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Reduce Infernal Rain damage by 25% after lvl1
#7
I think its not balanced. The sky tank for 8k deals with its energy bomb at lvl 5 2560 damage with 50Seconds cooldown and 80Manacosts with verly little splash?

The infernal deals 1280 to every single unit in a really big radius with a cooldown 40seconds, 96mana and allows moving. The problem is not the interuption its more the not interupt or the waiting for the ultimate to use the stun. You need to keep your stun just for that skill. Even when skytanks (8000)are equipped with several light fantastic ups for (10500) money each, Gold hull up (7500) and whatever; 3 of them get no chance when 2 Infernal (18000) with lvl 21 come along with just 2 ice cannons (6000) or what and some (maybe 6) Mana Batteries (2400). The area effect skills would just blast them away at their own cp.

I dont say remove it or whatever, I ask to reduce the lvl 3 Ultimate just by about
8% damage. That means 160 damage less if only 2 meteors where spawned before stun or so. Its just a waterdrop on a hot stone. A simple balance issueWink
[2meteors lvl3 deal 1920; i suggest 1760damage to every unit in range]
Random Player
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Re: Reduce Infernal Rain damage by 25% after lvl1 - by Gammagulp - 2009-06-09, 16:15:41

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