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PostPosted: Fri May 09, 2008 3:14 pm 
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Yeah, rune of repair should covers all area.

Dont Stack if 2 items in 1 workers, but stack from two workers. Hmmm, i think it will be hard to implement


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PostPosted: Fri May 09, 2008 3:50 pm 
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bahamut_zero wrote:
Yeah, rune of repair should covers all area.

Dont Stack if 2 items in 1 workers, but stack from two workers. Hmmm, i think it will be hard to implement


If it covers the entire base it should be more expensive or less effective.


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PostPosted: Fri May 09, 2008 4:32 pm 
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why would you buff an item we already sometimes buy and consider useful and important? it's good enough to be bought. leave it alone.


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PostPosted: Fri May 09, 2008 9:19 pm 
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TreatInfamy wrote:
Ubivin wrote:
Corals also require that you have a Naga on your team. In the case of Rune of Repair, anyone can get it regardless of race.
It doesn't matter when 1 Rune of Repair doesn't effectively counter 1 Starfall.


It probably won't be effective if the Starfall continues to land on the same area. However, the map is quite big and I rarely see one Starfall Obelisk fall in the same area twice in a row. This allows the Rune of Repair to do its thing. Items, like gekko noted, should always be worse than buildings. Coral Statues may be more effective, but Rune of Repair has flexibility. That's the key thing about Rune of Repair, same goes with the Blast Staff.


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PostPosted: Fri May 09, 2008 11:53 pm 
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as i say u can move corals if needed

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PostPosted: Sat May 10, 2008 8:41 am 
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s3d wrote:
as i say u can move corals if needed


But to move corals means not to finish em. So you don't get income on them!

Building a coral without finishing it is usefull if the enemy is in your base. Because you can push the enemy then out of your base and sell the coral after that but thats the only way the use of half finished corals is useful.


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PostPosted: Sat May 10, 2008 4:23 pm 
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if you keep 500 gold open you can move 2 corals around for the rest of the game and never finish them, for the same price as the rune of repair. plus you can "sell" your fake-rune for a full 500 gold whenever you want.


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PostPosted: Sat May 10, 2008 6:23 pm 
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curi wrote:
if you keep 500 gold open you can move 2 corals around for the rest of the game and never finish them, for the same price as the rune of repair. plus you can "sell" your fake-rune for a full 500 gold whenever you want.


If they get damaged a bit you can't cancel though, right?


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PostPosted: Sat May 10, 2008 6:27 pm 
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if they are damaged you get less refund in proportion to how much damage.


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PostPosted: Thu Aug 21, 2008 6:18 pm 
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curi wrote:
if you keep 500 gold open you can move 2 corals around for the rest of the game and never finish them, for the same price as the rune of repair. plus you can "sell" your fake-rune for a full 500 gold whenever you want.


that wont happen from 1.12 and on, cause gex fixed them where they get their aura AFTER theyre finished building


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PostPosted: Fri Aug 22, 2008 5:02 am 
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why are you rezzing a topic that was last posted on over 3 months ago?

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PostPosted: Fri Aug 22, 2008 7:42 am 
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Strikur wrote:
why are you rezzing a topic that was last posted on over 3 months ago?

Why are you complaining?
Let him be...

Anyway, I do it sometimes as well.
1) I don't know it's old due to that the topic was brought up with search;
2) The reply could help/inform other members even if it's an old topic;
3) I want my opinion recorded.

And if old topic's are brought back all the time then complain, but not when it's one topic every couple of months...

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PostPosted: Thu Aug 28, 2008 12:02 am 
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Maybe cost down to 400 and buying cooldown down to like... 1 minute? OR keep the cooldown but increase the maximum stack in the shop to some (3-6).


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PostPosted: Thu Aug 28, 2008 12:20 am 
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This building is totally overpowered atm, but I suggested changes in another thread.

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PostPosted: Thu Aug 28, 2008 2:42 pm 
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i think its not that overpowered at all, how have you testet? against someone who massed footys, lvl1 murlocs and mortars?

- you cant mass 'em that easily due their high supply-cost

- unless it hits a big group at front by chance, it hardly kills any unit (except for low-hp or highly damaged), because most units just walk out of the AoE

- like every other special building its efficients lowers with each other unit which is out of the line where you need it (in that case like farming, or units that just spawned or are moving ) and ofc. for each additional player (more players = more creeps = more possible targets = actuary of its overall affect sinks ) but starfall is thought as an anti- mass building, you can't take away infernal's immolation just because it kills all surrounding units (and i bet the kill-ratio from an infernal is much higher than from one starfall ) ~.~ ... and in direct compare an infernal is still better than any starfall, and don't forget the fact that you can't destroy the enemy castle with special buildings.. so you need creatures after all...


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