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Started by: CRAZY JAY | Replies: 2,627 | Views: 253,026 | Sticky

JoseEnrico09
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Sep 12, 2014 9:50 AM #1242539
please enable elementals on fighting AIs
PUMU
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Sep 12, 2014 2:56 PM #1242582
vs ai ele would be very interesting
hopefully it doesnt start off with mana.
an early ass tree followed by several miners ahead of you is no bueno
THatone Gamer
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Sep 12, 2014 3:45 PM #1242587
Quote from JoseEnrico09
please enable elementals on fighting AIs

Doubt thats going to happen, its gonna take a while to create a A.I that knows how to actually combine and morph correctly.
_Ai_
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Sep 13, 2014 2:23 AM #1242693
They haven't even made trials for E, I doubt E AI will come anything soon.
HashBrownTrials
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Sep 13, 2014 3:28 AM #1242709
Fighting Insane Ele Ai on deathmatch will be a buttload of pain to win through, especially if it's a short.
Phaxtolgia
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Oct 13, 2014 8:54 PM #1254524
I'm aware that the idea I'm about to give may not be a necessity, but for the sake of convenience, how about making the enemy unit have a different color HP bar? Although the enemy units are highlighted red, it'd just make things a bit easier.

Or maybe selected units should have a yellow HP bar, while unit with a cursor hovering over them should have an orange HP bar.
_Ai_
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Oct 13, 2014 11:05 PM #1254578
I'm pretty sure we'd rather them fixing the imbalances first and then adding these conveniences.
Usman
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Oct 14, 2014 11:31 AM #1255099
These things are to be done after too much things are done. There are a shit load of things the devs have to do before they can do this and I know that the things they need to do will take them ages...
Nyarlathotep

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Oct 14, 2014 10:44 PM #1255323
Quote from _Ai_
I'm pretty sure we'd rather them fixing the imbalances first and then adding these conveniences.


Never bad to have convenience and UI updates on the back burner. Besides, it's easier to make small updates in between big ones anyway.
59saintdane

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Oct 15, 2014 2:13 AM #1255423
I can't imagine that the changes Terry suggested would take more than a few hours, they seem like they'd be relatively straightforward. It'd be a lot quicker and more useful than some of the other things they've done like the new armory and live replays in the main lobby.
Denpants

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Oct 21, 2014 12:28 AM #1258130
Increase cycloid damage. For a unit that is supposed to kill air units, it dies most of the time.
_Ai_
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Oct 21, 2014 12:37 AM #1258135
Cycloid leans more towards a support caster.
Nyarlathotep

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Oct 21, 2014 7:33 AM #1258265
Uh I dunno about that. It's essentially their only way to deal with air units, and it does it well enough that I dunno if it would need to be buffed. Maybe if you double tap q when selecting a cycloid it casts shield on self? That would be pretty useful.
nutsophast

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Oct 21, 2014 7:54 AM #1258272
Quote from _Ai_
Cycloid leans more towards a support caster.


I would have to disagree, for being a support caster it's very expensive. It can't really damage ground units in any way except a low damaging tornado. I say it leans more for an anti-air unit, however with the recent patch it isn't very usable anymore.

For suggestions, make it where while the V is in possess, pressing attack will not interrupt it's ability, it's very annoying to carefully box certain units to avoid wasting the possess.
_Ai_
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Oct 21, 2014 8:30 AM #1258283
The cycloid's knock-up is what's important. It stuns them briefly and scorches time to get there and knocking the archers towards your army. Well, idk if this'd work actually. But hey, do try it.

Besides, the shield is for protecting infernos and V's, right?
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