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Nerf Ogre Lord's Ult

 
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Unscrewed Magic
Revolutions Developer
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Joined: 24 Aug 2007
Posts: 577
Location: Azeroth

PostPosted: Mon Jan 28, 2008 2:47 am    Post subject: Nerf Ogre Lord's Ult Reply with quote

Here is my code for the spell.

Code:
Avalanche
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Avalanche
    Actions
        Set Avalanche_Target = (Random unit from AvalancheGroup)
        Unit Group - Remove all units from AvalancheGroup
        Unit Group - Remove all units from AvalancheDummiesAttackers
        Unit Group - Pick every unit in (Units within 800.00 of (Target point of ability being cast) matching ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Actions)
            Loop - Actions
                Unit Group - Add (Picked unit) to AvalancheGroup
        Unit - Create 1 Avalanche (caster unit) for (Owner of (Casting unit)) at (Random point in (Region centered at (Target point of ability being cast) with size (650.00, 650.00))) facing Default building facing degrees
        Set AvalancheDummy[1] = (Last created unit)
        Unit - Create 1 Avalanche (caster unit) for (Owner of (Casting unit)) at (Random point in (Region centered at (Target point of ability being cast) with size (650.00, 650.00))) facing Default building facing degrees
        Set AvalancheDummy[2] = (Last created unit)
        Unit - Create 1 Avalanche (caster unit) for (Owner of (Casting unit)) at (Random point in (Region centered at (Target point of ability being cast) with size (650.00, 650.00))) facing Default building facing degrees
        Set AvalancheDummy[3] = (Last created unit)
        Unit - Create 1 Avalanche (caster unit) for (Owner of (Casting unit)) at (Random point in (Region centered at (Target point of ability being cast) with size (650.00, 650.00))) facing Default building facing degrees
        Set AvalancheDummy[4] = (Last created unit)
        Unit - Create 1 Avalanche (caster unit) for (Owner of (Casting unit)) at (Random point in (Region centered at (Target point of ability being cast) with size (650.00, 650.00))) facing Default building facing degrees
        Set AvalancheDummy[5] = (Last created unit)
        Unit - Create 1 Avalanche (caster unit) for (Owner of (Casting unit)) at (Random point in (Region centered at (Target point of ability being cast) with size (650.00, 650.00))) facing Default building facing degrees
        Set AvalancheDummy[6] = (Last created unit)
        Unit Group - Add AvalancheDummy[1] to AvalancheDummiesAttackers
        Unit Group - Add AvalancheDummy[2] to AvalancheDummiesAttackers
        Unit Group - Add AvalancheDummy[3] to AvalancheDummiesAttackers
        Unit Group - Add AvalancheDummy[4] to AvalancheDummiesAttackers
        Unit Group - Add AvalancheDummy[5] to AvalancheDummiesAttackers
        Unit Group - Add AvalancheDummy[6] to AvalancheDummiesAttackers
        Set AvalancheDummiesAttackers = (Last created unit group)
        Set Avalanche_Target = (Random unit from AvalancheGroup)
        Unit - Order (Random unit from AvalancheDummiesAttackers) to Attack Avalanche_Target
        Unit - Add a (30.00 x (Real((Level of Avalanche  for (Casting unit))))) second Generic expiration timer to AvalancheDummy[1]
        Unit - Add a (30.00 x (Real((Level of Avalanche  for (Casting unit))))) second Generic expiration timer to AvalancheDummy[2]
        Unit - Add a (30.00 x (Real((Level of Avalanche  for (Casting unit))))) second Generic expiration timer to AvalancheDummy[3]
        Unit - Add a (30.00 x (Real((Level of Avalanche  for (Casting unit))))) second Generic expiration timer to AvalancheDummy[4]
        Unit - Add a (30.00 x (Real((Level of Avalanche  for (Casting unit))))) second Generic expiration timer to AvalancheDummy[5]
        Unit - Add a (30.00 x (Real((Level of Avalanche  for (Casting unit))))) second Generic expiration timer to AvalancheDummy[6]


The spell lasts 30 sec * lvl of spell.
CD equals 15 + (15 * lvl of spell)
Spell summons 6 invisile towers towers.
Each tower does 75 dmg, has a 3 second attack cd, and 800 range.
Also, each tower tower has 2 spells:
Bash - 40% to stun for 1.5 sec
Bonus dmg - 100 extra dmg to buildings
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Schwert_Gottes
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Joined: 06 Sep 2007
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Location: Northrend

PostPosted: Tue Feb 05, 2008 8:27 am    Post subject: Reply with quote

I read through the trigger now, I think I know what makes it buggy/imba.
a) The damage is higher then starfall, and it stuns the enemy. Or is this spell no hero spell?
b) If I am right, Avalanche is a channel ability? You should put in something like:
If (triggering unit) stops casting (avalanche), then do (stop this trigger), else do nothing
Unfortunately this would make the trigger much more complicated because we would have to set it to at least 3 second steps Crying or Very sad.
Or is there another possibility?
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Unscrewed Magic
Revolutions Developer
Revolutions Developer


Joined: 24 Aug 2007
Posts: 577
Location: Azeroth

PostPosted: Tue Feb 05, 2008 10:46 am    Post subject: Reply with quote

I think te main problem is that the spells cast time is longer that its cool down time. This means that if the ogre lord is close to a fountain, he could potentialy cast the spell forever. It may have been what caused the bug you complained about with bolders hitting you whenever you got near the other team's base.

Changes:
01) raise cool down
02) lower cast time
03) lower damage
04) lower stun chance for heroes
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Schwert_Gottes
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PostPosted: Tue Feb 05, 2008 1:52 pm    Post subject: Reply with quote

Ok maybe it`s better then. Smile
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Dark_Samus
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Joined: 17 Sep 2007
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PostPosted: Wed Mar 05, 2008 3:42 am    Post subject: Reply with quote

could always change the distance it is summoned from hero as well for aoe
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Unscrewed Magic
Revolutions Developer
Revolutions Developer


Joined: 24 Aug 2007
Posts: 577
Location: Azeroth

PostPosted: Thu Mar 06, 2008 4:01 pm    Post subject: Reply with quote

so, summon closer to heroe's position?
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