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Forum » CHF Development and Discussion » Balancing Current Game Content » summons and spells that could be buffed/changed
summons and spells that could be buffed/changed
ArcttyDate: Wednesday, 24-Nov-2010, 5:58 PM | Message # 1
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Spirit Wolves - there is usually no reason to get these over bears, maybe give the higher levels a small immolation or some other different passive abilities, maybe a slight damage increase

Serpent Wards - lower levels for this spell are REALLY strong especially for mass but levels 5 and 6 could be stronger imo but they arent that bad I guess.

siphon life/siphon mana - both spells I think should have the health/mana drained per second increased, although siphon life is decent. You could make it so that the target is slowed by 50% while channeling, or silence them while channeling. Maybe lvl 3-4 is slow and silence is added lvl 5-6

brilliance aura - this is pretty much useless because of pots and int items, maybe make this a lot stronger (especially lower levels) or add something to it, maybe speed too like unholy aura except with mana regen.

Dark ritual/death pact - there arent a whole lot of situations to use these spells, they could be made a lot more usefull.

Mana scout - Maybe give it some other spells at higher levels but none too strong considering its invulnerable, maybe some auras like slow aura or -dmg aura.

 
JerikoDate: Thursday, 25-Nov-2010, 3:14 AM | Message # 2
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Quote
brilliance aura - this is pretty much useless because of pots and int items, maybe make this a lot stronger (especially lower levels) or add something to it, maybe speed too like unholy aura except with mana regen.

New Brillance Aura:
chf.ucoz.com/forum/19-319-1

Message edited by Jeriko - Thursday, 25-Nov-2010, 2:34 PM
 
ChrIsiceraDate: Thursday, 25-Nov-2010, 11:57 AM | Message # 3
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Change them because they need to be better balanced in the context of CHF, unlike other footies they aren't all bound to heroes who have other spells or stats to make up foor it, in here a lot of skills have no reason to ever be gotten with more effective spells all over, like cold strike back before nova's target damage got nerfed.
 
KinGDate: Thursday, 25-Nov-2010, 3:32 PM | Message # 4
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Quote (Arctty)
Dark ritual/death pact - there arent a whole lot of situations to use these spells, they could be made a lot more usefull.

doest work rofl i tried on ars and u cant target friendly units aswell cannot target enemy units plz fix =D
and if u have true shot ur serpent wards dont get aura would be nice if they could get


I'm still winning ....... Like charlie sheen

Message edited by KinG - Thursday, 25-Nov-2010, 3:36 PM
 
JerikoDate: Thursday, 25-Nov-2010, 4:16 PM | Message # 5
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New Life Drain:
chf.ucoz.com/forum/19-319-1#2752

(could be on page 3 of this thread, until Master-Hero updates it)

Message edited by Jeriko - Thursday, 25-Nov-2010, 4:17 PM
 
Master-HeroDate: Friday, 26-Nov-2010, 8:30 AM | Message # 6
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Quote (KinG)
doest work rofl i tried on ars and u cant target friendly units aswell cannot target enemy units plz fix =D
and if u have true shot ur serpent wards dont get aura would be nice if they could get

It's only on undead units, if I remenber right.



Inactive mod.
 
AntyoneDate: Friday, 26-Nov-2010, 9:13 AM | Message # 7
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Quote (Master-Hero)
It's only on undead units, if I remenber right.

no? any unit is fine?


 
Master-HeroDate: Friday, 26-Nov-2010, 2:09 PM | Message # 8
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then it have been change tongue


Inactive mod.
 
AntyoneDate: Friday, 26-Nov-2010, 2:42 PM | Message # 9
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ooh death pact the thing that kills undead unit and converts it to hp/mana for your hero.

yes this one, yes it only works on undead units and is as useless as foots after mass, lol..


 
JerikoDate: Friday, 26-Nov-2010, 6:28 PM | Message # 10
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Any thoughts on a change to it?
I could make up a new one.
 
AntyoneDate: Friday, 26-Nov-2010, 6:35 PM | Message # 11
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ability to use it on any creature/unit?

 
JerikoDate: Friday, 26-Nov-2010, 7:02 PM | Message # 12
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What about some other bonus too?
Like, armor/attack speed/attack damage/ etc...

Maybe, even make it so it can hit heroes, but not kill them. You won't gain health or attribute bonuses also. Basically,
it could just be a weaker nuke.
Say... the damage would do like 25% less damage, or even 50% less damage than the average normal nuke.

Message edited by Jeriko - Friday, 26-Nov-2010, 7:03 PM
 
AntyoneDate: Saturday, 27-Nov-2010, 5:30 AM | Message # 13
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mind that its just a normal spell and its cd is way lower than nuke's.

make it so it can maybe hit heroes too but drains like 15-20% of life / mana or one of them.
if u would add bonuses then it would get a lil too OP.


 
JerikoDate: Saturday, 27-Nov-2010, 4:50 PM | Message # 14
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The CD is way lower, yes, but I could increase it if I wanted.
Basically, it's just the prospect of the idea that I wanted to solidify. Numbers can be changed to balance any ability.

By drained, I would imagin you don't mean literally drain? Because 20% of someones heath is a lot. By drain do you mean that, it won't hurt the hero, but you will gain 20% of it's max health.
Also, the bonuses would be temp. Like, for 5 seconds or so after using the ability, you would gain those temp bonuses.

Message edited by Jeriko - Saturday, 27-Nov-2010, 4:51 PM
 
AntyoneDate: Saturday, 27-Nov-2010, 5:05 PM | Message # 15
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well 5 sec wouldn't hurt but if its only 5 sec then whats the point anyways lol.

why not? some of the spells can deal even more damage than that. but i guess u are right, lower the % maybe to 10% or something.


 
Forum » CHF Development and Discussion » Balancing Current Game Content » summons and spells that could be buffed/changed
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