Author Topic: Extreme Difficulty  (Read 1392 times)

Aeroblyctos

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Extreme Difficulty
« on: October 16, 2010, 05:29:18 am »
Hello.

Many have suggested that the Extreme Difficulty should be even more unique and challenging it currently. I agree. The meaning of this thread is to have some ideas how to make this difficulty more challenging.

Currently Extreme Difficulty holds these:

- 75% hit point more hit points compared to easy difficulty.
- About 50% more attack damage compared to easy difficulty.
- Double ability damage compared to easy difficulty.

So, post here suggestion how to improve this difficulty. Give something special. Basic hit points and attack bonuses are not anything special.

Tell a boss / unit type and what special to give it.

I'll make a list here for each chapter and then I'll add the ideas to the chapters so let's start with chapter 1 and 2.

Chapter 1

- Widger Queen: Can cyclone that deals X damage to units that touches it.
- Bandit Wizard: Mana Shield, 0,5 mana to 1 hit point.






Chapter 2

« Last Edit: October 17, 2010, 08:54:36 am by Aeroblyctos »

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EndlessPain

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Re: Extreme Difficulty
« Reply #1 on: October 16, 2010, 03:54:49 pm »
I think making vitality drain faster in extreme dificulty would make thing more interesting  ;), well is only my opinion  :P

[H]ell[H]eaven

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Re: Extreme Difficulty
« Reply #2 on: October 16, 2010, 06:43:18 pm »
I need to play campaign one again to write down all the bosses's name and will add bonus for them asap.
But its not important right now, at least we only can play it after chapter 4. We can play it from beginning but u know...
U suppose to make 1 more difficulty or just make Extreme mode much harder?

[H]ell[H]eaven

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Re: Extreme Difficulty
« Reply #3 on: October 17, 2010, 04:08:44 am »
anything but not drain vitality faster plz, vitality is so annoying :(

Btw, that's all i think of today:
CHAPTER 1:
Widger Queen: more mana so she can heal herself more and can cast cyclone deal X dam/sec
Bandit Wizard: has 500 mana, mana shield that absorb 2.5 dam per mana. i remember in alpha version this guy had mana shield.
Slaughterer: gain 5 or 10% attack speed every time attack, 5% more life steal
Elder Golem: gain 2 armor each time get attacked instead of 1, +300 more HP, he will be really tank.
Habtat Spider Mother: when fighting, she can spawn small spider every 7 sec, increase poison damage but remove slow, small spider will do the slow.
Murlocks near river: murlock boss has 20% chance to inflict Disarm, small murlocks near him hav 15% chance to inflict Mute( same as combat king). U will get permanent disabled if they outnumbered u
Ogre boss: lower casting time of his special spell and increase damage done( this spell is very easy to avoid), can active avartar when HP critical( immune to magic)
Assassin: double Entangled duration effect Entangled can silence as well.
The bandit who drops 1 item of Magarath set: stun passive 20 -> 25% chance, return 20% melee dam.

I will update elite and epic boss later, sort of time now. But how abt everything above sound? Give me some feedback, i will balance them.
« Last Edit: October 17, 2010, 04:15:24 am by [H]ell[H]eaven »

Aeroblyctos

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Re: Extreme Difficulty
« Reply #4 on: October 17, 2010, 04:40:03 am »

- If I'm gonna lower that vitality I think I should lower it by every difficulty...
- No need to make any new difficulties, Extreme is the hardest.


anything but not drain vitality faster plz, vitality is so annoying :(

Btw, that's all i think of today:
CHAPTER 1:
Widger Queen: more mana so she can heal herself more and can cast cyclone deal X dam/sec
Bandit Wizard: has 500 mana, mana shield that absorb 2.5 dam per mana. i remember in alpha version this guy had mana shield.
Slaughterer: gain 5 or 10% attack speed every time attack, 5% more life steal
Elder Golem: gain 2 armor each time get attacked instead of 1, +300 more HP, he will be really tank.
Habtat Spider Mother: when fighting, she can spawn small spider every 7 sec, increase poison damage but remove slow, small spider will do the slow.
Murlocks near river: murlock boss has 20% chance to inflict Disarm, small murlocks near him hav 15% chance to inflict Mute( same as combat king). U will get permanent disabled if they outnumbered u
Ogre boss: lower casting time of his special spell and increase damage done( this spell is very easy to avoid), can active avartar when HP critical( immune to magic)
Assassin: double Entangled duration effect Entangled can silence as well.
The bandit who drops 1 item of Magarath set: stun passive 20 -> 25% chance, return 20% melee dam.

I will update elite and epic boss later, sort of time now. But how abt everything above sound? Give me some feedback, i will balance them.

Excellent suggestions. That's what I really wanted, now let me update the first post...

[H]ell[H]eaven

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Re: Extreme Difficulty
« Reply #5 on: October 17, 2010, 05:33:11 am »
I forgot abt the mini-boss, where u can dig 1 combat king in the middle of the map, too late to edit.
I remember later chapter 1, there is 1 boss and 3 monsters here
The boss can do "Slam ground" spell that slow 50% movement speed and 60% attack speed. All of them hav "Taunt" which hav 14 sec cooldown and 3s effect, i saw the effect of their taunt fade so quick.

I will add Elite and Epic things for Elite and Epic bosses respectively, make them really Elite and Epic later  ;)

EndlessPain

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Re: Extreme Difficulty
« Reply #6 on: October 17, 2010, 09:14:47 am »
Okay i got some ideas for chapter 2:
- Sand scorpion, double the effects of their poison.
- For the small hydras and the boss hydra increase their life steal hability power by about 50%.
- Unit: Fishthern Tidedestroyer: make their water wave attack also silence the heroe and don't let him attack for 4 or 3 seconds?
- Voldro: increase the range of his fan of knifes hability and improve a bit is damage, and reduce the cast time of spin hability.
- Mummies(from epic boss fight): give them a mummy rot aura that stop any healing effect of any unit within it range. (means that till you don't kill them you won't be able to heal).

what you think about this ones? ???

MofoBear

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Re: Extreme Difficulty
« Reply #7 on: October 18, 2010, 04:54:36 am »
A rather radical one: Remove completely vitality from extreme difficulty (or set it a fixed value, 4 i think), but also remove the hp% regen bonus. In this way things get harder but player has less things to worry about.

Aeroblyctos

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Re: Extreme Difficulty
« Reply #8 on: October 21, 2010, 02:22:37 pm »
I'll freeze this project for now and will resurrect it later alive when we are long enough with the chapters.

Closed.