to the previous wave. First definite move - increase their movespeed. They could overrun players, but instead, they crawl like slugs. By this wave, what I usually do - I completely abandon my lane, and push 4-6 towers of my lane, and then slowly return, with no fear of my lane might be damaged.
Last edited by SiEgE; Jun 17, 2016 @ 3:25am
SiEgE Jul 23, 2016 @ 11:45am 
Lets be evil for a moment there.
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.
Last edited by SiEgE; Jul 23, 2016 @ 11:45am
SiEgE Aug 5, 2016 @ 3:21pm 
1. Having both the mecha and golem waves per single game leaves mages underfarmed, resulting in less damage(since no gold was farmed during those waves), and also leaves less reason to pick mages at all.
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.
Last edited by SiEgE; Aug 5, 2016 @ 3:24pm
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