Moderator
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Moderator
00:59, 9th Jun 2016
Shadow Fury: This map requires tons of work.
Shadow Fury: This map requires tons of work.
(7 ratings)
REFORGED PLAYERS TAKE NOTE (31/1/20)
- This map is NOT playable as of reforged release
- Changes to the way tileset forcing works means it *probably* never will be.
2.3
General
- Significantly improved terrain shapes
- Improved monster spawning to be more effecient
- Improved event spawning (it should look neater and be more evenly spaced)
- New Sage: Iron Sage, who can help you recycle your items.
Monsters
- Complete monster ability overhaul
- Monster wards/bombs/towers now come in 4 elements (void,frost,magic and acid)
- Traps encounters reworked they now spawn a selection of bombs, wards and other deadly things.
- New Encounter: The Vault
- 1 New Boss for each biome
- Changed the visuals of bombs to better stand out
- Boss attack and health raised significantly
- New Boss skills
- Rebalanced dimensional portals to be more rewarding and dangerous
- Minor changes to what monsters can spawn in what biomes
- Significantly reduced the quantity of rare and epic mobs
Hero
- You now lose a significant portion of your fame on death
- Buffed mana regen upgrade
- Buffed execute bonuses
- Minor reworks to Bow Prodigy's passives
- Storm Juggler: 4th passive has its stats moved around to be more sensible
Items
- Heavily buffed all 'Weapon and Armour' class items, they gain gain more powerful/interesting properties sooner, also there are no longer specific ranged/melee weapons.
- Increased the number of Weapon class items by almost 2x
- Increased the number of Armour class items by almost 6x
- New Item Class: Trinket (many of the old aura items have been moved to this class)
- Improved itemtooltip clarity; all nonstacking effects are now denoted by having a unqiue ability name.
MoMv2.2
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General
- Dying no longer ends the game, instead you respawn at the home dimension.
- Mission Limit reduced to 11 from 12, the Final Encounter now has its own unique portal
- 'Bonus Items' reward has been replaced with 'More Fame' reward
- 'Better Items' reward now gives at least 1 item of bonus tier
- Items no longer sell for anything
- Terrain features now include rocks
- Terrain features now have more even spacing
- Underground tileset removed
- 5 new tilesets (Volcano, Jungle, Ruins, Savannah, Glacier)
Encounters
- Encounters spawn more evenly spaced
- Ambushes now spawn signifcantly more monsters
- Spawner Buildings - Renamed to Fortifications; they now spawn much larger monster packs but do so less frequently. Defense Towers that come with them are now sigifcantly stronger and have 2 new variants.
- Dimensional Ambushes - Stray portals removed, only shrines remain, they now trigger when approached.
- Fame Boxes - Replaced with Treasure encounters, Treasure encounters have variants that reward different item types
- Mystery Levers, Hidden Treasures now trigger when touched instead of being destructible
- New Encounter type: Traps - sometimes when you touch an interactable object it may set off a trap.
Monster
- Epic monsters are no longer of specific creature types, now any mob has a chance to spawn at epic quality
- Bosses no longer tied to specific tileset, instead similar biomes share bosses (eg. Lich is able to spawn in any cold tileset)
- Remade all boss skills, boss skillsets are now more varied
- Voidzones now drain mana, they also have a new visual
Hero
- Rescaled fame - The raw values are smaller but the relative buying power remains the same
- Rescaled mana - In general you have a larger pool to work with but less recovery from both innate regen and by execute
- Agi now gives critical damage, it also no longer scales crit chance
- Int no longer scales crit damage
- Spellpower upgrade improved to 20% per level
- Haste upgrade reduced to 0.1 base attack time per level
- The tooltip of various upgrades have been rewritten to more accurately reflect what they do.
- New upgrade property: Execution chance can now be raised
- New upgrade property: Mana regeneration
New Hero: Realmshaper
New Hero: Dragon Tamer
- Bow Prodigy - Reworked Shoot from all Sides and Homing Dogs, minor numeric buffs to passive skills
- Knight Gambler - Minor numerical rebalances, his base power is raised while his high-roll potential is even greater
- Storm Juggler - Reworked entire skillset, in general his skills hit harder but slower. He also has more reasons to scale attack damage.
- Legion Killer - Reworked entire skillset, he is now much less dependant on specific skill combinations/leveling paths to clear well. He has also has more support for spellpower centric builds.
- Glaive Farmer - Dispensers duration reduced signifcantly
MoMv 2.1
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Map
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- Increased the fame gain from chests
- Added a few new items
Monsters
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- Rare monsters have significantly more life
- Increased the variability in standard monster life
- Retooled some boss skills
- Bosses now enrage as their life drops; increasing their ability use
Hero
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- Reduced the cost of most active skills
- Increased the power but reduced the duration of Fioline's Hounds
- Increased the damage of Caedrus's Arrow Clouds
- Fixed a few bugs related to summoned units
MoMv 2.0
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Map
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- Reworked the entire terrain generation.
> Layout variety has been increased
> Boss room is now much larger with more features
- Reworked levels
> You are now offered a choice of missions with varying tilesets/rewards
> There are now spawners/brief hero siege type events among other things that you can encounter
> There are now also secret objectives which only reveal themselves when near
- Reworked loot system
> More tiers of items, tone of new items
> Items now reward when you return to base
> New item types including tomes added to random drop pool
Monsters
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- Reworked the entire monster rarity system (it now uses standard Blizzard item notation; common/rare/epic etc.)
> It should be easier to distinguish monster level/power
> Retooled life/damage scaling of all mobs
> Boss life now scales much higher, they also have significant regen (enjoy your new target dummy!)
Hero
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- Reworked skill progression
> You are now offered choices over which skills to improve
> Skills have more ranks
- Added new skill/stat trainers for further customisation
- Secondary stats are tracked via multiboard
- Dimensional travel now carries summons across
Map Name: MASTERS OF THE MULTIVERSE Version: 1.0 Author: Kino
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There are major balanceing issue from my point of view.The first level was really hard, I had to kite and abuse boss mechanics in order to clear it.
However the other levels were faceroll in comparison, I just right clicked and everything died. The only way to make it chllanging was to masspull (as a ranger, which should neveer be done) and still it was easy because of the self heal, and the mana reset when leveling so I could essensially spamm it.
The rewards given are really not exciting. After reaching level 15 you get no ability upgrades and you merely get boring tombs for completeing a leve. And the tomes are exactly the same tomes you got for completeing the first world, it makes progession less fun since.
I maxed out the passives first, lightning > the other one.What did you in terms of skillbuild/tactics?
From personal tests, I felt that Bow Legend had the easiest start.
Fair enough.That is intentional.
After all the main aim of the game is a score attack, ie. the end goal is to get the highest score to clear speed ratio.
Being able to survive bare minimum is expected.
Maybe some sort of consumable. I think that could be fun.Curious, what would you prefer to tomes?
To be honest they other two were not important.
Fair enough.
But since you get the same exp no mater how fast you clear a level, and the points given increases, clearing it slow and making it to a higher level because of that is more valuable point wise.
I mean clearing the 10th level gives more points than the first 5 combined. So slow and steady wins the race.
Maybe some sort of consumable. I think that could be fun.
On the first level, I was kinda shock when I hit one creep, then suddenly a massive of creeps just chase me, and killed me. On my next try, I use cheat just to kill half of the creeps, then I turn it off. I manage to finish that level. Level 2 is easier now, since I got some tomes to make the hero stronger. After I finish level 2 and reach level 5, I kinda lost interest on playing it further more. The hero became more stronger. As a result, the more level I finish, the more the hero gets stronger. I wish the rewards are even more useful. Yeah I know the tomes are useful. But what I meant was like items, maybe some upgrades, and some new abilities when finish a specific level. I don't know if you did this on purpose, but sometimes there's a spell casted from the hero without even using that specific spell, such as fans of knives, frost armor and so on. It happens on me all the time, which it make it useful for me to battle the creeps. The creeps was off the mark. I don't like the variations of it, such as the Land Ship. And the creeps gets weaker when I ever finish a level. As well as the bosses. Plus, it seems the bosses don't have spells to use against me. Terrain is fine, nothing much to say about it, it changes (I think) everytime I finish a level. It makes the map more cooler when playing. Plus, I think the terrain is not really needed in this kind of map. But improving would be great, to make a wonderful enviroment and atmosphere while playing. Overall, the map is fun to play, but I think its need a lot of polishing. |
That's another con. Ah, talking about rewards, receiving tomes every time as reward is inappropriate. In future worlds, a scanty increase in stats won't have any noticeable impact on my hero.
That's extremely repetitive and does not motivate the player to go on playing. There's also no challenge in finishing the worlds as fast as possible if I don't get any suitable reward for the rapidity and if I don't have someone to compete with.
Unfortunately, after some time, the two skills aforementioned bugged; they didn't emit the dragons anymore nor did they deal any damage. I had to proceed with cheats.
Bosses were not a problem either because the first skill instantly killed them in one shot. I think this needs some nerfing.
There's also another strange bug. At some point, while I was hack'n'slashing my way, it told me "DEFEAT" yet my hero was still alive! Are you sure your triggers have got nothing wrong?
Lastly, there's a problem with ranged units. In World 1, I noticed that if I attack creeps from a certain distance, they don't attack me back and stand still. Did you order them to hold position?
Changelog 1.4
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- Rebalanced monster pack size and scaling
- Increased boss reward
- Rebalanced heroic spirit
- Arrow shooting arrows and Lightning Rods can now proc from Shoot from all sides
- Fixed an issue with how Monk Seal caps.
Content
- Scrambled some of the BOSS orders
- Added permenent loot
- Heroes now have an ultra skill on round 10
- 3 New Heroes; Dragon Tamer, Storm Juggler, Matron of Thieves
God Hand
- Some Bugfixes
- Suplex the Universe now grants a buff if it fails.
- New skill 1; Atmospheric Shout, gain Impossible odds for 4 seconds
Visuals
- Interdimesional mist is now more blue
- Some icon changes
- Fixed some typos
- Rescaled some unit sizes
- Re-terrained the BOSS Arena
I was reading the other guys reviews, and I have no idea how they even got past level one without being the ranger, abusing the bug taht enemies won't attack if attack them from max range.
Did we even play the same game?
Working entirely as intended.-well, it's a nice hack'n'slash overall but it kind of feels like attack-move most of the time with the God Hand; later on Heroic Spirit can just be spammed
Both those statements are demonstrably false.-could be nice if the boss arenas weren't the same as the place where the player buys tomes; honestly, strength heroes have the most to benefit from their class tomes
Works as intended.-the tree boss is weaker than the previous demon boss
Hmm? Have you changed the way attributes work? If not, the only thing to compensate for that would be the hero abilities or some items, I don't know.Both those statements are demonstrably false.
If that's supposed to be fun pressing "xxxxxxxxxxxxxxxxxxxx......n" while the enemy units and boss nearby lose health and the hero gains, then yes, it works as intended.Working entirely as intended.
If that's supposed to be fun pressing "xxxxxxxxxxxxxxxxxxxx......n" while the enemy units and boss nearby lose health and the hero gains, then yes, it works as intended.
I don't like your way of not actually answering.
Just to be sure. Was this intended?
Look at the Agility in the attributes box and read the line about armour.
Just got past the first boss in the first go with all other heroes except the sorceress.I was reading the other guys reviews, and I have no idea how they even got past level one without being the ranger, abusing the bug taht enemies won't attack if attack them from max range.
Did we even play the same game?
I also want to add that Heroic Spirit is on all heroes and is the key to actually playing the game/staying alive.
How I see it, it is easier to use while playing heroes based on strength as they can take a lot more damage than the others giving enough time for the spell to gain its necessary mana to be used.
Any particular reason why you feel this way?-I suggest not unselecting the hero when transitioning from a place to the other (especially to the boss arena)
I am willing to consider the idea of infinite lives that sap some of your max score per death.It would be good if you restart the map automatically, so that you don't have to laod the entire thing again after dying? Just starting from the beginning.
It just annoys me (it's not a must or anything) to press 1/F1 or select the hero every time. Don't see the reason behind not having the hero selected=ready for battle.Any particular reason why you feel this way?
Well, loading works.I am willing to consider the idea of infinite lives that sap some of your max score per death.
Dear goblin trousers, why, may I ask?- Icecrown tileset removed
- Dungeon tleset removed
Dear goblin trousers, why, may I ask?
It maybe beneficial to add some elements to avoid it getting boring for some
(Also, the normal game-play would benefit from involving some terrain, for example being able to cause avalanches or something like that. )
I thought, maybe you could teach your "terrain engine" to create some mountains as well, and lets assume, you got some kind of a mountain: by attacking it (man, that sounds pretty stupid), you cause some boulders to roll down and damage everything in path, creating some dust, maybe even destroying trees as well.
Well, after reading through it again, it sounds unrealistic.
1.9
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Map
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- Map is now wider
- Sidepaths are now sorter on average, monsters are more likely to spawn in side areas
- Score leak is up all the time
- Timer of Doom is gone.
Monsters
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- Added new monster modifiers
- Champions now have additional passives ontop of their auras
- Monster base damage increased
- Zone effects hit harder
- Rate of Champion/Empowered mobs spawn is now based on total monster population (as opposed to flat values)
- Monster bonuses from the Corrupted Realm/Champion modifiers increased
- Mob rank indicators have been updated
- Prisoners are now guarded by Jailors
- Cages are now called Dens, they are guarded by Beastmasters
- Treasures are now guarded by Curators
- A Dark Knight now stands guard at the end of each level
- Vicous Foes upgrade removed
Hero
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- Remade Glaive Farmer, expect many more blades to fly.
- Redid some of Rain of the Bow's skills, targetting should be more responsive
- New Hero; Sena Davaldi; Sower of Cinders
Fixes
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- Changed the model of portals (again)
- Changed critical effect for monsters
- The weakness is now wooder
- All "walk in" portals replaced by interactable variants
- Fixed an error where shoot from all sides was double dipping from stats.
- Fixed an error with Rain of the Bow's effects
No.Does it have to die first to be able to get to the next zone?
Is this terrain generation based on some terrain generator on this site? Or have you created your own?
- Toss Tempest only worked once and never worked again.
- Didn't receive bonus skill points
- + x% Attack Damage don't stack (tested with Unident + Sharpe Thinghe)
- Armor items don't give armor. Overall items seem to be bugged
NotedFame Stash returns are too low compared to what you get from the mobs
The new hero dragon tamer blue dragon summon last forever.