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only played one match so far, but this update seems like cancer.
What I'd really like to see about is the learning curve: most PvE mods are very hard and require multiple attempts to learn and practice before you finally beat it. The mechs, even as they are, can be beaten once you know what to expect (melee units that burn mana), so I'm truly interested in seeing how long it takes before the game becomes easy again (probably my number one feedback about Horde Mode is that it's too easy).
I love the game btw! :) you have done a nice job!
Since people can be prejudicious a little, so don't be afraid of negative commentaries.. Just let players get used to changes. :D
The skills added to the creeps make the waves a bit more annoying/difficult, especially on bot where it seems to have all sorts of purges/mana breaks/slows etc, but it definitely is playable compared to how it was in 1.14b.
The earlier rounds seems to be more challenging in a good way, whereas mid-game rounds are still a bit of a meh-maybe a bit of buffs to creeps that spawn around 20 min-30/40min?
The giant golem boss seems to be a potato still-doesn't do anything other than standing in front of heroes while getting beaten down to death.
Unsure whether it has to do with number of heroes present-illusions etc.-but the smaller golems that spawn after death are fine.
Don't get me wrong, I'm ♥♥♥♥♥♥♥ ecstatic for this, but now the weakest hereos before are useless now. Let's get some balance feedback. This is good. With this spike, I think a more tempting choice than Poor Man's Shield, maybe an upgrade, would be the squishy hero's new core. With the skills now in play, magic resist is important. Maybe Poor Man's Shield and a cloak --> Enchanted Shield. A difficulty spike is great but as Dota tradition, keep the options to counter open!
The lightning creeps in mid game who cast a chain lightning that does 80 damage are waaaaay too strong. The group-effect of some spells is in many cases very strong. For example, one golem who stuns you for 100 damage is one thing, when 5 golems chain stun you, that is dangerous. The creeps also are "perfect" casters, they cast exactly when you get in range, and often all at once.
The mana drain and purge combo is a fun killer combo. If you are melee bot, and try to get a last hit from behind the creep line, then you get multipurged, and slow down to a crawl, and your last hits are gone. Then you get mana drained, and no more last hits for you.
I don't mind when it is hard, but this is hard in a boring way. There is no way to avoid getting mana drained. There is no point in having mana regen, or a wand, because those mf:ers WAIT until you have mana to cast their drain.
- Nope, poison does not stack.. Poison is the reason you feel damaged harder. Its actually negating your base hp regeneration, forcing you to buy more consumables.
- Lightning creeps are supposed to be countered by AoE casts. Thats why you should bring AoE Support with you. 80 damage is kinda hard, 60 dmg would do.
- Tanks are best at dealing with golems.
- Mana drain+purge situation is hilarious! This lane is pretty simple, but is not supposed to be like a free farm simulator, or a lasthit tutorial. But lowering the amount of mana burning creeps, also delaying it to appear later in the game, would be nice.
- If you need mana - buy Soul ring.