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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Sat Oct 29, 2011 5:15 pm 
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Uh. 100 dps is NOTHING lol. 150 dps is also quite weak. It might be there for flavor, but this tower will never be able to get a kill, even with that...


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Sat Oct 29, 2011 6:02 pm 
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The spell damage is the least of the reasons why shear should not have a stun. Don't disregard everything else just because the spell damage is so low haha. As I said, it has debuff, spell resistance, and silence.

Also don't forget the +3% buff duration Special this tower has. That is an extremely powerful Special given the abilities.

Let's compare the stun to solar conductor's: Both towers cost 2500 gold. Note: unique and rare have NO MEANING on the power of towers. It's about gold cost and ability factor. Solar loses about 0.5 ability factor if not more for its ability, and gains back some ability factor from its 2 mana on attack requirement. Solar Conductor stuns a creep once and loses 15 mana. It has 17 mana total. Each second it regens 3 mana and each attack loses 2. It has a 1 second cd, so that means it will take 13 seconds to be able to stun again. After the second stun it takes 15 seconds because each time you'll have 0 mana. The stun lasts 5 seconds on a unit, so units will be stunned 5/13 or 5/15 seconds. Less than 40% of the time.

And keep in mind solar conductor is one of the most op stun towers... Now, this tower stuns for 1 second with a 1 second cd, the spell costs 25 mana, and this tower has 250 mana. So you can perm stun a unit for 10 seconds with this tower. Solar Cond. does a lot of spell damage too, but I'd rather have this tower's silence, debuff, and -spell resistance, especially because you can apply Shear really fast to multiple units. Lastly this ability I'm guessing costs about 0.4 - 0.6 of the ability factor, less than or about the same as solar conductor's ability.

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Sat Oct 29, 2011 6:44 pm 
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I already said I was nerfing Shear.


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 Post subject: Update to version v2!
PostPosted: Fri Jan 06, 2012 3:38 pm 
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The tower has been updated to version v2!

Creator's reason for this update:

Reworked Shear, buffed a bit other abilities to compensate.


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Fri Jan 06, 2012 4:35 pm 
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I like it! You can probably buff the other abilities even more. Maybe for Gale +1 target at level 15 and level 25. Increase buff duration special to +4% per level. Although I'm sure others will agree this is already a great tower for storm.'

One question: since this tower does magic damage, do its abilities work on immune creeps?

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Fri Jan 06, 2012 6:23 pm 
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The last ability can be very op I think. If there are towers with low cooldown on their spells


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Fri Jan 06, 2012 6:43 pm 
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Nubz wrote:
I like it! You can probably buff the other abilities even more. Maybe for Gale +1 target at level 15 and level 25. Increase buff duration special to +4% per level. Although I'm sure others will agree this is already a great tower for storm.'

One question: since this tower does magic damage, do its abilities work on immune creeps?


The first and the third ability should work on immune creeps (no damage is dealt of course). The second doesn't work because spells can't be cast on immune creeps.


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 Post subject: Update to version v3!
PostPosted: Fri Jan 06, 2012 7:44 pm 
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The tower has been updated to version v3!

Creator's reason for this update:

Reduced silence duration, increased damage, no longer stuns already stunned enemies and fixed some code.


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Fri Jan 06, 2012 8:08 pm 
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boekie wrote:
The last ability can be very op I think. If there are towers with low cooldown on their spells


yeah we gonna find that out when the tower is in the map.
imo you guys are way too worried about op stuff sometimes.

imbaness can hardly be found out by theoretical thought and testing alone.
the real test is putting the tower in the map.

some guys work so many long hours on their towers and items, and then they are pending for months.
that's not really a good motivation.

imo you guys should be a bit riskier and less worried about overpowered stuff.
also a bit more motivational replies to item and tower builders could work.
i often read very clinical replies like: this tower could be op, change this, do that, are you crazy, what a stupid idea, this is not the right theme, i don't like the model.

not very positive feedback, you know what i mean?

ok maybe i'm exaggeration but i never read a reply like: wow! what a great tower! how many hours did you put in this? it could be a little op, but what the hell, we gonna a try it out in the next version! thank you for your efforts!

ok i now i did not give positive feedback. :shock: so let me end:
you guys are doing a great job! thank you for your efforts! :mrgreen:


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Fri Jan 06, 2012 8:19 pm 
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JohnnyCash08 wrote:

yeah we gonna find that out when the tower is in the map.
imo you guys are way too worried about op stuff sometimes.

imbaness can hardly be found out by theoretical thought and testing alone.
the real test is putting the tower in the map.

some guys work so many long hours on their towers and items, and then they are pending for months.
that's not really a good motivation.

imo you guys should be a bit riskier and less worried about overpowered stuff.
also a bit more motivational replies to item and tower builders could work.
i often read very clinical replies like: this tower could be op, change this, do that, are you crazy, what a stupid idea, this is not the right theme, i don't like the model.

not very positive feedback, you know what i mean?

ok maybe i'm exaggeration but i never read a reply like: wow! what a great tower! how many hours did you put in this? it could be a little op, but what the hell, we gonna a try it out in the next version! thank you for your efforts!

ok i now i did not give positive feedback. :shock: so let me end:
you guys are doing a great job! thank you for your efforts! :mrgreen:

I love you, will you marry me?


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Sat Jan 07, 2012 7:54 am 
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Riskier? Bugged notrom and voljin was 2 versions ago, bugged buried soul was previous version so we need to be careful this can't happen every version.


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Sat Jan 07, 2012 8:57 am 
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The point is not bugs, the point is balance.
If you can't keep bugged towers from entering the map you shouldn't project your fears on maybe not perfectly balanced, but surely correctly coded towers.


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Sun Jan 08, 2012 12:21 am 
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boekie wrote:
Riskier? Bugged notrom and voljin was 2 versions ago, bugged buried soul was previous version so we need to be careful this can't happen every version.

why do you have to be careful? what will happen if you are not careful? i mean seriously. will somebody lose money? will youTD get rejected from the world cyber games? will chancellor merkel make an angry phone call? what in the world is supposed to happen when there are "bugged" towers or items in the game? the "worst" thing that happens is that some noobs are using them (and still lose). so what? what's the big deal?

the price of less risk, is less fun. that's one big price you really pay.
and the price of a whole lot of work ofc because every item/tower is discussed endlessly, tested and then after some weird theoretical thought, it seems to get rejected. which leads to the third price: demotivated tower and item makers.

and buried soul wasn't even a new tower.

funny thing also: notrom and vol'jin were "bugged" ok, but even with the "bug" they weren't that useful as carry or support. mediocre at best. there are far better towers in the game.

Chronos wrote:
I love you, will you marry me?

you're welcome. :mrgreen:


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Fri Mar 23, 2012 5:03 pm 
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Joined: Wed Nov 09, 2011 4:19 pm
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Song of the Wind + Thornweaver = yay!

I think, this will be very strong..ok, 2k spelldmg are nothing at lategame, but the stun and the silence will be hard.


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 Post subject: Re: Wind Sorcerer (1470)
PostPosted: Sat Mar 24, 2012 9:46 pm 
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Schuppentier wrote:
the stun and the silence will be hard.


I think you mean good or strong instead of hard? I agree they look good, but not overpowered yes?

This tower is a VITAL addition to storm. Late game storm is terrible. It vies with fire for weakest element late game. There's only a handful of good storm towers later on. Zealot, storm battery, red ball lightning. That's about all I can think of off the top of my head.

I think storm needs at least one more viable late game carry and a lot of support towers. For carries, I like cedi's gryphon rider in particular and kublaikhan's ninja guy. For support towers, this tower + stern's chaining storm will be great additions.

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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