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crumbling-island-arena's Issues

Juggernaut swords sometimes appears in the trees

Баг старый и махоу о нём знает(возможно баг просто нельзя пофиксить, но я об этом не слышал).
Если вкратце крайне неудобное дерьмо. Ты можешь просто не заметить меч(а иногда даже добраться(нужно рубить дерево, что за джагера не очень-то и легко)).

Lycan Q ideas

  1. Deal physical damage
  2. Deal damage in an area in front of a wolf

Tagteam mode for 1v1

Extra game mode for 1v1 games, or why not on other modes too?

Summary:

  • You pick two heroes in picking phase, and you are able to switch between one another during your round (whether first picks should be hidden or not is up to debate)
  • In game both of your heroes have 20 hp, but you may play only one of them at a time. The "Vacant" hero is invulnerable and unable to act, while your hero can be normally
  • There is a switch button (suggested: inventory hotkey) which allows you to change your hero to the other one you picked
    -You are unable to switch your hero if you have taken damage from any source within last 3 seconds (blink cd)
  • When you switch, your vacant hero spawns on your active hero's position, and you active hero becomes inactive.
  • You cannot switch your hero if one of them is dead
  • Switching will not reset HP or CD of any skill
  • If one of you hero falls down while you still have one left, you have 3 seconds to reposition your last available hero anywhere on the map.

Pros:

  • Removes most of the matchup imbalance in 1v1 enviroment
  • Adds a whole lot more strategy for the picking phase

Cons:

  • Might be confusing for new players
  • Extra picking time isn't so exciting if the rounds are short

"Кровотечение" Ликана

Кровотечение Ликана накладывается на предметы, на которые, по идеи, не должно:

  1. Ремнанты Earth Spirit
  2. Руна
  3. Мясо паджа (хотя тут можно понять)
  4. (Возможно) Томба

Tusk Rework Ideas(check description)

Устал писать на инглише.
M1 - определенно делать ренжевой атакой с кнокбеком как у зомби при ~3-6 стаках и 1 дмга. Можно сделать так, что если ты атакуешь 5 секунд и нет повышенного кд на автоатаку, то твоя ренжевая атака усиляется и наносит 2 дмг, но вместо отталкивания блокирует противника на месте на очень короткое время.
Q - можно оставить таким же. Можно добавить возможность отталкивать снаряды как W врки. Во втором случае все изменения ниже можно даже не читать.
W - ускорить анимацию каста, всё.
E - дать возможность брать в шар союзников и делать рекаст E, таким образом выпрыгивая из шара. Так как это выглядит слегка имбово и так можно будет очень легко разводить на скиллы, то если Таск выпрыгнул из шара сам, то он получит небольшое замедление на 1-2 сек.
R - ну тут простора для фантазии мало, учитывая текущие способности Таска, однако я постарался и вот че получилось:

Вариант 1:
По подобию Свена, улучшаются все способности.
Q - бьет тупо сильнее и дальше(просто как под текущей ультой), ЛИБО, отталкивает снаряды как W врки
W - можно ставить в любое место на карте
E - тупо дать возможность которую я описал выше, при этом не трогать оригинальный E(мне лично не нравится такая идея), ЛИБО, просто сделать чтобы шар катился быстрее(как сейчас под текущей ультой)
Соответственно, ульт больше не будет бафать все кнокбеки на карте.

Вариант 2:
Выпускает 8 Ice Shards во все стороны вокруг себя. Те шарды, которые заденут вражеских героев, закроют их как в оригинальной доте и нанесут им 3 урона. Остальные же просто исчезают.

Вариант 3:
Ставит ледяной тотем в указанное место(не на всю карту). Аура тотема примерно как у R Венги. Тотем моментально примораживает соперника за каждый скастованный спелл, при этом он может кастовать спеллы и дальше, а вот способности экспейпа применить не сможет. Длительность приморозки нужно сделать от 1 сек и выше. Хп и длительность тотема такие же как у Венги.
Также тотем можно будет пинать, при этом в случае попадания тотемом по вражескому герою он получит 3 урона и разобьется.

Вариант 3.1(aka Я упоролся):
То же самое, только вокруг тотема образуется лед, и все герои кроме Таска будут скользить(slide ninja slide privet). Естессна, на льду должна быть хреновая анимация поворота и также нельзя будет в принципе юзать способности на эскейп пока ты не выйдешь с радиуса тотема. Приморозку за спеллы можно убрать.

SK Rework Ideas(I will DUDUDUDUDU you, bastard)

M1 - now its like vanilla Caustic Finale ability. It deals 1 dmg, slow and poisons a target and after 2 seconds poison explodes dealing 1 AOE(should be bigger than right now) dmg around the target. Explosion dont stack and always refreshes to 2 sec timer after each hit. Slow stacks up to three times, increasing ONLY duration of slow(for example, Timbersaw's E or Lina's E)

Q - Sand King spits a straight line of poison. This line lasts up for 4-5 seconds. Direct hit with that poison deals 2 dmg and if your enemy steps on it then he takes 1 dmg. Standing on your poison for 2 secs deals additional 1 dmg. 3 dmg is max per hero/rune/etc.
For example, you hit an enemy with this and he takes 2 dmg. Then your enemy walks away from this poison spit and decide to step on your spit again so he takes 1 additional dmg.

W - Now it can be recasted, making root AOE effect around current point of burrowed line and immediately stopping its movement.

E - Passive: You get 1 charge every 10 sec. Your sting gets a poison green shade when you have a charge. 1 charge is max.
Skill mechanic dont changes when you have 0 charges.
What happens when you have this one awesome poison charge? Well, SK jumps into target point dealing AOE dmg after landing. Deals 3 damage. Of course he(she?) can use it through holes because its not a dash right now.

dudududu - NOW HAS SOUND(MAHOU, PLEASE).
Option 1:
Now it deals 1 dmg for standing in it every second. Duration should be lowered.
Option 2:
Channeled, very low cast range. SK creates a controllable dududu(tornado) which follows your cursor's movement. Hitting with tornado applies Eul-like effect on your target and dealing 3 dmg to enemy after his landing.
Option 3:
SK burrows under the ground going full badass mode and becoming invincible for 5-7 seconds.
Mahou, you can take animation from Rhyzik sting attack when he's burrowed under the ground. It would look fucking awesome.
Now he(she??) attacks with his sting and deals 3x more damage with M1 attacks and his(her???) M1 attack range is 2-3x increased but w/o poison slow/damage effect. Also he(she????) can use [W] in this form but other skills are unable to use.

Hope you like it!
#ALL_WE_NEED_IS_REWORKS #DUDUDU #MAKE_CIA_GREAT_AGAIN #SK_GENDER_BENDER

Sniper Ideas [pew pew mothafucka]

M1 - deals 3 dmg, but deals 2 dmg if your target is under effect of your Q or W. Still deals 2 dmg to rune.
// Why 3 dmg? Because his projectile is easy to destroy by almost any heroes(even melee).
E - Sniper replaces his sniper rifle to goddamn minigun. M1 is now looks like:
Deals 1 dmg on hit. Have only 0.3 cd for all M1's for the all duration of E. Projectile type is similar to Gyro's projectile.
R - Absolutely(almost) new mechanic:
Sniper replaces his weapon to randomly(?) chosen one until he uses his ulti again(?):

  • Minigun: I said how it works already.
  • Laser Gun: Similar to Tinker's Q it should disarm the target but deals 2 dmg anyway. Basic attack cooldown should be like 1.0s or higher.
  • Rocket Launcher: M1 is now global projectile which deals 2 AOE dmg upon hitting an any target. AOE radius should be enough to hit enemies whos hiding behind the trees. Basic ttack cooldown could be the same as original M1 or ~1.0s.

Smaller delay for Lycan W

In that way, his W would be a bit more effective and actually had a higher chance to deal damage, because enemies had less time to leave the area.

Призы лучшим CIA игрокам(рейтинг)

Что даёт большой ранг сейчас? Место на "доске почёта", приглашения в друзья/пати и тебя будут узнавать в пабах.
Хотелось бы что-то получать за первые места в рейтингах(например какой-то шмот типа скади на сларка и т.п.( естественно не в инвентаре, а в кастомке))
Призы за 1-3 места добавили бы мотивации и, мб, создали бы конкуренцию.
Вопросы:
1.Возможно ли реализовать это?
2.Если да, то будет ли?

Thoughts about TA

Q - seems good but very easy to dodge and even easier to miss by yourself. For example, lets look at the Ember's Q or Drow's Q. Both of this skills deals 3 dmg, have very nice animation and most important that they have very low cooldowns. Ember is 4, Drow is 0(lmao). Ember still can use E after his Q to come close to the target and do some M1s with additional 1 dmg. Drow can use E and deal even more damage and then repeat Q and deal a fucking ton of EASY damage.
I guess this skill needs some changes. Maybe faster animation or just lower cooldown. That happens because of new heroes releases/reworks and some old heroes deserves changes too comparing to the new ones.

W - most of the times this trap is so easy to dodge. It got low cast range, long delay and even if it hits you somehow you can easy blink/dash away from TA.
It may sounds OP but it needs recast. You can make that trap would survive for 3-5 secs and then disappear without healing effect. So you get almost 100% heal because of using this skill. You can even remove heal effect and add more slow duration. Heal effect can be moved to your Q. I mean that your M1s would heal you for dealing damage after hitting with Q. It should only heal you, not your teammates.

E - in my opinion, blinks/dashes have the most trouble with balance in CIA. Some heroes has 2.7 sec cooldowns, some has 9 secs. And in every game mobility is OP. The more mobility you have => the more survivablity you have => more chances to win you have.
Okay, you can refresh your blink but how this can be useful in real game?
Most of the times you playing aggresively with TA and start your combo with the blink. Then after succesfull Q hit you can blink one more time. But blink has very long animation and you dont want to lose precious seconds because you can hit your Q-marked enemy 3 times with your M1s and deal him a total of 9 damage. Yeah, you can use blink after 1-2 M1 hits because your enemy probably gonna run away and you still need to land all the three hits to deal maximum combo damage. But he(enemy) can also go trade with you because he knows that you lost your main option to heal. Even if you land an easy healing trap you only get 1 heal from each attack and 3-4 heal is maximum because M1 has cooldown too.
On the other side, you can use it defensively. Enemy is chasing you then you try to predict his next move with your trap. Then BOOM you hit him with trap then with Q and then healhealheal and you're fucking awesome. It may sounds cool but in the real game it sucks. Most of the heroes with ranged-based abilities would just spam them from the safe distance until you have high amount of hp and most of the melee-based abilites heroes can just rush at you because they have better DPS.
So her blink needs some very-very minor buffs. Faster animation, +100-200 cast range I dont know. Maybe refresh her blink after receiving 3 damage instead of dealing but it would looks very weird. I just cant still realize how I should play this hero - aggresively or defensively. Because in both situations your hero feels much worse comparing to majority of the heroes.

R - is nice. It has decent synergy with other skills so lets leave it w/o any changes.

Finally, what do we have right now? A hero that can be easily countered by any hero with blink/dash. All you need to do against TA is save your escape ability when she is using her trap, thats all. Her E + Q combo can be quite painful but it is very easy to predict and you should abuse it to deal more damage to her. Q is very easy to dodge if casted without E and it has long cooldown. Very painful for TA if she misses it.
TA is more melee-based hero than ranged-based but if you want to play melee-based hero with healing ablities you can easily go Ursa, Slark and even Pudge looks much better than TA. Any ranged-based hero with at least 1 escape ability rapes her.

Maybe I missed something because I dont play TA too often but at least I pick her much more than Zeus, Ember, Drow and other popular heroes. Feel free to correct me or agree/disagree with my opinion.

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