Dota 2
Crumbling Island Arena
 This topic has been pinned, so it's probably important
Mahou Shoujo  [developer] Apr 16, 2016 @ 2:04pm
Feedback and Suggestions
Feel free to post your suggestion/proposed balance changes in this thread.
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Showing 1-15 of 412 comments
when will it be released?
Veni Vidi Vodka Apr 17, 2016 @ 2:01am 
Originally posted by Van De ♥♥♥♥:
when will it be released?

How would it release "more" than it is? Even source code is available for everyone.
Spectrefied <_> Apr 18, 2016 @ 3:38am 
You should totally have more stages that have different hazards and they alternate between each round. That'd be cool :)
MaZy Apr 19, 2016 @ 5:28am 
Hey this game is funny but:

Nerv Sven and Zeus plz. Zeus can blink sooo far away.. and Sven can one hit by kicking them out from the field. Wtf. So unfair.
Almost most other heroes have short range like legion commander or less fastmove/blink spell.
Sandking example. Have slow, delayed spells.

And this gamemode need teams. Because most ppl goes on low hp guy so you are losing 100% if you cannot blink or something else.
Last edited by MaZy; Apr 19, 2016 @ 5:31am
Mahou Shoujo  [developer] Apr 19, 2016 @ 5:52am 
I'm still gathering winrates data and will make according changes after I finish.
Teams are a planned feature.
erry upoid Apr 20, 2016 @ 7:55pm 
Ok Sven is by far the most over powered
He gets a 3 our four second silence, maybe 2 and a huge slow in one single ability
his charge does damage as well as ccing people in place he can get 3 damage ticks in a single rotation

simply all he has to do is charge someone, if he misses which is unlikely if they have 0 mobilty even still he's in silence range after most people's blinks so he's garunteed to CC people the majority of the time

possibly lower the slow on the silence a bit and the range it'll make sven fine



I really like what you're doing with this game mode, it's super incredible and a wonderful concept
I'd even consider it worthy of a purchase if it was expanded on and made to develop a healthy competitive environment unfortunately good games like these don't always get the press compared to the drivel that's always on the front page


i mean this out of postitive critism a lot of the character need to have different kits

for example I think TA has a quite wonderful design it's just that her R doesn't do her much good when she's on one health and her cloud is incredibly hard to use and the hit box doesn't seem to line up with the cloud itself

but she's an interesting concept, simple but powerful her nuke is lower cooldown than the majority of other champions she has really good sticking power not to mention it can destory and peirce through projectiles

but at the same time she's balanced due to her super short range she has to skirt around and think whereas sven can just man mode with little to no skill

CM is another problem person as one spell from her leads to a CC stack that even blinkers can't handle and if there's another stun frmo another hero the stun person is dead perhaps place a little delay on her skills where tiny is the exact opposite his skills need to hit on target faster even if you predict they can simply walk out of the skillshots ez peezy

i'd love to give more feedback but at this point i'm rambling and just slathering words everywhere :steamhappy: bye
Omnipwn Apr 22, 2016 @ 9:19am 
Can you make the chatbox be consistent between hero selection screen and battle screen? Awesome game!
!hot/dog Apr 27, 2016 @ 3:13pm 
Hey man, first of all, this gamemode is fantastic fun!!


It does need some improvements though, there are some great imbalances between the heroes.

Zeus is at the moment, the most overpowered hero by far.
He has amazing damage and range already with his Q (which is fast as ♥♥♥♥ as well), a great steroid that gives movement speed in his W and the best escape in the mode with his E, which does damage too.
The escape needs shorter range, half it probably. He's far too hard to catch when he can play the long distance turret game.


Sven needs minor tweaks, perhaps no silence and he'll be fine. The pushover is a nice ability to have.


CM has too much control as well, sometimes you can't even respond before you're dead. Might need a small change. Not sure how you'd do it.


Phoenix is terrible right now, his passive is terrible and his ult is too. Why does he need to go into egg form after doing it? You're way too exposed.



Overall most fun I've had in dota in years, great concept and many great designs. TA, Zeus and Lycan comes to mind. Keep up the good work!


***Edit: there's a minor bug with invis heroes who can't be seen by the player, when using their invisibility.
Last edited by !hot/dog; Apr 27, 2016 @ 3:14pm
erry upoid Apr 27, 2016 @ 4:42pm 
Originally posted by !phyyte:
Hey man, first of all, this gamemode is fantastic fun!!


It does need some improvements though, there are some great imbalances between the heroes.

Zeus is at the moment, the most overpowered hero by far.
He has amazing damage and range already with his Q (which is fast as ♥♥♥♥ as well), a great steroid that gives movement speed in his W and the best escape in the mode with his E, which does damage too.
The escape needs shorter range, half it probably. He's far too hard to catch when he can play the long distance turret game.


Sven needs minor tweaks, perhaps no silence and he'll be fine. The pushover is a nice ability to have.


CM has too much control as well, sometimes you can't even respond before you're dead. Might need a small change. Not sure how you'd do it.


Phoenix is terrible right now, his passive is terrible and his ult is too. Why does he need to go into egg form after doing it? You're way too exposed.



Overall most fun I've had in dota in years, great concept and many great designs. TA, Zeus and Lycan comes to mind. Keep up the good work!


***Edit: there's a minor bug with invis heroes who can't be seen by the player, when using their invisibility.
I think Zues is fine, if you miss a Q the enemy can simply position to not get hit by the WQ combo. He requires a bit of finese to play, not something you should nerf. Infact maybe reduce the delay on his R?
!hot/dog Apr 28, 2016 @ 1:13am 
Originally posted by hahah that's GREAT!:
I think Zues is fine, if you miss a Q the enemy can simply position to not get hit by the WQ combo. He requires a bit of finese to play, not something you should nerf. Infact maybe reduce the delay on his R?

Zeus does not require much finese to play, he's well designed, but not difficult to play.

The QW combo is fine by itself, the issue is how hard he is to catch, because of his blink. Zeus has the long range game with two global spells and a long range damaging blink. Because of this, he should be punished if you get too close to him. At the moment, you cannot do this, because he has the highest blinking range and a movement speedbuff from the wall.
Because of his blinking range, his QW combo becomes too difficult to avoid as well, since he can reposition himself easily.

The blink needs a much shorter range. I'd suggest a range similar to TA blink. Then he will be fine.
erry upoid Apr 28, 2016 @ 1:44pm 
Originally posted by !phyyte:
Originally posted by hahah that's GREAT!:
I think Zues is fine, if you miss a Q the enemy can simply position to not get hit by the WQ combo. He requires a bit of finese to play, not something you should nerf. Infact maybe reduce the delay on his R?

Zeus does not require much finese to play, he's well designed, but not difficult to play.

The QW combo is fine by itself, the issue is how hard he is to catch, because of his blink. Zeus has the long range game with two global spells and a long range damaging blink. Because of this, he should be punished if you get too close to him. At the moment, you cannot do this, because he has the highest blinking range and a movement speedbuff from the wall.
Because of his blinking range, his QW combo becomes too difficult to avoid as well, since he can reposition himself easily.

The blink needs a much shorter range. I'd suggest a range similar to TA blink. Then he will be fine.
On second thought, as well as playing him a bit I do agree with you. It should be a bit shorter.
Last edited by erry upoid; Apr 28, 2016 @ 1:44pm
erry upoid Apr 28, 2016 @ 1:48pm 
Adding as a new idea, allow PA to have greater control on her toss ability. For instance it has to travel a minimum distance which can make it hard to line up a double hit at meele range.
Phoenix is really fun to play, but she is way weaker than the others. Her passive should have 3~4 HP, and when she ressurrect, she should ressurrect with the amount of HP left from the egg, and she should only turn into egg once per round. Also, her heal should have less channeling time, and more cooldown.
But overall, I think this is the best mod by far! It's really fun, and creative, but it would be way more fun if you could play with more than 4 people per lobby.
Keep up the good work!
Ragnos May 12, 2016 @ 3:12am 
maybe an option to ban some heroes would be nice, mainly to stop people to always pick the same hero. You could also implement something that tracks how often you have picked a hero in one game and blocks you from picking it (e.g. you can't pick the same hero more that 3 times in one game). This also would make some nice dynamics with people picking "stronger" heroes (or the ones they are better with, when it is important e.g. they are about to win)

also maybe change the point system as win condition to something like this:

everybody starts with 100 points, whenever you are dealt damage( or are killed ) you lose some points and the one who hit/killed you gains some points. The amount of points transferred is depends of how big the point difference was when you were hit.

so if someone with less points than you hits you the amount of points transferred is bigger, if his points are higher than yours the amount is smaller.

The problem with this is the win condition.... because if you set a fixed point amount as win con, games might take forever. Maybe go with a fixed distance of games which can be chosen at the start (same way as 2v2 or FFA), and the one with the most points wins

also the less players are still alive, the bigger the amount of points transferred gets

obviously it's hard to say how such a system would perform in practice
i9 May 25, 2016 @ 7:31am 
Just release queen of pain!
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