Post by sunlisa on Sept 19, 2016 19:57:20 GMT -8
Earlier I saw a player used Zephyr's Guard to blow an enemy kobold into a lot of mines. The idea of this item is great. However I think it's a bit too OP. Too overpowered judging by how easy it is to land, and how far it can travels.
I noticed that many new Kobold logic came from Dota2, similar ideas, and it's a great idea imo. It makes the game so much more intense and diverse ,it's a great idea. And Zephyr's Guard is a definitely a great item. I think in kobold tribes players really need some spells like Zephyr's Guard's active, to relocate enemy/ally kobolds.
However, it is a bit too easy to land. The range is like 6 or 8, really far really easy to cast, and it gives you less than a second to react, then it starts fly slowly; meanwhile the enemy hero can walk a really really long distance. This makes it really OP. I think this ability's idea of relocating enemy heros is like Magnus's chrage in Dota2, imagine if magnus' charge was like Zephyr's Guard, how easy and op would it be?
Let's do some math here. The cast range is very long, and the area that your spell can cover is: 8^2*pi=64*pi=nearly 200 square unit. That's OP. I should we should make it line instead of a circle that is way too large. Any enemy in that 200 square unit can pretty much be grabbed by zeyphyr's--- that's op
I think the idea of Zephyr's Guard is great, the utility of Zephyr's Guard is crucial and essential to game, however, judging by how easy it is to land, how much players can exploit it (mines trategy, makes defending highground really hard), I think it needs a bit nerf.
Possible ways of nerfing:
shorter cast range, at least it should be as short as attack range.
longer reaction time, tornado stops 2-3 seconds? Like demon's fireball, at least give some time to react.
faster flying speed, shorter flying time, shorter relocating distance, so the user won't be able to relocate way too far and exploit it, making the mines strategy a little bit more balanced. Flying a whole screen and landing on mines isn't balanced, especially when it also has such long cast range.
Or,
Make it like Magnus, where you charge forward, the tornado moves forward, so if player wants to exploit like that, at least they need to have good positioning, like what you have to do with Magnus, walk in the back of their kobold to blow kobolds back, or push them forward, further. I think this would be the best way to nerf, remains the most utility and diversity.
In this way the player now can have more choice with the skills, they can not only relocate enemy to bad positions, but also escaping, chasing, meanwhile it is nerfed enough that the ability is no longer that easily to be exploited. With the change you need to also watch out angle and positioning to make it successful, and now you can escape/charge/relocate yourself with it.
<3 Thank you so much for reviving this game.
I noticed that many new Kobold logic came from Dota2, similar ideas, and it's a great idea imo. It makes the game so much more intense and diverse ,it's a great idea. And Zephyr's Guard is a definitely a great item. I think in kobold tribes players really need some spells like Zephyr's Guard's active, to relocate enemy/ally kobolds.
However, it is a bit too easy to land. The range is like 6 or 8, really far really easy to cast, and it gives you less than a second to react, then it starts fly slowly; meanwhile the enemy hero can walk a really really long distance. This makes it really OP. I think this ability's idea of relocating enemy heros is like Magnus's chrage in Dota2, imagine if magnus' charge was like Zephyr's Guard, how easy and op would it be?
Let's do some math here. The cast range is very long, and the area that your spell can cover is: 8^2*pi=64*pi=nearly 200 square unit. That's OP. I should we should make it line instead of a circle that is way too large. Any enemy in that 200 square unit can pretty much be grabbed by zeyphyr's--- that's op
I think the idea of Zephyr's Guard is great, the utility of Zephyr's Guard is crucial and essential to game, however, judging by how easy it is to land, how much players can exploit it (mines trategy, makes defending highground really hard), I think it needs a bit nerf.
Possible ways of nerfing:
shorter cast range, at least it should be as short as attack range.
longer reaction time, tornado stops 2-3 seconds? Like demon's fireball, at least give some time to react.
faster flying speed, shorter flying time, shorter relocating distance, so the user won't be able to relocate way too far and exploit it, making the mines strategy a little bit more balanced. Flying a whole screen and landing on mines isn't balanced, especially when it also has such long cast range.
Or,
Make it like Magnus, where you charge forward, the tornado moves forward, so if player wants to exploit like that, at least they need to have good positioning, like what you have to do with Magnus, walk in the back of their kobold to blow kobolds back, or push them forward, further. I think this would be the best way to nerf, remains the most utility and diversity.
In this way the player now can have more choice with the skills, they can not only relocate enemy to bad positions, but also escaping, chasing, meanwhile it is nerfed enough that the ability is no longer that easily to be exploited. With the change you need to also watch out angle and positioning to make it successful, and now you can escape/charge/relocate yourself with it.
<3 Thank you so much for reviving this game.