[0098] Bubonicus

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Which Bubonicus concept do you like?

Exact replica of the 3.0.9d version.
0
No votes
Exact replica of the 3.0.9d version with a different ultimate.
0
No votes
Exact replica of the 3.0.9d version with A hook nuke.
2
13%
Neco's suggested version.
5
31%
Neco's suggested version with a hook nuke.
9
56%
Other (post in the thread!)
0
No votes
 
Total votes: 16

BeeKauzh
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Re: [0098] Bubonicus

Postby BeeKauzh » Wed Mar 04, 2015 10:34 pm

Withered wrote:Hook shouldn't be able to pull builders. It would just be too overpowered. Just think of average pubs, you wouldn't be able to lose as bubo.

So, imo hook should dmg all units it hits, and only pulls friendly units to him, e.g. minis. When you level it up dmg, range (,width and speed?) increases.

How does that sound?
This is the only idea that seems reasonable,
Of course you need to not be able to pull minions over anything to be balanced.
Neco's corpse idea seems fine but every other ideas here seems extremely overpowered imo.

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Re: [0098] Bubonicus

Postby Neco » Thu Mar 05, 2015 12:06 am

Withered wrote:Hook shouldn't be able to pull builders. It would just be too overpowered. Just think of average pubs, you wouldn't be able to lose as bubo.

So, imo hook should dmg all units it hits, and only pulls friendly units to him, e.g. minis. When you level it up dmg, range (,width and speed?) increases.

How does that sound?

I like this one the best too. So the hook should go from Bubonicus to the target point, and any units that are in that straight line get damaged? It would be cool to make it linger for a second or too so if Bubonicus moves he can hit more than just the straight line (since Fossurious's nuke was a straight line and everyone complained about it).
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Re: [0098] Bubonicus

Postby Stealer » Thu Mar 05, 2015 1:54 am

Well the big issue with Foss's nuke was the three spikes that'd stun but only the middle did damage and sometimes the middle didn't do damage....

Pulling would be so cool though... you use it on a demo just as they nether warp away only for them to be dragged across the map to mound.

If you're going to have it linger should have it be like pudge wars :p

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Re: [0098] Bubonicus

Postby Haunt » Thu Mar 05, 2015 4:50 am

Lingering sounds cool. Would probly add a small skill factor to game.

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Re: [0098] Bubonicus

Postby Lynx » Thu Mar 05, 2015 3:47 pm

if a hook wouldnt hook why should it be a hook?

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Re: [0098] Bubonicus

Postby n3w_3ra » Thu Mar 05, 2015 6:56 pm

You guys are underestimating how well people adapt, people will easily easily avoid the hook nuke, and for once bring something unique to the game, jeez talk about OP stuff, when has this game ever been remotely balanced. Having something unique to fear from the titan would be interesting change. And as with my idea of having it do no damage and just pulling up to 5 units. Builders would adapt to try and use there escape until after he "nuked" them. Or to get things out of a seed, it would be easier for this titan to be able to kill demonologists workers and such, therefore bringing a deeper game play into the game. just my 2 cents

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Re: [0098] Bubonicus

Postby Neco » Thu Mar 05, 2015 7:12 pm

A hook that cancels out + stuns the unit if they get sent a move order while being pulled, but otherwise yanks them in? Then there'd to a way to counter it if you're paying attention.
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Re: [0098] Bubonicus

Postby n3w_3ra » Thu Mar 05, 2015 7:13 pm

Yeah something to that effect would be perfect fast reflex and paying attention, and you can counter it

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Re: [0098] Bubonicus

Postby BeeKauzh » Fri Mar 06, 2015 12:05 am

n3w_3ra wrote:people will easily easily avoid the hook nuke
Unless the nuke moves slow people wont avoid it and a hook that moves slow is useless most of the time
n3w_3ra wrote:when has this game ever been remotely balanced
Seeing how neco is trying to balance everything in the current version, i thought we would approach the more balanced version of that
n3w_3ra wrote:Having something unique to fear from the titan would be interesting change.
A hook that hook builders is simply an auto-win spell, try to rewall your base when titan is healing and you die to hook, dont rewall and die to normal siege, hook on cooldown? normal nukes from minions will prevent you from rewalling again. Fearing the instopable siege monster Bubonicus is with your version of the hook is not an interesting change
n3w_3ra wrote:And as with my idea of having it do no damage and just pulling up to 5 units.
Still opie as fuck for previous reason.
Imo the only way for a hook nuke to be balanced is it only being able to pull allies, deals dmg to enemies and possibly stun them
n3w_3ra wrote:Builders would adapt to try and use there escape until after he "nuked" them.
Other than demo and mag/tauren with avatar, all builders die to this combo : hook ->chain nuke/wand/normal hits/ward
n3w_3ra wrote:Or to get things out of a seed, it would be easier for this titan to be able to kill demonologists workers
This is the only good thing in the hook nuke imo

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Re: [0098] Bubonicus

Postby Neco » Tue Mar 10, 2015 6:28 am

Hmmm....

Even though the Hook Nuke suggestion was immensely popular, I don't think Bubonicus is the right titan to have it. No matter how much I tried the effect just wasn't right and looked clunky and in-effective. I've decided to go with the Corpse Launch due to the fact that it fits Bubonicus' new meta.

I've just finished implementing Bubonicus' abilities in the map for 0098 (with differences from my initial idea) and will move onto fleshing out his tooltips and crunching his numbers very soon. I'll see if I can get an "alpha test version" of 0098 out if people are curious and want to help with the balance.

Thanks for all your input, I'll be sure to keep the hook idea in my mind when redesigning other Titans.
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Re: [0098] Bubonicus

Postby Merex » Tue Mar 10, 2015 7:35 am

Bring back Fossurious 2015!
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Re: [0098] Bubonicus

Postby Haunt » Tue Mar 10, 2015 8:21 am


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Re: [0098] Bubonicus

Postby Tedro32 » Tue Mar 10, 2015 4:50 pm

withered if titan uses that skill dragging builders in range towards him, it will be instant kill. i dont know if you liked the animation which is cool, or how it works.

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Re: [0098] Bubonicus

Postby Ultrasonic » Tue Mar 10, 2015 11:36 pm

itd be cool if it was an aoe effect but no damage :)
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Re: [0098] Bubonicus

Postby Ultrasonic » Tue Mar 10, 2015 11:38 pm

also that nuke should only dmg workers
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