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Author Topic: INFO: Balance changes repertoire in Savage XR 1.0 Evolution  (Read 15683 times)
Daemon
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« on: April 25, 2012, 11:28:22 am »

Hello. The Re-balancing Suggestions section has been very useful. The discussions, even though sizzling hot at times, proved very helpful. Perhaps unexpectedly so. As a result, a series of suitable balance changes were identified, debated, tweaked and adopted by a group of 5 Newerth admins, based on the insight and ideas put forward by the community.

The gameplay changes have already been added to the Evolution sandbox mod, or are being added as we speak, so they are ready when XR 1.0 is going to be released, very soon. After a period of testing, they'll be added to default mod. The complete list is as follows:

* Healing tech research costs and duration decreased: buildings, units, abilities, items cost and build time down by 50%.
* Monastery/Sanctuary can be built first, they now do not require Arsenal/Nexus in order to be unlocked.
* Rupture improved: 50% increase in ammo, damage rounded to 90 (compared to tempest's 170), +10% larger splash damage area, 10% bonus damage to all enemies in the area it hits, for each enemy it touches and up to 3 enemies per shot (1=100%, 2=120%, 3=130%).
* Mana Crystal, while still slowly recharging mana when carried, became a consumable. It can be thrown like disruptors, it breaks on impact and produces 3 pickable mana crystal goodies (45 mana refill).
* Sensors are now stackable, max 2 in a single slot. Total team sensors changed from 15 to 16.
* Players carrying Ammo Pack now refill ammo over the 50% limit when picking up ammo boxes.
* Sprinting costs 20% less stamina, for all the foot units of both races.
* Sixth Sense now highlights low HP enemies close by, that are less than 1 melee hit away from death, in addition to revealing enemies just like before.
* Shamans have a 2nd melee combo hit, making them a little more combat worthy.
* Chaplains' potions now increase the mana regeneration rate for friendly units (other chaps).
* The 2 new units (Mech and Glider) have beed completed and fully integrated (models, skills, icons, effects and all).
* Chaplains and Shamans get the 5th slot open for the aquisition of normal items (not weapons).
* 2 new types of goodie drops from killed units: 10% HP for humans, and 20% Stamina for beasts.
* Sacrifice is removed upon entering a spawnpoint. Can't change unit and spawn with sac still on anymore.
* Behemoth hitting a democharge now causes it to explode instantly.
* Behemoth's ability to capture flags has been removed, aligning them with the other siege units.
* Level 7+ legionnaires can now block a behemoth and be left with ~20% HP.
* Blocking a behemoth and surviving has a downside: the lego's speed is reduced by 20% for 3 seconds.
* Nomad's invulnerability after ejecting from a siege unit is removed.
* Ejecting from a siege unit (cata/balli) drops gold for the other team (or the last attacker).
* The gold income siege units receive for hitting buildings has been doubled.
* Siege units killing foot soldiers does not produce goodiebag drops any longer.
* Ballista has been given Sprint, with 50% of the stamina of a non-siege unit.

Planned:
* Worker resource drop relocation to commander chosen drop point.
or
* Spawn points can be enabled or disabled as resource drop points for workers.
* Fix for sacrifice still going off sometimes after being killed.

While the intention of each change should remain largely unchanged, the absolute values are subjected to further testing. For instance, the slow time after blocking a behe might be changed from the current 3 seconds upon proper feedback.
« Last Edit: August 20, 2012, 05:11:01 pm by Django » Logged

Arjey
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« Reply #1 on: April 25, 2012, 12:04:39 pm »

Thumbs up for those balance changes!
I like that behes noew cause an explotion of demos when hitting Wink
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Rio D'Oro
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« Reply #2 on: April 25, 2012, 12:17:54 pm »

Quote
* Level 7+ legionnaires can now block a behemoth and be left with ~20% HP.
* Blocking a behemoth and surviving has a downside: the lego's speed is reduced by 20% for 3 seconds.

What does that mean for Behefly? Is it still possible or do you just get thrown back some feet?


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Riddick
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« Reply #3 on: April 25, 2012, 12:40:24 pm »

Quote
* Level 7+ legionnaires can now block a behemoth and be left with ~20% HP.
* Blocking a behemoth and surviving has a downside: the lego's speed is reduced by 20% for 3 seconds.

What does that mean for Behefly? Is it still possible or do you just get thrown back some feet?



Well i guess you dont fly so fast then and not so far away ... But all things are nice! Best thing is the sensorstuff and the speed for balli <3
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Daemon
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« Reply #4 on: April 25, 2012, 12:53:14 pm »

You would fly a little less.
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Taggi
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« Reply #5 on: April 25, 2012, 01:06:46 pm »

Looks cool
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valli
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« Reply #6 on: April 25, 2012, 01:47:55 pm »

Good job!
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« Reply #7 on: April 25, 2012, 02:58:56 pm »

several very interesting points done, I really want to see them ingame now  Afro
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Renegade
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« Reply #8 on: April 25, 2012, 03:55:13 pm »

Healers , sieges look really great Smiley
Any plans about Fireball and Incinerator?
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Anti
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« Reply #9 on: April 25, 2012, 04:00:01 pm »


* Sprinting costs 20% less stamina, for all the foot units of both races.

* 2 new types of goodie drops from killed units: 10% HP for humans, and 20% Stamina for beasts.



awesome, Now maybe more players will use carni Smiley
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Taggi
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« Reply #10 on: April 25, 2012, 04:17:21 pm »

Any date on when we can test this?
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Hakugei
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« Reply #11 on: April 25, 2012, 04:19:02 pm »

Half of them can already be tested.
The other half will be ready for next time an AU is available (usually within days).
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Feathers
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« Reply #12 on: April 25, 2012, 05:15:00 pm »

I like all of these improvements and they would work well but, how are you going to make more people play this version than the current xr/sfe version? Would be a shame to see this go to waste...
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Hakugei
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« Reply #13 on: April 25, 2012, 05:26:10 pm »

By simply voting for it. Cheesy
I tried a test vote today, and it would have passed with 90% of the votes.
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Feathers
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« Reply #14 on: April 25, 2012, 05:52:12 pm »

test vote where?
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