[0104] Goblin Advanced Walls

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Goblin Advanced Walls

Block
9
45%
Keep Evasion
10
50%
Other Idea (post in thread)
1
5%
 
Total votes: 20

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[0104] Goblin Advanced Walls

Postby Neco » Thu Jan 14, 2016 2:19 am

Evasion is lame, and Goblin's Advanced Walls are even lamer. How about we swap out the 20% chance to evade with a more sane ability, such as one based off Hardened Skin.

My thinking is a 30% chance to block up to 250 damage with a minimum of 50 damage. Keep in mind that this block is before armor calculations (to my knowledge).

Thoughts?
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Re: [0104] Goblin Advanced Walls

Postby Stealer » Thu Jan 14, 2016 2:27 am

How is evasion lame?

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Re: [0104] Goblin Advanced Walls

Postby Neco » Thu Jan 14, 2016 2:36 am

It's RNG where it doesn't need to be. Pseudo-RNG would be better but we can't force that in WC3 so block is the next best thing.
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Re: [0104] Goblin Advanced Walls

Postby ShadowZz » Thu Jan 14, 2016 3:20 am

Wc3 true RNG is stupid lol.
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Re: [0104] Goblin Advanced Walls

Postby Burn » Thu Jan 14, 2016 9:27 am

I don't mind gob evasion walls, doesn't matter since you are hitting them like 100 million times anyway so it averages out.

What matters more are:

Tauren stun
Morphling evasion
Huntress evasion

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Re: [0104] Goblin Advanced Walls

Postby Neco » Thu Jan 14, 2016 10:25 am

Tauren's stun is Pseudo-RNG, so it's not really in the same category as evasion.

I agree, other forms of evasion are also a problem. I'd like to replace Morphling's with a block as well, it seems more fitting even.

I disagree with Goblin's evasion not needing to be replaced. It's too effective on an already powerful baser, and since it is "true" random it's possible to get some very lame luck and miss 5/6 times in a row. This really isn't ideal.
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Re: [0104] Goblin Advanced Walls

Postby Burn » Thu Jan 14, 2016 11:39 am

Eh, 1g towers make up for it.

It's not the walls that are OP, the hunter range is what is OP. Hunter ranges needs to be nerfed hard. At least 1/3.

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Re: [0104] Goblin Advanced Walls

Postby GunTroll » Thu Jan 14, 2016 1:35 pm

Oh god burn this isnt a Nerf or a buff its consistensy something id neeeds

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Re: [0104] Goblin Advanced Walls

Postby Lynx » Thu Jan 14, 2016 3:25 pm

GunTroll wrote:Oh god burn this isnt a Nerf or a buff its consistensy something id neeeds

Currently there is only two things that gives damage block (SoF/AoF), while there is multiple other sources of evasion (Huntress, Morphling, Satyr, Goblin walls, ranged uphill attacks, Voltron etc.). The game is already consistent in choosing evasion over damage block, so if it were to change purely for the sake of consistency, going the other way around would then be more consistent.

I don't care about changing the advanced walls. They are fine as they are, and they will probably be fine as the proposed changed. I just hope the real issues with Island Defense will be discussed and fixed before random uncalled for changes like these.

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Re: [0104] Goblin Advanced Walls

Postby GunTroll » Thu Jan 14, 2016 4:25 pm

I absolutely agree with you, however i kinda want to point out that neither sat nor huntress is in the game and i would argue that that is a very good thing 8-|. (also morh manages to be both op and dead 50% of the time)

i think conceptually evasion is bad, unless 30+ towers shoot at you for 10+ secs.

Lynx wrote: The game is already consistent in choosing evasion over damage block, so if it were to change purely for the sake of consistency, going the other way around would then be more consistent.


the game didnt chose, some random dude said "hey! I have this cool idea for a sparkling unique builder XD!" and added a builder that cant be lumberstarved, can gold very quickly has one of the best base defense hunter (wich imo does not need a nerf to 400 range because then it would suck big time) and feeds very little. but hey 1 gold tower kinda makes u for it.

i hoe i dont sound like a jerk, but lets be honest there are always 2 sides to balance the concet and numbers. I have read a lot in the ast few days and no one seems to give a shit about both of them. I only found one toic with a number discussion. (here https://entgaming.net/forum/viewtopic.php?f=153&t=68675&start=90#p277761) changing evasion to damage block is objectively better(for both morh and walls), would not really change the numbers and i doubt that it would take more then 1 hour of work with testing!

Im writing so much about this not because i feel strongly about evasion on walls (i mean its bullshit) but i havent played in i dont know how many years and when i come back somehow there are LESS(or feweridk) titans. Im gonna reeat myself i dont wanna sound like a jerk, i know that you have done a ton of work thats not visible, but overall the game has not improved.
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Re: [0104] Goblin Advanced Walls

Postby Haunt » Thu Jan 14, 2016 4:51 pm

Guys think about this please.

A building having evasion. How does that work? It's a fucking building, it can't move.

A unit having evasion. How does that work? It's a fucking unit, it can move.

tl,dr units can (and as long as sat and huntress go) and should have evasion, buildings not so much.

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Re: [0104] Goblin Advanced Walls

Postby Lynx » Thu Jan 14, 2016 5:16 pm

There are other things that are more non-realistic than that, where do you draw the line?

Again I'm not arguing for any decision, just pointing some stuff out.

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Re: [0104] Goblin Advanced Walls

Postby FollowingPath » Thu Jan 14, 2016 5:28 pm

Haunt wrote:Guys think about this please.

A building having evasion. How does that work? It's a fucking building, it can't move.

A unit having evasion. How does that work? It's a fucking unit, it can move.

tl,dr units can (and as long as sat and huntress go) and should have evasion, buildings not so much.

Not sure if trolling or serious
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Re: [0104] Goblin Advanced Walls

Postby Haunt » Thu Jan 14, 2016 5:38 pm

@FollowingPath little bit of both.

So, seriously.

i do like block for wall more than evasion but I also don't want evasion completely gone from the game.

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Re: [0104] Goblin Advanced Walls

Postby FollowingPath » Thu Jan 14, 2016 6:00 pm

Not sure if changing it would be worth it, though. 50 damage before armor calculations doesn't seem like much, especially if a mag is supporting with fortification aura. You might as well keep the 0 damage RNG then. I suppose you could change it to 100 damage, but that wouldn't be very useful to a Morphling in the early stages of the game.
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