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Post ideas for the new version of cha here.
Topic Started: Aug 22 2008, 07:33 PM (3,338 Views)
Terraptus
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Hey guys ill start things off...

1. Take out the door to the towns.
explanation: Its annoying sometimes

2. Make the ramps you take to get into town one big ramp
ex: So players don't run into each other and can't get by.

3. Do something to fix spiders from the rag quest on the right side from using death coil through the wall at other players south of them.
ex: (player at lvl 1 walks up to kill creeps near the spiders) : OMG IT NUKED ME FOR 800 *splat*

4. Add new heros.

5. Add new skills.

6. Edit existing skills.

7. Take out the duel music.
ex: because its annoying
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Labmonkey
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please elaborate on "edit existing skills, add new skills, add new heros"


What skills do you want edited and why? What skills do you want added? What are the general stat balance (ie t-rex is pro str and agi, low agil, MK is less extreme but same, etc)

I think i will do most of your other things (maybe i will make door not actually stop you so you dont get blocked. And I can lower the range on spider nukes. Ramps is good idea


Also, this really belongs in the general section, so I moved it.
Edited by Labmonkey, Aug 22 2008, 08:35 PM.
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Terraptus
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Ok heres some more then...

1. Make some kind of ultimate that sucks until it is at max level.
ex: There is death strike, so why not make and endgame ult too?

2. Make the map bigger. (This is already approved but I am posting it for reference and so that other members can see what will be going into the map)
ex: So there is more to do.

3. Add some low level "missions" (or maybe just one larger mission) kind of like the elemental bosses except geared for lower level players at an earlier point in the game.

Why not make some more higher level bosses? Because the way the game flows there would not be enough time for them. Why not? Because players will have there hands full with the elemental bosses, the archeons, and ragnorok. (Not to mention the ? boss at the end.) Low level missions would help fill the gap that players would ordinarily be creeping thus making the game a little less repetitive.

3.5 For the missions we could make it so that if they are completed, the whole team gets 1000 gold or something like that.
ex: This would give players an incentive to work as a team to complete a mission.

4. Spiked armor should be changed to the revamped version of spikes.
ex: Because its over powered in 1.6 and everyone knows it.

5. Frost nova should be changed to the revamped version of nova.
ex: Because its over powered in 1.6 and everyone knows it.

6. In fact why not just make all the skills work the same as revamped.
ex: They are more balanced.

7. Make boots of speed have a stock of 99.
ex: Because pros use boots of speed and its annoying to try to buy them right after some one else bought them.

*As for new items heros and skills, I don't know what to suggest yet. I will post them as I think of them.*
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Labmonkey
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I personally think that the skills are fine, but I am willing to make the unused skills more powerful.

Boots of speed have a stock of 99, but I think they just respawn slow

Low level "missions" may seem good, but they might take off creeping all together. I am thinking maybe I add a new spawn point (accesible by warp) with higher level creeps meant for team killing.

There are already incentives for teamwork with bosses, people just don't like working together. You can't force it.
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BadChaPlayer

Something thats always bothered me is that Agility in the end is generally the weakest class yet their main item Mastery Ring is the most expensive. To help them out.

1. Lower the cost of the one ring recipee by 200 gold
2. Lower the cost of the mastery ring recipee by 500 gold

Or remake the concept as it is now this item is not a neceesity so most agility heros simply dont get it. So I sugeest switching the values of Ring and Cloak. Give Cloak the wind walk and Give Ring The Spell Immunity. Intells mainly gank any how and the wind walk fits with the Unseen theme. Agility generally get hit the hardest by spells so by making their main item give spell immunity this would greatly help them.


Also how about changing up the last boss the Big ? to a hard to kill ancient hydra that revives again. Instead of lots of skeleton they face lots of hydras.
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Labmonkey
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The thing about that, is you shouldn't go fully agility or str or something. It costs more because it has invisibility, which is very useful. Many agility users dont get it because they use windwalk. I think it works fine, and doesn't really need changing.


I don't see why a hydra would make a good final boss. Skeles is just a move the ? has.
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BadChaPlayer

Dont you see that as a little problematic if its aimed at a class that doesnt use its ability then whats the point?

The fact is wind walk is too weak of an ability for the items cost 10,000 gold for an escape mech? Not worth it.


Lets compare items

Scepter Jagged ones strong enough to take on elements

Cloak and Jagged ones strong enough to take on elements

Mastery Ring and Jagged not quite strong enough yet (this right here proves the items warrants some kind of buff. And if your not agility getting this item forget you have to farm a little more to be able to kill the element.


Agility heros really do need a help in hand its suppost to be okay if they suck because they kick ass late game but in cha that isnt the case at all. Range agility get hit hard by Range penalty allowing intell heros to out dps them Either remove the penalty or Give All Range this attack speed penalty. And melee agility forget it low hp kills it. Generally Agilty is screwed because they dont have the mana intells have and thus get out nuked, and they dont have the hp Strength has so they cant stand toe to toe with them late game. But The Stregnth and Intell have practically the same attack speed, damage, and armor as the agility do due to items. The fact is agility heros need slight buffs so they have an advantage to work with. What about an indirect buff in the form of Spike Armor being 3 instead of 5 like it is in 2.1,2.2.

Sorry for the wall of text and bad grammer.
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Labmonkey
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What I am trying to say is agility users DON'T NEED Mastery of the Ring.
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skarnassas
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Skarnassas: grunt of chao
i say u need modifications to some of the spells like ds maybe a 7%chance or sometin. GJ labmonkey on making such a good cha version
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Terraptus
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Ok I read the posts about agil heroes and it seems to me that agil heroes are the weakest kind of character to use. A pro intel will beat a pro agil hero. A pro str hero will beat a pro agil hero. I think ring mastery should be reduced by 300 and the one ring should be 200 less. Lets face it whats more useful the one ring or staff of immortality? That might be the best way to bring agil more up to speed and easy to edit too.

Personally when I use an agil hero, I always use mastery of the ring. (by the way it makes sense to give the ring ww if you have ever heard of lord of the rings *cough cough*) If cloak of the unseen should have a new ability, it should be the one that lets a player faze in and out like the one the lvl 12 ghost creeps have. Personally I think they are fine as they are.
Edited by Terraptus, Aug 24 2008, 09:06 AM.
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