Author Topic: Official Balance Thread  (Read 4118 times)

TrueZozi

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Re: Official Balance Thread
« Reply #15 on: May 22, 2013, 06:14:42 am »
why not to try **** when you don't have a chance to revive using lifes? Why do heroes in some complicated buildorders and ultimate sets have to be counted as overpowered?
In other words I mean if you know how to build really powerfull heroes - just use **** mode,
If something is unbalanced it should be fixed & balanced..As if changing difficultly level was solution then this topic wouldn't be existing..did aero told you that you should play on easy level if you think that lizard boss is hard..? NO. He suggested that how it can be fixed !

Don't you see the difference between OP enemy and OP character? :o :o
This was my suggestion because in any case you have to kill the lizard VERY FAST as far as his unavoidable spell was like @one-action-death@. That's why I think that it should be nerfed. On the other hand you mentioned that all int heroes are much more stronger then primary attribute phodom and fradz. Have you read the changelog of the last version? Even if it was unplayable for me from the end of the Ch 2, I've realized the potential benefit of critical damage. Both for fradz and phodom the balance of the game changed significantly - even on the Ch.1 with ultimate lucky box item you can go to the earlier risk fights on hard difficulty and won it.

Your arguments were about invisibility-boring-stay'n'damage possibility of walkthrough. And I laughted a lot about 3 invisible heroes during the battles ;D ;D It is like you say that dota is imbalanced because you earn 1 gold per 1 sec so you can just stay for 10000 second and earn 10000 gold and it is op :D
And as I've tried ultimate agility fradz and ultimate str phodom - I don't think that it was much harder to play. If you know the key how to beat something - good for you.

The question about the new version that was not actually tested - on the one habd the usage of int dependability in almost every dmg spell - on the other hand - str and agi increase critical strike potential significantly. It is all up to you how to play - with mgc dmg or with hand damage. In both situations if you think that something is too easy for you - just try **** or even hard mode.

I read some comments on hiveworkshop - and shared the opinion of some comments in my post.
You are the first who discovered unbeatable invisible strategy for sure ;D ;D ;D

P/S for my meaning of the word @new-comer@ you know too much about spells and item sets ::)
dunno if you mentioned it or not - something about santoryu blade - but this blade is for sure couldn/t be obtained by a @new-comer@ in my meaning of this word  ;)

But I totally disagree with the idea about nerfing the spell bonus damage from intellect - it is better to nerf the items bonuses if needed - something like increasing penalty for the item magic bonuses - like for the first 1000 bonus magic dmg - no penalty, for the second 1000 only 0,8 of actual bonus? for the third only 0,6 etc and the same for % of magic dmg - numbers could be changed as it is just an example. But if you'll nerf bonus from direct int - therefore main galeoth's attribute would be nerfed but fradz and phodom buffed (critical strike) - but I don't think that int is so op that such global changes needed.

But I totally agree with you about nerfing of PERMANENT invisibility because it affects not only stay-invis-and-kill style but also the other possible abusable situations.
« Last Edit: May 22, 2013, 06:32:55 am by TrueZozi »
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