2008-06-13, 20:59:28
Carcharoth2 Wrote:Teleport nerfing:I think 2200 will be fine. It will still allow to escape the danger but not so clearly as it is now. An enemy will have a chance to run you down and kill.
I think change range to 2200, so you can still jump away from demon tank shoots, but not jump over the whole map
I think this change isn´t that huge, must be tested. Speed becomes stronger indirectly, so i hope strategies become a bit different. Long range players can harrass players wich have short range and portal away a bit better.
If this is not enough nerve maybe the range has to become 2000 or even 1800, but this would be a huge nerfe.
Also bomber will be a bit nerfed - he will have only one long range teleport(skill).
Note: I don't think that teleport skill distance must be nerfed also. It should remain in tact.
Carcharoth2 Wrote:Changing gold cost, mana cost would only make the tele more expensive but wouldnt change the gamestyle.Real nerf would be make cooldown as twice as it is now. In one side tele will be much less useful, but in the other side - I even do not know how exactly will such change influence the gameplay.
Longer cooldown means less aktion, you wait for your tele a bit longer.
Carcharoth2 Wrote:Like Indetermisnimus/ Prog^^ mentioned Antigrav is maybe imba, and becomes stronger with this nerfe. I dont know how strong the antigrav is in late game, because i never saw a really strong player playing this strategie (double stun and flying and short range with much HP)No, I think Antigrav should remain as it is. Yes, his Ult is a bit too powerfull, but Antigrav's low hp do not allow him to be effective in late and particularly in mid-game. His other damage skill are weak and mass stun projectiles fly too slow so you always have time to retreat in a period between ult wears off and mass stun reaches you(if you have teleport). Because you can simply very rapidly hit KP_1 -> LMB(activate teleport in specified direction) and you will jump out even from huge couple of enemies near. And assuming that while ulted you are invincible - I don't see problem here.
At least the Ulti must be changed, it is not good, when all spells in a game make fixed damage and Antigravs ultimate makes percentual damage. Make fix damage for him, not too much, the most important think is the stun effect. Now you can test if Antivgrav is still too strong with the nerfe.
Generally , I've never seen good team game with Grav participation. Once I tried myself and I was owning my enemy for long(because I was overfeeded) until they got Infernals. Grav with hulls and short range do not match inf in similar price. And hardly demon tank.
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!