Monday, April 16, 2012

Aerie of Ruin Public Beta

Hi everyone, I'm looking for some balancing feedback for my map, Aerie of Ruin. It is an original asymmetric AoS with an emphasis on creep upgrades. I'm looking for feedback on imba heroes/skills and I'd love to see any replays of 'broken-ness' so I can address them for the 1.0 release.

I've released the public beta and you can find it here:

http://war3.incgamers.com/?p=mod&m=11176

Thanks a lot!|||I was messing around a little with this earlier, because it seems like an interesting concept and I have a few beefs:

1. Whatever is casting silence is WAY too powerful. It seemed like it was a spawn casting it? There's no way spawns should be able to silence heroes, if that's the case. That's a terrible idea. At a minimum, you should limit the target types to non-hero only.

2. The demon spawns seemed overly powerful. My hero got torn apart by them very quickly, even when I was level 10+. It may be that the AI for the other team upgraded spawns or something, but even so, I don't think you want spawns that upgrade faster than heroes can keep up.

3. Whatever that rallying ultimate ability on the hero I had was, where for 8 seconds it draws units to a point - that seemed pretty useless as an ult. Perhaps it gets more powerful when it last longer, but I would rather upgrade any one of my non-ult abilities than take level 1 of that.

I should add, I think the map seems fairly well done and I might run it by the clan to see if they can find some other, more fundamental issues.|||Sweet thanks for the notes!

1) Good point. I'll look into making the Darkling's silence only target non-heroes when I rebalance.

2) Upgraded spawns are all nasty against low level and non-tank heroes. Were you playing against bots? Bots have an accelerated creep upgrade schedule which I suspect it is too aggressive in this build.

3) Ah rally. It's a game breaker if it lasts too long, and seems kind of worthless if it is too short. Aggregating creeps can be devastating, but it's hard to pull off. I'll look into some alternatives there, since I'm thinking about making the General a bit less passive (the Blacksmith too).

I'll add one balancing point that battle.net has made clear: the Deathhand's Twist Fate is way too strong, esp with the artifact that upgrades it. He's totally nerf target #1.

I hope you guys have fun playing it!

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