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 PostPosted: 15 Jul, 2009 
 
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It's fine for me. General minions are an incredibly poor comparison. The Rook's towers should be special.

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 PostPosted: 15 Jul, 2009 
 
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Col. Jessep wrote:
Spooky helped me to test it and guess what, the Rook gets the full amount of gold while being dead:


Yay another bug.


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 PostPosted: 15 Jul, 2009 
 
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Maybe it's not a bug.


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 PostPosted: 15 Jul, 2009 
 
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There's no issue with the Rook getting full gold when he's dead, the stupid bit that is a bug is that you don't normally.

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 PostPosted: 15 Jul, 2009 
 
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DeadMG wrote:
There's no issue with the Rook getting full gold when he's dead, the stupid bit that is a bug is that you don't normally.
QFT. It would be fair if you would get the moeny for every kill, no matter if you are dead or alife.

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 PostPosted: 15 Jul, 2009 
 
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Col. Jessep wrote:
DeadMG wrote:
There's no issue with the Rook getting full gold when he's dead, the stupid bit that is a bug is that you don't normally.
QFT. It would be fair if you would get the moeny for every kill, no matter if you are dead or alife.


That would encourage suicidal behavior, which most people find annoying.


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 PostPosted: 16 Jul, 2009 
 
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RMDShadow wrote:
That would encourage suicidal behavior, which most people find annoying.

It would discourage suicidal behavior. Right now you can continue to fight an enemy, knowing that you will receive the gold if he dies first but he won't receive any gold, if you die in the aftermath of the fight.

If the enemy receives gold too after his death, people would be more cautious.


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 PostPosted: 16 Jul, 2009 
 
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What Spooky said. ATM there is no reason not to pull kamikazes if you are reasonably sure that you can get the kill. Why shouldn't you? Worst case scenario: his teammate kills you and gets gold too. Best case scenario: You get a kill, can grab the health pot, survive or even get a second kill.

If you have a Sedna or a good Regulus close by...

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 PostPosted: 16 Jul, 2009 
 
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Ok, sure.


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 PostPosted: 19 Jul, 2009 
 
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Hehe, I can tell you don't approve. :D

I can see your point, you mostly play minion Erebus, right? If you die you have to 'gegerate' new rollies and you might have problems to push somebody out of the lane without them. I play UB most of the time. I will return at full strength and I will probably have enough XP for my next skill and enough gold to buy a new piece of equipment. Of course I won't kamikaze on large maps or at a critical point in the game.

On a side note: It seems you get money and XP from Spit even after you death. It needs further testing but I think it happened once in an offline game. I'm not 100% sure, most of the time other demigods run away as fast as they can when I spit on them after the little ooze treatment... :twisted:

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 PostPosted: 20 Jul, 2009 
 

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You guys are oversimplifying the differences between minions and towers. Let's talk about that a bit more.

* Minions can be summoned either instantly or passively in a very short amount of time. In the time a rook can set up two towers another DG can have a full complement of their summoned minions.
* Minions can have their damage, health, armor, and attack speed improved by items, towers cannot
* Minions can be healed and buffed, towers cannot
* Minions are mobile, towers are stationary
* Towers are immune to a few abilties which would affect minions, but are also vulnerable to ones which minions are not
* Towers can be teleported to, minions cannot
* Towers are generally higher damage than unenhanced minions
* Summoning a full complement of towers can cost thousands of mana, summoning minions is generally either free or extremely cheap. The one exception is QoT, and it's not a big surprise that she's the least popular DG

The main issue with towers is that they take a long time to set up but it gives the rook the unique ability to do stuff to prepare for combat between fights. No other DG really does that, and the amount of time a rook spends preparing is given a reward, which may be causing an imbalance.

I'm not saying that rook is fair atm, but you guys are glossing over the drawbacks he has and if you make him less able to hold an area and stand his ground against multiple DGs then you need to enable him to move and build momentum as quickly as other DGs who walk into any fight at 100% effectiveness. As a rook there's times when I see multiple DGs moving in and I feel like this guy getting smashed:

http://www.youtube.com/watch?v=qLlUgilKqms

I know I need to move but I have no choice but to make a stand whereas other DGs would be able to escape. Also that lack of speed makes the rook is less able to chase escapees and move to support his partners. Really when you ask for a rook to be less capable of doing what he does well you're risking making his entire design concept stop working.


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 PostPosted: 21 Jul, 2009 
 
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All valid points Obscenitor. The question is what could be done to make a tower Rook balanced on most maps and how could you give the other team a chance to at least recap a flag without being constantly zapped and playing with their life.

I think one solution might be to make the towers inactive when the Rook dies. Not to remove them but just to take their damage potential away for 15-30 seconds. That way he might loose 2-3 towers and a flag but when he teleports back he will still have part of his farm intact.

What do you think?

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 PostPosted: 21 Jul, 2009 
 
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I think tower rook is balanced just fine.


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 PostPosted: 22 Jul, 2009 
 
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Crucible, Prison?

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 PostPosted: 22 Jul, 2009 
 
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prison, yes

crucible, doesn't matter (not great map)


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