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#101 |
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Join Date: Sep 2009
Posts: 732
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#102 | |
Member
Join Date: Sep 2009
Posts: 1,383
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Quote:
Workarround for DotA to get the same as in DotA2: -Make a 10 level ability providing 10/20/30...%, and a ability providing 1/2/3...%. -When a unit gets attacked, set the cleave down to the fitting numbers. To calculate this, you have to check how many battlefurys are in kunkkas inventory/check for the magnusbuff. |
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#103 |
Member
Join Date: Mar 2011
Posts: 94
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Some opinion here
First, thanks Mumbo Jumbo for pointing out some really great benefits that Wc3 engine has. I was a fan of this engine and u see, the capabilities of this engine is incredible after 10 years. I have to say the old Bliz had go way beyond what the technology had to offer at that moment (the old Bliz, that is) However, afaik, all your suggestions of reworking Dota 1 to have the advance functions are all WORKAROUND. And the results, although very close to what currently in Dota2, are not exactly the same as those in Dota 2. They are just acceptable, they are not excellent and innovative, and we need innovations for Dota 2 We need a better tool, for better performance and less work spent. For ex, (i'm not a wc3 engine nerd, but yeah just an ex), u mentioned that in order to have vector targeting, u will have to have the whole IF team to rework EVERY SINGLE scripts, and then there are bugs to fix, too. What if the Source engine can do that with half the time, half the number of people, and give out the same or even better results? It's the efficiency that matters Real-life example, why do we have to do the traditional fire-lighting technique of rubbing tree branches, when we have matches and zippers? Why we have to fire up a bunch of woods in order to cook, when we have electric stoves or gas stoves and bunches of other high-tech things that are designed specifically for cooking, which give out the same, if not better, results? Also Dota 2 is free, you don't have to pay anything more to enjoy the game and its benefits. Then why not? Sry for my bad english |
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#104 |
Member
Join Date: Sep 2009
Location: Las Pinas, Manila
Posts: 20
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Just a bit of gripe, I can see a bit of the threadstarter's (even if its Kaiverrettu) point.
Almost the recent heroes for the past 2 years has a version of an aiming skill, whose theme generally is aim, nuke, disable and some sort of passive. You can feel the difference when Neichus, Terrorblaze and Guinsoo were creating the map. Meathook was never seen before Pudge got implemented. So was Shadowraze. Axe's theme of 'come at me bro'. Earthshaker's playstyle, Sandking's combo. Ogre magi. And look at the heroes after that. Mirana (aim, nuke, disable), Puck (aim, nuke, disable), Windrunner (aim, nuke, disable), Rattletrap, (aim, nuke, disable). Dragonus and Shredder, (aim, nuke, nuke). Every single one of them have aiming abilities that seems to limit the hero design. We could explore some themes that has not been explored before. Like, Heroes with: All skills have no cooldowns. Attacking while running (ultimate chaser). Sonic the hedgehog like skill, (Like Tuskar's snowball, but you can control where he rolls) Terrain relevant skills. Innate abilities (already has a skill on selection(one of the furious topics before, largely forgotten)) Rage(WoW) based mana. Siege mode (Sidereal engine!) Mechanic (has a unit that team can spend gold to upgrade instead of spending for items) Mechanical armor (no regen, but can repair self for gold and immune to most spells) Pure support, no attack (ummm..., maybe not this) Panic mode skill (all players loose control of all units for a certain amount of time) And of course Wall of text! Well, now that Neichus is back, one can only hope for something new.
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| Last edited by Takesis; 09-25-2012 at 11:52 AM. | |
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#107 | |
Forum Staff
Join Date: Sep 2009
Location: Moscow, Russia
Posts: 8,517
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Quote:
Other than that, nice to know about possibilities of applied Jass. The real problem with "unique heroes" is actually figuring out things that are all in one unique, interesting, balanced, fitting DotA. So you can start brainstorming the issue now as for now you still have all tools for your task.
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"The most perfidious way of harming a cause consists of defending it deliberately with faulty arguments."
— Friedrich Nietzsche ------------------------------------------ Note that I have that infamous edit-a-lot-after-posting syndrome. |
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#108 | |
Member
Join Date: Nov 2010
Posts: 5,180
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Quote:
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Were you interested in getting steam games for free?
Now you can by going here. |
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#109 | |
Member
Join Date: Jan 2010
Location: Suomi
Posts: 2,472
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Quote:
In short, that's not original, that's like Barahtrum in reverse. So I say now what I have already said in this thread: You can do almost everything in WC3, only imagination is the limit. Original hero doesn't mean it's just one or two original skills. It can be a whole hero concept go just very well together like puck or the earth-shaker. Even huskar punch is a standard critical strike but has a couple of extra effects to make it unique and more FUN to play. |
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#110 |
Member
Join Date: Jan 2011
Posts: 171
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well if shredder/xin wasn't enough originality for you, I suggest you quit your whining. I dare you to say what kind of hero concept is original by your standards that is not somewhat similar to the other heroes in the pool,
really the posts recently in DC have been degrading, its always about someone whining about new maps/heroes, heroes ported to dota 2, losing, or beta keys |
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#112 |
Member
Join Date: Jun 2009
Posts: 1,841
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How do people always fall for his troll threads.... I mean really, he said thrall was an unoriginal hero, you know one of the most original heroes in the game. Put up heroes like disruptor and any old int heroes, and disruptor is easily the most unique/original concept out there. Same with shredder. The game is obviously getting more original, rather than unoriginal over time. Example, the specter/pitlord/mirana(I think?) patch compared to the most recent one.
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#113 | ||
Member
Join Date: Jan 2010
Location: Suomi
Posts: 2,472
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Rubick is like 50/50 wether it's bad or not. Spellsteal can be fun, but 1.5 str gain and other shitty/boring/unoriginal spells make him much more uninteresting and boring to play. Also, my messages are far from "random crap." Quote:
- Standard caster/nuker hero. Seen it many times in the past. - Forced synergy between field and ulti - Too much of one theme is never good for you. All of his 4 spells seem to be lightning themed. - Glimpse is boring as fuck. All this wasted on a cool, perhaps one of most anticipated hero models ever in DotA, Thrall. What I was excepting was a cool caster/nuker hero with some ultimate wich summons wolves or earthquakes or something similar or "shamanistic" like that. He even had the nerve to change the name from "Far Seer" to "Disruptor" to fit more the retarted paradigm of striving away from the original badass warcraft themed heroes, even though heroes like TC were very well accepted in the past as unique and original, despite befitting their original WC3 counteraparts somewhat. |
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| Last edited by Kaiverrettu; 09-25-2012 at 01:11 PM. | |||
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#114 |
Member
Join Date: Sep 2009
Posts: 1,383
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Hej.
Thanks for the answers, i'm glad that i were able to deffend wc3 against the image of the "dying cow". I understand why the step to DotA2 was done, but i'm probably going to stick with DotA- and hope that it will get developed on for a while, or that it even gets overtaken by somebody/opensource when icefrog stops to do it. Since i said that actually everything is codeable: To be done right, it would require a list including all buffs/debuffs/items/etc. that modify his attacks - unlikely to be done imho. To do it with a workarround, you could create 2 dummy units in some edge of the map, one as a imitation of the hero, one as a target, with a high amount of hp/no armor or damagereduction. Check the hero for aura-buffs/debuffs and add the abilities according onto the duplicate or (in case of a debuff) onto the dummyunit. Cast the atropos dmg reduction and/or the tidehunter ability onto the heroe if he wears the buff. Order the duplicate to attack the dummyunit. If the dummyunit recieves dmg, remove the duplicate. Check the HP of the dummyunit. Remove the dummyunit. Set the new attackspeed to the Hero. And redo this in short intervals. Not uncomplicated, but actually doable
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#115 |
Member
Join Date: Jun 2009
Posts: 713
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This troll is still around? The heroes implemented are awesome and original, since 6.32 there have been only 2, maybe 3 that are a bit more dull.
/thread |
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#116 | |
Member
Join Date: Jun 2009
Posts: 1,841
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Quote:
As I said previously, the game is getting more original rather than unoriginal. Take any patch from guinsoo's years, and any from the old icefrog patches, and compare them to this one. Disruptor's concept and synergy blows them out of the water.
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#117 | |
Banned
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Rubick has a generic bouncing nuke (with an added -dmg effect), but this is one reason that makes him a viable pick. This makes him stronger than SD and Thrall whose abilities won't allow them to push or farm as quick as Rubick in most circumstances. For Telekinesis, see above. One of very few position manipulating skills, and a stun thrown in as bonus! How is it unoriginal? It seems unoriginal since it doesn't do more but considering its not a simple point-click stun/damage ability like most others, it can hardly be considered unoriginal. Null Field is Spell Shield for the whole team. How many other heroes can buff up your ally against magic damage?? We have heals and shit, sure, but no other spell damage reduction ability (with Wisp's exception maybe). Spell Steal. Not even gonna explain this one. EDIT: I think your problem is that the new heroes and their abilities aren't as flashy as you expected. I'll just inform IceFrog to add more bells and whistles in the next patch and that should hopefully satisfy you. |
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#118 | ||||
Member
Join Date: Jan 2010
Location: Suomi
Posts: 2,472
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So no, that is definetely NOT what I meant. I suggest you take some literature course or learn to read becouse that was definetely NOT what I just said. Quote:
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#119 | ||
Banned
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What the holy hell fuck is wrong with forced synergy? ES has forced synergy between Totem and Aftershock yet I don't see anyone complaining about that particular synergy. And please use your sense, how are you supposed to use an extended AoE silence ability if your opponents can simply run away? Riki has slow with his smoke, and Thrall has Kinetic Field. Also, you only stated "forced synergy" as a reason for being "unoriginal". Since when is forced synergy unoriginal?? In that case since Rubick has no particular synergy he must be completely original! But wait, you said he had mish-mash random spells!! So now you're contradicting yourself, just pick whether synergy is or is not unoriginal. |
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#120 |
Member
Join Date: Dec 2009
Location: hungary
Posts: 41
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yea, why dont thrall just has a 600% manareg aura, it would be so damn gud and original, current one is unoriginal and doesnt make any sense YES.
ahueahhueueuahuehuahuehuehauheuehaheue omfg |
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