New Rules to Island defense!

Talk all you want about Island Defense here.
Hatedmaru

Re: New Rules to Island defense!

Postby Hatedmaru » Tue Feb 23, 2016 12:34 pm

Moved as requested

Sethy
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Re: New Rules to Island defense!

Postby Sethy » Tue Feb 23, 2016 9:33 pm

Lynx wrote:
Meh, the list can be made longer, but my point is to create more options for builders which they need to choose; this or that, but not both. It will create debate of what option is best contrary to what is now where every best option is already known


Honestly this is my biggest gripe with the game in its current state. There's literally no decision making when playing as a builder. Upgrade paths for supports are pretty linear and there isn't any real decision making. At least as titan you can make a few decisions when it comes to item optimization, but as a builder the upgrade paths are extremely linear and boring.
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Re: New Rules to Island defense!

Postby Stealer » Tue Feb 23, 2016 11:21 pm

Neco wrote:???. I haven't touched gold towers that anybody doesn't use.. And the only Titan Hunter changes has been to flying hunters which I get berated for not doing enough...


Uh, pretty sure the adv hunter ranges got nerfed under you. Titan hunters getting +2 skpts/attribute bonus under you. Pretty sure you nerfed stat gain as well. Pretty sure you nerfed their movement speed. As well as nerfing the towers people actually used (which was probably why people used them).

Don't feel that bad, titan hunters were pretty bad to begin with. Their only real advantage was having a bunch of them vs a low level mini (which makes sense).

I think it's just burn that qqs about flying hunters and it's probably just after he lost a game because he couldn't place 23020 wards down (akin to how he was qq-ing about tauren having to use charge to get to a base first). They only have like 300 hp, they were never that big a deal. Titan being able to easily ward bases without a ranged hunter is pretty retarded too because then they just got AoF and never die.


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Why is stalling, a non-issue being discussed? The average game time is around 30 min.

Probably because its annoying as fuck and you were too busy jerking it and responding 'k'.

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A problem you might not realize is that you are trying to balance a game where you assume the builders are at the highest level of play

Hi, already been mentioned. Glad to see your reading is just as good as European governing.

I advocate for a meta-fuck-up that will make every player start thinking of what change is best.

"neco sux game has no balance"
"neco needs to fuck up the game as much as he can"


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Upgrade paths for supports are pretty linear and there isn't any real decision making.

While choice is nice, it is a double edged sword. As you add more paths into the game the complexity goes up and it becomes too hard for a casual to play it well and then you end up even more with skill inequality which leads to one sided games.

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Re: New Rules to Island defense!

Postby Lynx » Tue Feb 23, 2016 11:44 pm

"neco sux game has no balance"
"neco needs to fuck up the game as much as he can"

How are these related? Do you mean you can't have both? You obviously can.

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Re: New Rules to Island defense!

Postby Neco » Wed Feb 24, 2016 12:46 am

There's a lot of "pretty sure" and not a lot of proof in that post @Stealer... Don't become Burn 2.0 posting wild accusations without any evidence.
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Re: New Rules to Island defense!

Postby lordmillt » Wed Feb 24, 2016 8:12 am

Just checked first posts, sending from ipad. You cannot ban people for tribasing, its in the games nature teamwork. If you got problems to win when you get early minion, dont get the early minion. If you go for early minion you have to rush the win or people will eb and crush you. Theres no need of those rules u wish to add if u ask me. Learn to counter bases.
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    Re: New Rules to Island defense!

    Postby Burn » Thu Feb 25, 2016 6:57 am

    Even ninety percent of inhouses are under forty minutes.

    So it rings true for both inhouses and pubs.

    -Burn


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