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New Rune

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New Rune

Post by Mr_LiSa on 30/12/11, 09:02 pm

Рow did I understand new Rune (have fountain form) gives an opportunity to be regenerated at a fountain quicker than ordinary ?
if yes, at this "bonus", too small and small noticeable in a game
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Re: New Rune

Post by Siraraz on 31/12/11, 10:07 am

The new rune isn't implemented yet.
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Re: New Rune

Post by Daeman on 31/12/11, 02:50 pm

"too small" bonus? Oh-ho. It regenerates 2%/sec of max HP and damage enemies as well GLOBALLY! I think quite the contrary, and it's imba! In my opinion healing rune should be like this: ward appears near pudge who has turned on the rune and follow him (like Yurnero's in DotA healing ward). Ward heals 4% hp/sec in 900AoE. No damage to enemies!

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Re: New Rune

Post by Mr_Bean on 31/12/11, 03:09 pm

I like the idea of global healing and AoE damage. I think a ward that heals 4%/sec is too much!

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Re: New Rune

Post by Mr_LiSa on 31/12/11, 07:27 pm

hm by the way Siraraz a long ago wanted ask
what principle operates, if a mine stands on the way of Rune, such feeling that there is chance to take, if your mine, or just destroy.
And though 5 % max upgrades at claws + toss - kill from one combo ...
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Re: New Rune

Post by Siraraz on 02/01/12, 03:42 pm

Here is the idea I had for convenience:

The powerup grants your team ownership of the central Fountain of Health; preventing enemies from benefiting from it's heal. The effect is expanded (global effect) and heals allies for 2% of their total health per second. Enemies within 500 range of the fountain will take 2% damage per second. This powerup lasts for 12.5 seconds (for a 25% heal in total).

I sort of wanted to experiment with the idea of a powerup that applied a global effect, like how Hyperspeed does. I think a powerup that heals the player instantly is boring and isn’t worth to be a powerup. Hence my idea, although I guess 25% damage/heal is quite a bit. So perhaps the heal should be higher whilst the damage be lower or removed completely?

I think the ward idea isn’t the best due to the map size. I don’t think the width of the arena is even 900 distance, it’s really small! So the heal will basically affect quite a number of players. Perhaps increasing the heal to a higher amount but lowering the AoE in the process. I’ve no idea about what a new powerup should do.

hm by the way Siraraz a long ago wanted ask
what principle operates, if a mine stands on the way of Rune, such feeling that there is chance to take, if your mine, or just destroy.
And though 5 % max upgrades at claws + toss - kill from one combo ...

If I remember correctly, mines don’t explode on contact with a powerup. But I may be wrong!
Toss + Claws = Strong =)
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Re: New Rune

Post by Mr_LiSa on 02/01/12, 03:59 pm

Did I already not once lift the theme of reducing of toss
It is real for example to clean stun at toss ? Because it an only artefact that cheap costs "controlling" enemy(lantern to, but have chance and small stun time).
I long thought regarding it, but unfortunately without fix toss new items will not simply be actual
P.S.Daeman sor for bad critic of ur post about little ideias from dota, think PW need anyone ideas


Last edited by Mr_LiSa on 02/01/12, 04:13 pm; edited 1 time in total
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Re: New Rune

Post by Siraraz on 02/01/12, 04:11 pm

Did I already not once lift the theme of reducing of toss
It is real for example to clean stun at toss ? Because it an only artefact that cheap costs "controlling" enemy(lantern to, but have chance and small stun time).
I long thought regarding it, but unfortunately without fix тосса new items will not simply be actual
P.S.Daeman sor for bad critic of ur post about little ideias from dota, think PW need anyone ideas

It is hard for me to understand what you are trying to tell me, so I sometimes will ignore it because of that. So Toss should not stun at Level 5?
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Re: New Rune

Post by Mr_LiSa on 02/01/12, 04:14 pm

sor too much slang ...
yeap

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Re: New Rune

Post by Mr_LiSa on 02/01/12, 04:21 pm

hm maybe add in shop "dust of appearance" , item vs lance(approximately 20 gold, 3 charges 300-400 AOE)

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Re: New Rune

Post by Mr_Bean on 02/01/12, 09:11 pm

Mr_LiSa

Please do not double-post. Use the EDIT button (top-right of your message). You are able to edit all your messages when ever you want.

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Re: New Rune

Post by Daeman on 04/01/12, 01:50 pm

Siraraz wrote:Perhaps increasing the heal to a higher amount but lowering the AoE in the process. I’ve no idea about what a new powerup should do.
Worth, it is. Well, maybe it would be better to make ward (not fontain healing) which is healing 4% max. hp/sec in 500 AoE for 15sec. I think it's quote normal.
I think there is shlould be no damage to enemies at all.

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Re: New Rune

Post by Mr_LiSa on 04/01/12, 07:20 pm

yeap, another runes have attachment to hero

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Re: New Rune

Post by Mr_Bean on 04/01/12, 10:16 pm

Daeman wrote:I think there is shlould be no damage to enemies at all.
Why not? It's not like it will make a difference. The game is so fast-paced and hooks deal so much damage that you won't even notice it. And if you do, just leave the area...

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Re: New Rune

Post by Mr_LiSa on 07/01/12, 07:57 pm

wanted to add that if dellite stun(but can not take away the dmdg, when pudge touches earth), then this item will collect only miners, that diversifies assembling of players - antiminers, dd, tanks

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Re: New Rune

Post by Mr_LiSa on 21/03/12, 06:01 am

there is a thing, when u're close to an enemy, u're atacking him by default. runes in game are enemies, cant u make runes neutral like buildings, so pudge won't atack them?

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Re: New Rune

Post by Siraraz on 22/03/12, 02:26 pm

Mr_LiSa wrote:there is a thing, when u're close to an enemy, u're atacking him by default. runes in game are enemies, cant u make runes neutral like buildings, so pudge won't atack them?

Good idea. I'll add this to the next release.
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