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Forum » CHF Development and Discussion » Balancing Current Game Content » New Doom powers
New Doom powers
Bond009Date: Monday, 18-Oct-2010, 8:55 PM | Message # 1
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Instead of making a whole new ulti to do roughly the same thing as Doom minus the units spawning after target dies, I just made doom a bit more useful, it can also now target golems, but i did also nerf the cd time each level.



 
AntyoneDate: Monday, 18-Oct-2010, 9:02 PM | Message # 2
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not bad, interesting.

would like to see it in action tho.


 
ChrIsiceraDate: Monday, 18-Oct-2010, 9:20 PM | Message # 3
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Can it target all things that aren't heroes now? Or just golems leaving Newts free to kick arse and take names?
 
Bond009Date: Monday, 18-Oct-2010, 10:14 PM | Message # 4
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damnit Doom is the most un customizable ability there is.. pisses me off..

I tested it ina blank map and you cant decide what level Doom can target unlike charm or xmute its hard-built into the game..

So it cant target anything above lvl 5 as a unit. Well i made golems from lvl8 to lvl 5 and it didnt work turns out theres an HP cap also to determine of the unit is too "powerful" to target so i had to undo all the changes i made to let this work.. Turns out this is a dead end... woulda been cool too.. :/
Golems dont have resistant skin as it turns out.. forgot.. its their high lvl 8 that keeps charm and xmute and Doom from working on them. (i had a work around to only let Doom work and not charm or xmute but it was a flop anyway to had to reset it all) angry


 
Vampirism_FireDate: Friday, 22-Oct-2010, 6:28 PM | Message # 5
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I think that all 3 should affect golems, but they should be re-buffed at the same time. Also, why not just use JASS? I bet you could get doom to work in that. Many Serious-Hardcore maps are done in JASS. If you have trouble in that then maybe Kobas can help.


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Bond009Date: Friday, 22-Oct-2010, 7:11 PM | Message # 6
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I use JASS in a lot of areas of my map but thats not the point, i'm just upset at Doom's limitation.. :/ i could make a whole new spell all coded act like doom but didnt want to have to..

 
Vampirism_FireDate: Tuesday, 26-Oct-2010, 8:35 AM | Message # 7
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sometimes sacrifices must be made to achieve greatness.


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Alex[STAR]Date: Tuesday, 26-Oct-2010, 9:16 AM | Message # 8
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Quote (Bond009)
turns out theres an HP cap also to determine of the unit is too

Ah, the limits of the WC3 engine...


 
TrixxareforkidsDate: Tuesday, 26-Oct-2010, 2:17 PM | Message # 9
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Yeah, I said before that charm should be able to affect golems, but you said that resistant skin prevented it :P

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Bond009Date: Tuesday, 26-Oct-2010, 9:06 PM | Message # 10
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lol yeah i just never bothered to look becuz i always assumed they must have had it lol h well same reaction for both xD

 
TrixxareforkidsDate: Tuesday, 26-Oct-2010, 9:19 PM | Message # 11
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Tsk tsk Bond getting lazy on us are we? biggrin

I kid I kid


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Vampirism_FireDate: Wednesday, 27-Oct-2010, 12:47 PM | Message # 12
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Redo Transmute in JASS like you said you could with doom. If you redo ALL the abilities in JASS then you will be able to edit them all how you please in the future.


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Bond009Date: Wednesday, 27-Oct-2010, 1:52 PM | Message # 13
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Yeah prob with that though is its probably more work than its worth. and Adding alot of extra code in a game that is already done with an existing ability just adds alot of things to process and overhead to the game even if its coded perfectly. Also what wrong with transmute?

 
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