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Defense of Base v 4.18a (Final)

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Acumenknight presents
DEFENSE OF BASE

Player Size:

5 v 5 (Recommended)
3 v 3
1 v 1



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Battle in a base defense between two teams of five! Become a Hero that you choose from 47 unique Heroes (Human, Orc, Undead, Night Elf, Naga and Neutral). You can cast magical spells on structures, attack gold mine for gold and buy tomes. It is a Multi-Player Online Battle Arena (M.O.B.A). The balance of Hero fight is very polished. A score board measures a player's networth gold and net-worth Hero experience.

Blogspot: Defense of Base





Hero:

[Alchemist]
- Fixed base gold text issue with Transmute.
(Meaning that it worked previously as the description says anyway)
[Dread Lord]
- Hunter Form recharge time improved to 60/55/50/45/40/35 seconds.








Game:

- Fixed some Gold Mine issue.
- Fixed gold income issue during revival.





Game:

- Troopers' size increased.
- Melee troops' attack range increased to 1 metre.
- Outer Towers' size increased slightly.
- Outer Towers' missile speed increased slightly.
- Towers' armor increased.
- Barrack/Crypt, armor increased.
- Ziggurat/Farm, armor increased.
- Bandit spawn stack maximum reduced to 5.
- Fixed a mysterious issue with Gold Mine.


Items:

- Basic Tomes and Tome of Experience, start stock delay at 5 minutes instead.
- Tome of Power start stock delay increased.
- Tomes now have slighly slower stock rate.
- Staff of Teleportation recharge time increased to 45 seconds.




Game:

- Melee troops' attack dice reduced by 8. (4 average damage)
- Melee troops' attack range adjusted.
- Melee troops' collision size increased.
- Ranged troops' attack dice reduced by 6. (3 average damage)
- Troops' health bar adjusted slightly.
- Castle/Black Citadel repair per second increased to 10.
- Castle/Black Citadel armor increased to 10.
- Castle/Black Citadel armor upgrade per level increased to 2.
- Mana regeneration per Intelligence reduced to 0.02 from 0.03.


Item:

- Reaper Mask mana regeneration increased to 125%.


Hero:

- Adjusted some melee Heroes' attack range.
[Crusader]
- Redemption cast range increased to 450 cm.




Game:

- Castle/Black Citadel health doubled.
- Structure's resistance to magic damage increased from 45% to 55%.

Hero:

[Huntress]
- Leap will now force Huntress to move infront afterwards.
[Spell Mage]
- Frost Bolt recharge time increased to 7 seconds.




Game:

- Ziggurat/Farm no longer grant armor bonus.




Game:

- Team starting gold increased to 5000.
- Random Hero bonus gold increased to 500-505.
- Minor fix to disabled gold during Revival.
- Bounty for Troops each increased by 10.
- Bandit and Brigand bounty increased by 5.
- Bounty for Towers doubled.
- Base magic attack range reduced to 9 metres.
- Glory/Exalt Aura bonus move speed increased to 25%.
- Glory/Exalt Aura range reduced to 12 metres.
(Lesser Aura remain unchanged)
- Melee Troopers gain 25 move speed.
- Melee Troopers attack range increased to 45.
- Ranged Troopers attack range increased to 500/525 (Human/Undead).
- River slow no longer slow attack speed.
- Final Weapon Shop and Final Attribute Shop swapped location.
- Starting Items starting stock delay reduced to 5 seconds.

Hero:

[Tauren]
- Taurus mana cost increased to 10/11/12/13/14/15.
- Starting Intelligence reduced to 3.
- Starting Agility increased by 7.
[Shaman]
- Intelligence per level reduced to 1.50.
- Agility per level increased to 2.50.




Game:

- Gold income increased to 2.
- Experience income increased to 2.
- Each Trooper death now grant 1 experience globally.
- Gold mine tick per second improved to 2.
- Fountains no longer show as shops in the mini-map.




Game:

- Towers' missile speed increased.

Hero:

[Demon Hunter]
- Base armor increased by 1.
[Blade Master]
- Base armor increased to 1.

Item:

[Claw of the Light]
- Updated description to show that Charge is not stackable.
- Fixed some description issues with Flags.
- Teleportation are not used on wards.




Game:

- Fixed an issue with measurement of Power.
- Fixed an issue with Hero selection.

Hero:

[Mountain Giant]
- Fixed Taunt dealing double the damage.





Game:
- Return channel time reduced to 5 seconds.
- Return graphical effect adjusted.

Hero:

[Paladin]
- Holy Bolt mana cost changed to 75 at all Levels.
- Resurrection mana cost increased to 125/130/135/140/145/150.
[Arch Mage]
- Crushing Wave mana cost increased by 10.
- Blizzard damage increased by 50.
[Mountain King]
- Avatar duration increased to 20 seconds.
[Blood Mage]
- Cast time improved.
[Blade Master]
- Mirror Image mana cost reduced to 25/35/45/55/65/75.
[Shadow Hunter]
- Rock Pitch mana cost reduced by 15.
- Hex mana cost reduced to 25/30/35/40/45/50.
[Tauren Chieftain]
- Shockwave mana cost increased to 75.
- Shockwave area reduced to 175 cm.
- Reincarnation mana cost increased to 125/130/135/140/145/150.
[Keeper]
- Entangling Roots recharge time improved to 17/16/15/14/13/12 seconds.
- Force of Nature recharge time improved to 15/14/13/12/11/10 seconds.
[Dread Lord]
- Attack range increased by 9 cm.
- Hunter Form bonus attack range changed to 25 cm.
[Alchemist]
- Transmute recharge improved to 60/57/54/51/48/45 seconds.
[Storm Elemental]
- Attack dice damage increased.
[Sorceress]
- Slow recharge time changed to 3 seconds at all Levels.
[Gryphon Rider]
- Static Lightning mana cost reduced by 25.
[Huntress]
- Attack dice damage increased.
[Claw]
- Rejuvenation mana cost reduced by 10.
- Roar now grants 1/2/3/4/5/6 armor for the duration.




Game:

- Fixed custom-made heals that over-heal.
(Includes building repair, Holy Bolt, Redemption and Holy Slam)
- Hero now starts the game with 2 charges of Scroll of Teleporation.
- Hero death timer adjusted slightly. (Moderately faster)
- Neutral Fountain mana regeneration rate reduced.
- Neutral Fountain heal range reduced to 330 cm.

Item:

- Scroll of Teleporatation now uses highest rank of Teleportation.
- Teleportation items now uses 5 seconds channel time only.
- Teleportation recharge time increased to 150/120/90/30 seconds.
- Crystal reveal, recharge time lowered to 20/17/14/10 seconds.

Hero:

[Talon]
- Base armor increased to 2.
[Tauren]
- Taurus move speed bonus changed to 15% at all Levels.
[Spell Mage]
- Cast time increased.
[Keeper]
- Entangling Roots can now be casted on yourself.



Game:

- All Towers no longer have side cannon.
- All building magic resistance reduced to 45%.
- Side cannon from Base reduced to every 0.55 second.
- Gold Mine magic resistance reduced to 95%.



Game:
- Dark Tower/Scout Tower no longer have side cannon.

Hero:

[Earth Elemental]
- Earth Slam mana cost increased to 85/90/95/100/105/110.
- Earth Slam recharge time increased to 12 seconds.
[Storm Elemental]
- Spark duration improved.
- Accelerate recharge time changed to 6 seconds at all Levels.
[Talon]
- Faerie Fire cast range improved to 6 metres.
- Faerie Fire mana cost reduced to 25/30/35/40/45/50.
- Recover mana cost reduced to 25.
- Recover duration reduced to 2 seconds.
- Recover heal improved to 50/75/100/125/150/175.
- Crow Form degeneration reduced to 2/3/4/5/6/7.





Game:

- Ziggurat/Farm armor increased to 9/10 respectively.
- All Tower side cannon recharge time slightly increased.
- Hero death no longer lose gold but still pause all gold earnings.
- Dual Towers are now more spread.
- Fixed some Water edges.

Item:

- Ring of Immortal regeneration increased to 25.

Hero:

- Fixed Earth Elemental death animation.
[Tauren Chieftain]
- Shockwave mana cost changed to 60/63/66/69/72/75.
[Warden]
- Fan of Knives mana cost reduced to 25.
- Poison Strike mana cost changed to 77 at all levels.
- Poison Strike slow reduced to 50%.
[Tauren]
- Pulverize Chance reduced to 45%.




Game:
- River slow reduced to 10%.

Hero:

[Priestess]
- Fixed Searing Arrows icon for auto-cast.
[Crypt Lord]
- Mana Drain amount reduced to 50/70/90/110/130/150.
- Mana Drain recharge time increased to 7 seconds.
[Acolyte]
- Base damage reduced by 6.
- Attack range increased to 50 cm.
- Move speed increased to 325.
[Dark Ranger]
- Dark Curse recharge changed to 7 seconds at all Levels.
[Pit Lord]
- Call of Fire area reduced to 200 cm.
[Pandaren Brewmaster]
- Breath of Fire mana cost reduced to 85.
[Arch Mage]
- Base Attack recharge time improved slightly.
[Blood Mage]
- Attack missile speed improved slightly.



Game:

- Melee troops' armor reduced by 1.
- Melee troops' health increased by 50.
- Melee troops' health bar size increased.
(These changes are done to improve last hit)

Hero:

[Blade Master]
- Fixed a description issue with Wind Walk when learning.
- Mirror Image recharge time changed to 11 seconds for all Levels.
- Mirror Image damage taken reduced to 200/195/190/185/180/175%.
[Far Seer]
- Lightning Rod bonus move speed reduced to 10/13/16/19/22/25%.
[Tauren Chieftain]
- War Stomp mana cost reduced to 25/30/35/40/45/50.
- Reincarnation delay reduced to 5 seconds.
- Strength growth reduced to 3.5.
- Intelligence growth increased by 0.5.
- Shockwave damage increased by 25, per Level damage reduced to 40.
[Beast Master]
- Primal Wrath mana cost increased to 125/130/135/140/145/150
[Demon Hunter]
- Mana Burn mana cost reduced to 50/55/60/65/70/75.
[Storm Elemental]
- Electric Surge recharge increased to 7 seconds.
[Fire Elemental]
- Blazing Fire recharge increased to 7 seconds.
[Spell Breaker]
- Curse of Breaker recharge increased to 9 seconds.
[Gryphon Rider]
- Curse of Lightning recharge increased to 6 seconds
[Paladin]
- Base attack rate slightly improved.
[Crusader]
- Base attack rate slightly improved.


Game:

- Multi-board now more wide.



Hero:
- Some Hero size adjustment. (Changes previously are unaffected)
[Crypt Lord]
- Fixed an issue with Impale vs Archer in flying mode.
- Fixed icon for Spiked Carapace.
- Impale recharge time increased to 7 seconds.
[Death Knight]
- Death Coil duration reduced to 4 seconds.
- Absorb Soul cast range reduced to 7 metres.
[Keeper]
- Entangling Roots range reduced to 7 metres.
- Force of Nature range reduced to 7 metres.
[Infernal]
- Inferno now deals bonus damage equal to Mega Punch's bonus(Automatic).



Game:

- Zombie health reduced to 15.
- Gold bonus from Troop death added to Score.
- Human Base now uses Castle.
- Scroll of Teleporation now given properly.
- Wisp/Shade's position adjusted.
- Spirits' place has thicker borders.
- Return ability mana cost reduced to 25.
- Reduced missile speed of Level 1 Towers.
- Gold Mine armor reduced to 777.

Item:
- Price of Staff of Teleportation reduced to 250 gold.
- Price of Crystal Ball reduced to 250 gold.
- Price of Flag of Ward reduced to 250 gold.

Hero:

[Gryphon Rider]
- Curse of Lightning mana cost reduced to 75/80/85/90/95/100.



Game:
- All enemy players now gain 1 gold for each trooper death.
- (This description is added at Game Details[F9])
- Hero now starts game with Scroll of Teleportation.
- (This item can't be sold)
- Shift positions of Set Shop outside of Base.
- River slow reduced to 20%. (Added to Game Details)

Item:
[Claw of the Light]
- Update description to state that it don't stack with Berserk.
[Scroll of Strength]
- New icon used for Scroll of Strength, old icon used for Scroll of Teleportation.
[Teleportation]
- All teleportation can now target air ally.

Hero:
[Captain]
- Fixed a description issue with Shield Bolt.
- All weapon in Set Tomb are now considered for Sword Bolt.
- (However, only one weapon is chosen by rank)
[Huntress]
- Remove invulnerable from Leap.
- Elune's Shadow mana cost reduced to 100/90/80/70/60/50.
- Elune's Shadow recharge time reduced to 60/55/50/45/40/35 seconds.
[Blade Master]
- Wind Walk recharge time increased to 12/11/10/9/8/7 seconds.
[Royal Guardian]
- Base Strength increased by 5.
- Base Agility reduced by 5.



Editor: Introducing ranged Bandit called Brigand! Many balance changes to shape the game even more,
nothing to worry.

Game:
- Melee bandit attack swing time fixed.
- Added ranged bandit to spawn randomly.
- Ranged bandit have 50 lesser health.
- Ranged bandit has only 1 armor.
- Ranged bandit has 45 lesser move speed.
- Ranged bandit is called Brigand.
- All bandit bounty reduced.

Hero:
- Fixed description issue for Attribute Bonus.
[Arch Mage]
- Base attack damage increased by 10.
[Mountain King]
- Base attack recharge improved.
- Base attack damage reduced by 10.
- Base armor increased by 2.
[Blood Mage]
- Base attack recharge slightly improved.
[Shadow Hunter]
- Base armor increased by 1.
[Shaman]
- Blood Lust mana cost reduced to 25/24/23/22/21/20.
- Wild Form mana cost reduced to 75/80/85/90/95/100.
[Demon Hunter]
- Base damage reduced by 10.
[Priestess]
- Cast time slightly improved.
[Archer]
- Base attack damage reduced by 10.
[Sea Witch]
- Forked Lightning mana cost reduced to 75/80/85/90/95/100.
[Pandaren Brewmaster]
- Breath of Fire mana cost reduced to 100/97/94/91/88/85.
[Earth Elemental]
- Heavy Strike mana cost reduced to 50/55/60/65/70/75.
[Beast Master]
- Base attack damage reduced by 15.
[Tinker]
- Fortification mana cost reduced to 25/30/35/40/45/50.
[Ghoul]
- Insanity mana cost reduced to 100.
[Storm Elemental]
- Electric Surge mana cost reduced to 25.
- Electric Surge health regeneration reduced to 5/7/9/11/13/15.





Editor: More fine tuning, let me know what I can add!

Hero:
- Some minor adjustments.
[Gryphon Rider]
- Base attack damage increased by 10.
[Priest]
- Now uses default Sorceress missile. (":p")
[Sorceress]
- Now uses default Priest missile. ("<3")
[Warden]
- Blink mana cost increased to 20/17/14/11/9/7.
[Demon Hunter]
- Demon Portal range increased to 1000 + 25 cm per level.
- Demon Portal mana cost reduced to 25/24/23/22/21/20.
[Far Seer]
- Hero size increased slightly.
[Shadow Hunter]
- Hero size increased slightly.
[Infernal]
- Will no longer attack or move during Sky Fall. (Issue)
[Dread Lord]
- Hunter Form move speed reduced to 50/60/70/80/90/100.
[Acolyte]
- Base move speed increased by 5.
[Pandaren Brewmaster]
- Starting Intelligence reduced by 5.
- Starting Strength increased by 5.
- Base armor increased to 3.
[Fire Lord]
- Hero size slightly increased.
[Pit Lord]
- Hero size slightly increased.
- Doom can no longer be cast on yourself. (Well, Shit)
[Alchemist]
- Hero size slightly increased.
- Chemical Rage Hero size increased slightly each Level.
- Transmute can no longer be cast on yourself.
- Transmute now has an added sound effect upon arrival.
[Sea Witch]
- Hero size slightly increased.




Editor:
- I figured to round things up with this version, sorry about the terrain "XD".

Game:
- Return ability, graphical effects reset.
- Enhanced graphical effects when Main Base is destroyed. (End Game)

Item:
- Axe now increases damage of Twin Fury by 17 instead of 10. (Up to 2x)

Terrain:
- Remove some trees at fountain area.

Item:
- Fixed a minor issue with Shield's description.

Hero:
- Attribute Bonus now extends to Level 9.
- Last level of Attribute Bonus now give 20 points.
[Lich]
- Hero size slightly increased.
- Final level of Frost Attack Intelligence increased to 15.
- Breath of Frost mana cost changed to 100/110/120/130/140/150.
[Acolyte]
- Circulate Power mana cost reduced to 50/55/60/65/70/75.
- Life Force mana cost reduced to 100/110/120/130/140/150.
[Death Knight]
- Fixed an issue with Absorb Soul when ally is the target.
- Fixed an issue to check for Hero target for Absorb Soul.
- Obliterate mana cost increased to 50/60/70/80/90/100.
- Obliterate damage increased to 110/175/240/305/370/435.
- Death Coil damage per second reduced to 55/70/85/100/115/130.
- Death Coil slow reduced to 25%.
- Death Coil mana cost increased to 75/85/95/105/115/125.
- Death Coil duration now last 5 seconds on Hero.
[Ghoul]
- Desperate Hunger mana cost reduced to 25.
- Bandit Lord is now considered for Death Lust.
[Abomination]
- Bleed Strike description improved to show proper damage.
- Bleed Strike damage based on Strength increased to 1.1x.
- Bleed Strike mana cost redudced to 50/45/40/35/30/25.
- Disease Cloud damage per second increased to 10/13/16/19/22/25.
- Base Agility reduced to 3.
- Base Intelligence increased by 6.
- Agility growth reduced by 0.5.
- Strength growth increased by 0.5.
- Fixed some issue with life-steal for Hungry Feast with Bleed Strike.
- Fixed some issue when bonus damage from Hook don't damage building.
- Bandit Lord is now considered for Exhume Death.
[Mountain Giant]
- Taunt damage now spread over the duration. (Annoy)
[Keeper]
- Entangling Roots mana cost increased to 50/60/70/80/90/100.
[Warden]
- Fan of Knives mana cost reduced to 42/49/56/63/70/77.
- Fan of Knives recharge time improved to 6/5/4/3/2/1 second(s).
[Archer]
- Fixed Arrow Shower graphical effect.
- Focus mana cost reduced to 6/5/4/3/2/1.
- Bow Rush mana cost reduced to 6/5/4/3/2/1.
[Demon Hunter]
- Metamorphosis mana cost reduced to 100/95/90/85/80/75.
[Pit Lord]
- Improved graphical effects for Call of Fire. (From level 1 to 4)
- Howl of Terror now lasts 5 seconds for both Hero and non-Hero.
- Cleaving Attack area effect increased by 50 cm.
[Alchemist]
- Healing Spray mana cost reduced to 10/13/16/19/22/25.
[Dark Ranger]
- Dark Curse mana cost reduced to 25.
- Dark Curse will now apply bonus impact damage from Dark Power. (Dark Curse does not kill)
- Corruption Shot will now apply bonus damage from Dark Power.
- Corruption Shot will now apply bonus damage from Black Arrows.
[Beast Master]
- Dragon Bolt mana cost reduced to 75/80/85/90/95/100.
- Added graphical effects for Twin Fury.
- Attack swing time improved slightly.
[Fire Lord]
- Soul Burn mana cost reduced to 75/80/85/90/95/100.
[Sea Witch]
- Fixed a hot-key issue with Cold Arrows. (D -> R, Mana Shield uses D)
- Tornado Aura slow changed to 2/3/4/6/8/10%.
- Tornado Aura enemy area effect increased to 11 metres.
[Royal Guardian]
- Charge mana cost reduced to 25.
[Blood Mage]
- Fixed graphical spheres not refreshing properly.
[Crusader]
- Holy Shield mana cost reduced to 15/17/19/21/25.
- Redemption mana cost reduced to 15/17/19/21/25.
- Basic attack damage dice increased by 7.
- Justice Hammer now called Justice.
- Crusader's Hero icon reset.
[Paladin]
- Basic attack damage dice increased by 3.
- Holy Light now called Holy Bolt.
[Spell Breaker]
- Attack range reduced to 330 cm.
- Base damage reduced to 30-33.
- Base armor reduced to 3.
- Feedback burn reduced to 10/14/18/22/26/33 mana.
- Magic Defense bonus damage reduced to 3/9/15/21/27/33%.
- Magic Defense move speed slow reduced to 33%.
- Arcane Reversal exchange value reduced to 33%.
- Arcane Reversal mana cost reduced to 25/22/19/16/13/10.
[Mountain King]
- Strength growth reduced to 2.25.
- Agility growth reduced to 2.25.
- Avatar bonus armor increased to 15/22/29/36/43/50.
- Bash bonus damage reduced to 25/35/45/55/65/75.
[Sorceress]
- Slow mana cost reduced to 25.
- Healing Wave mana cost reduced to 75/80/85/90/95/100.
[Priest]
- Hero size slightly increased.
- Inner Fire mana cost reduced to 10/13/16/19/22/25.
[Tauren Chieftain]
- Hero size slightly increased.
- Shockwave area effect increased to 200 cm.
[Blade Master]
- Blade Storm damage area effect increased to 255 cm.
- Blade Storm description improved to show slow area effect.




Terrain:
- Changed tile-set to Ice-crown Glacier. (Ready for X'mas)

Editor:
- There will not be any big changes coming this year, have a nice day ahead!




Hero:
[Paladin]
- Holy Light mana cost reduced to 75/70/65/60/55/50.
- Resurretion mana cost reduced to 100/90/80/70/60/50.
[Blood Mage]
- Hero size slightly increased.
- Fire Dart expands instantly.
- Fire Dart mana cost reduced to 100.
- Inferno Flames area increased to 425 cm.
- Burning Attack damage per second increased to 5/11/17/23/29/35.
[Arch Mage]
- Liquid Burn damage per second increased to 10/15/20/25/30/35.
- Liquid Burn attack slow changed to 10/13/16/19/22/25%.
- Blizzard slow now has a shower delay. (+0.33 second)
[Mountain King]
- Avatar bonus spell damage and bonus attack damage increased to 25/35/45/55/65/75.
[Far Seer]
- Chain Lightning mana cost reduced to 75/80/85/90/95/100.
[Tauren Chieftain]
- Move speed increased by 25.
[Shaman]
- Move speed increased to 325.
[Tauren]
- Taurus mana cost reduced to 5/6/7/8/9/10.
[Dread Lord]
- Hunter now named Prowler.
[Keeper]
- Attack missile reset.
[Beast Master]
- Twin Fury damage increased to 200/225/250/275/300/325.
[Pandaren Brewmaster]
- Hero size slightly increased.
[Earth Elemental]
- Added graphical effect for Heavy Strike.




Hero:
- Life steal graphic added to Abomination, Dread Lord and Ghoul.
Abomination:
- Disease Cloud duration reduced to 10/20/30/40/50/60 seconds.
- Name now called Membo.
Huntress:
- Leap will now pause correctly during movement.
- Leap travel speed now boosted by 10% of movement speed.




Item:
- Death and Decay description changed to only destroy trees.

Hero:
Blade Master:
- Mirror Image recharge time improved to 12/11/10/9/8/7 seconds.
Tauren:
- Taurus mana cost changed to 15/17/19/21/23/25.
- Pulverize Chance increased to 55%.
Spell Breaker:
- Base armor reduced to 4.
Warden:
- Fan of Knives mana cost increased to 77.
- Fan of Knives recharge time increased to 7/6/5/4/3/1 second(s).
- Blink range increased to 777 cm.
- Blink delay increased to 0.33 second.





Item:
- Potions can now be stacked without slot.
- Tomes now start stocking after 10 minutes.

Hero:
- Return effect now flying instead of ground.
Beast Master:
- Attack swing slightly improved.
- Cast time increased.
- Twin Fury mana cost reduced to 75/80/85/90/95/100.
Warden:
- Fixed a description issue with Poison Strike.
Archer:
- Focus mana cost reduced to 10/9/8/7/6/5.
- Bow Rush mana cost reduced to 10/9/8/7/6/5.
Blood Mage:
- Base armor increased to 3.





Game:
- Fixed some minimap icon issues.

Hero:
Crusader:
- Redemption recharge time changed to 7/6/5/4/3/2 seconds.
- Redemption mana cost reduced to 25.
Mountain King:
- Stats adjusted.
Gryphon Rider:
- Main Attribute changed to Intelligence.
- Stats adjusted.
- Attack range increased to 525.
Tauren:
- Base armor reduced to 2.
Arch Mage:
- Crushing Wave mana cost reduced by 10.
- Lava Bolt mana cost reduced by 10.
Warden:
- Fan of Knives recharge time changed to 1 second at all levels.
- Fan of Knives area effect changed to 427/497/567/637/707/777 cm.
Pandaren Brewmaster:
- Attack swing slightly improved.
- Cast time improved.
Grunt:
- Chop damage increased by 10.





Game:
- Gold Mine area has been spread.


Hero:

Far Seer:
- Fixed an issue with damage bonus of Lightning Attack.
Keeper:
- Force of Nature is no longer global casting.
- Entangling Roots cast range reduced to 800 cm.
- Tranquility duration decreased to 10 seconds.
Demon Hunter:
- The last level for Demon Portal reduces 2 seconds recharge time.
- Demon Portal range reduced to 700 + 50 per level.
Priestess:
- Starfall duration reduced to 10 seconds.
- Starfall full area reduced to 10 metres.
- Starfall casting range reduced to 20 metres.
- Final level of Sentinel reduced to 3 seconds recharge time.
Shadow Hunter:
- Rock Pitch missile speed increased by 2 times.
Death Knight:
- Obliterate mana cost reduced to 50/55/60/65/70/75.
Priest:
- Area healing mana cost reduced to 25/30/35/40/45/50.
- Inner Fire armor bonus reduced to 1/2/3/4/5/6.
Lich:
- Frost Armor recharge time reduced to 1 second.
- Final level of Frost Armor, bonus armor is not 20.
Crusader:
- Justice Hammer damage per second reduced to 10/15/20/25/30/35.
Talon:
- Cast time improved.
Archer:
- Cast time improved while in Ride Hippogryph.
Tauren Chieftain:
- Base Strength increased by 7.
- Base Agility decrease by 7.
Pandaren Brewmaster:
- Breath of Fire damage increased by 30. (Burn damage too)
Pit Lord:
- Call of Fire mana cost reduced to 75/80/85/90/95/100.
Gryphon Rider:
- Base Strength increased by 3.
- Base Intelligence reduced by 3.
Grunt and Shaman:
- Ultimates no longer have cast time.
Immortal:
- Hero size increased.
Keeper:
- Base damage increased by 2.





Game:
- Bandit damage increased by 12.
- Bandit Lord health regeneration increased to 10.
- Bandit Lord level increased to 25.
- Gold bounty lowered for army.
- Damage dice of troop further increased.
- Attack rate of troop reduced slightly.
- Fixed some troop pathing.
- Chance to miss on lower ground reduced to 10% from 25%.
- All melee Heroes gain +2 health regeneration.


Hero:
Royal Guardian:
- Base health regeneration increased by 1. (Total of 3 in this patch)
Infernal:
- Fixed Hero selection effect for Infernal not landing correctly.
- Fixed a sight issue with Inferno when cast in Fog.

Item:
- Reaper Mask mana regeneration reduced to 110%.
- Ring of Immortal regeneration reduced to 20.
- Keg of Ale no longer grant bonus health and bonus mana.





Game:
- Glory and Exalt Aura bonus move speed reduced to 22%.
- Buildings can now be interacted by Players. (Nearby Hero)
- Ziggurat now has proper spell damage resistance.

Hero:
Crusader:
- Redemption mana cost increased to 50 at all levels.
- Fixed a description issue with Holy Slam.
- Added special effects of Holy Slam.




Game:

- Lesser Glory and Lesser Exalt Aura reduced to 11%.


Hero:

Spell Breaker:
- Base damage increased to 40.
- Curse of Breaker mana cost reduced to 50/60/70/80/90/100.
- Curse of Breaker damage increased to 75/140/205/270/335/400.
- Feedback mana burn increased to 10/16/22/28/34/40.
- Magic Defense move slow when activated reduced to 40%.
- Magic Defense damage bonus when activated increased to 5/12/19/26/33/40%.
- Arcane Reversal value change now 40% at all levels.
- Arcane Reversal recharge time reduced to 60/50/40/30/20/10 seconds.
- Arcane Reversal mana cost reduced to 50/45/40/35/30/25.
- Arcane Reversal now has a 1 second delay before effect sit in.
Crusader:
- Added special effect for Redemption.
Priest:
- Attack damage reduced by 10.
Blood Mage:
- Missile speed adjusted.
Blade Master:
- Wind Walk move speed bonus increased to 10/12/14/16/18/20%.
- Wind Walk recharge time increased to 12/10/8/6/4/2 seconds.
Shadow Hunter:
- Attack swing time slightly improved.
Far Seer:
- Attack swing time improved very slightly.
Tauren:
- Attack swing improved very slightly.
- Attack dice damage increased.
Tauren Chieftain:
- Attack dice damage increased too. (He has the lumber)
Shaman:
- Attack dice lowered.
- Attack damage increased by 7.
Grunt:
- Attack damage reduced by 11.
Pit Lord:
- Base armor reduced by 1.
- Base mana increased by 25.
Storm Elemental:
- Gain 3 bonus health regeneration at night.






Game:

- Hero experience range increased to 1500.
- Hero Random now gives only 100 - 110 gold.


Hero:

Mountain King:
- Base damage reduced by 25.
Arch Mage:
- Base damage reduced by 10.
Archer:
- Fixed description for Relieve Hippogryph.
- Ride Hippogryph bonus range reduced to 400/450/500/550/600/650.
- Arrow Shower range reduced to 10/10.5/11/11.5/12/12.5 metres.
Captain:
- Sword Bolt damage reduced to 100/150/200/250/300/350.
- Shield Bolt will also consider base Armor as bonus damage.
Dread Lord:
- Attack range increased to 66.
Huntress:
- Fixed animation issue with Leap.
- Cast time improved.
- Base attack rate very slightly slower.
Talon:
- Base attack rate very slightly slower.
- Fixed Faerie Fire not working as intended.
- Crow Form now loses 25 attack damage.
Storm Elemental:
- Base attack rate very slightly slower.
Priest:
- Healing now called Area Healing, mana cost reduced to 50.
- Attack missile speed reduced.
Warden:
- Base attack rate slightly improved.
Claw:
- Attack range increased to 70.
Earth Elemental:
- Attack range increased to 110.
Infernal:
- Attack range reduced to 125.
- Cast time slightly improved.
Royal Guardian:
- Base armor increased by 2.
- Snake Skin regeneration reduced to 12/25/38/51/64/77.
Keeper:
- Attack range increased to 630.
Sorceress:
- Attack range increased to 600.
- Move speed increased by 1.






Hero:

Blade Master:
- Blade Storm now damage air units.
Alchemist:
- Chemical Rage mana cost reduced to 25/30/35/40/45/50.
- Healing Spray mana cost reduced to 25.
- Fixed some interraction problem with Transmute and Power(Score).
Paladin:
- Holy Light cast range reduced to 225 cm.
Crusader:
- Redemption cast range reduced to 175 cm.
Death Knight:
- Obliterate cast range reduced to 155 cm.
Tauren:
- Taurus mana cost reduced to 25.
Arch Mage:
- Base health increased by 75.
Blood Mage:
- Base attack rate improved very slightly.
Gryphon Rider:
- Base attack rate improved very slightly.
Priest:
- Base attack rate improved very slightly.
Grunt:
- Base attack rate improved very slightly.
- Rage mana cost reduced to 25/30/35/40/45/50.
Shaman:
- Base attack rate improved very slightly.
- Blood Lust mana cost reduced to 25.
Ghoul:
- Desperate Hunger mana cost reduced to 25/30/35/40/45/50.
Abomination:
- Bleed Strike mana cost reduced to 50.
- Hungry Feast mana cost reduced to 100.
Dread Lord:
- Carrion Swarm recharge time improved to 4 seconds.
- Hunter Form mana cost reduced to 125/120/115/110/105/100.
Talon:
- Faerie Fire mana cost reduced to 50.
- Faerie Fire damage reduced to 50/75/100/125/150/175.
Claw:
- Roar mana cost reduced to 25/30/35/40/45/50.
Mountain Giant:
- Taunt recharge time increased to 8 seconds.
Royal Guardian:
- Dragon Power cast time improved.
Storm Elemental:
- Electric Surge mana cost reduced to 25/30/35/40/45/50.
Pit Lord:
- Rain of Fire now called Call of Fire.





Hero:
- Fixed a bug when Gryphon Rider is lifted by Impale.

Archer:
- Focus mana cost reduced to 10.
- Bow Rush mana cost reduced to 10.

Dark Ranger:
- Black Arrows mana cost reduced to 3.

Priestess:
- Searing Arrows mana cost reduced to 2.

Infernal:
- Mega Punch mana cost reduced to 5.







Game:
- Improves handle for some lag issues at the start of game.


Item:
- Crystal reveal flare graphical effect now stays for a longer time.
- Flute of Accuracy now also grants 20% to do a nudge that will never miss.

Hero:

Infernal:
- Inferno stun damage and strength damage are no longer seperate.
- Inferno Meteor graphical size increased.

Keeper:
- Entangling Roots mana cost reduced to 50/55/60/65/70/75.
- Tranquility mana cost reduced to 100.

Arch Mage:
- Cast time increased.

Captain:
- Sword Bolt now considers a few new swords. (Sharp Blade, Curve Blade, Enchanted Whip and Moon Lance)





Game:
- Gold Mine no longer selects when out of range.
- Collision size of army reduced.

Hero:

Keeper:
- Recharge time of Force of Nature increased to 20/18/16/14/12/10 seconds.
- Force of Nature armor increased to 2/3/4/5/6/7.
- Recharge time of Entangling Roots increased to 22/20/18/16/14/12 seconds.
- Cast time increased.
- Attack swing time improved very slightly.
- Base Intelligence and Intelligence growth increased slightly.
- Base Strength and Strength growth reduced slightly.

Acolyte:
- Base Strength decreased.
- Base Agility increased.
- Base Intelligence decreased.
- Strength growth reduced.
- Agility growth increased.
- Intelligence growth reduced.

Paladin:
- Strength growth increased.
- Agility growth increased.
- Intelligence growth reduced.

Priest:
- Attack swing time improved slightly.
- Base Strength reduced.
- Base Agility increased.





Hero:


Shaman:
- Wild Form mana cost reduced to 50/60/70/80/90/100.

Paladin:
- Divine Shield no longer regeneration health.
- Holy Light mana cost reduced to 75/80/85/90/95/100.
- Resurrection mana cost reduced to 100.

Tauren Chieftain:
- Reincarnation mana cost reduced to 100.

Tauren:
- Pulverize chance increased to 50%.
- Pulverize damage increased to 50/65/80/95/110/125.

Shadow Hunter:
- Berserk mana cost reduced to 100.

Far Seer:
- Lightning Vortex mana cost reduced to 25/30/35/40/45/50.
- Lightning Attack bonus damage increased to 10/15/20/25/30/35.

Blade Master:
- Blade Storm mana cost reduced to 100.

Blood Mage:
- Cast time increased.
- Flame Strike cast range increased to 10 metres.
- Inferno Flames cast range increased to 11 metres.

Mountain King:
- Storm Bolt cast range increased to 600.
- Storm Bolt missile speed increased to 1000.
- Storm Bolt stun duration reduced to 3 seconds, 1.5 second on Hero.
- Storm Bolt damage increased to 125/180/235/290/345/400.
- Avatar now extends stun duration of Storm Bolt to 4 seconds.
- Avatar now extends slow duration of Thunder Clap to 5 seconds.

Arch Mage:
- Lava Bolt damage increased to 125/180/235/290/345/400.
- Blizzard mana cost reduced to 100.
- Crushing Wave mana cost reduced to 75/80/85/90/95/100.

Spell Mage:
- Field of Frost mana cost reduced to 100.
- Fire Ball mana cost reduced to 75/80/85/90/95/100.
- Frost Bolt mana cost reduced to 75/80/85/90/95/100.
- Frost Bolt damage reduced to 5/55/105/155/205/255.




Game:


- Standard game camera is now slighlty further. (This will not bug out if you scroll in)
- Power bars has a new graphic representation.
- Hero spawn area increased in size. (sometimes Hero get stucked)



Hero:


Spell Mage:
- Attack range reduced to 525.

Infernal:
- Inferno range reduced to 25/30/35/40/45/50 metres.

Warden:
- Blink range reduced to 477/527/577/627/677/777.

Royal Guardian:
- Cast time slightly improved.

Mountain Giant:
- War Club mana cost reduced to 25.
- War Club number of hits increased to 15/17/19/21/23/25.
- War Club recharge time improved to 60/55/50/45/40/35 seconds.

Archer:
- Ride Hippogryph, attack rate deccelerate reduced.
- New off icon for Hippogryph.
- Focus mana cost reduced to 25/23/21/19/17/15.
- Bow Rush mana cost reduced to 25/23/21/19/17/15.

Earth Elemental:
- Base attack damage reduced by 20.
- Base mana increased by 75.
- Base mana regeneration increased by 0.1.
- Base attack rate now slower.

Fire Elemental:
- Base armor reduced by 1.
- Attack range increased by 30.

Dread Lord:
- Hunter Form attack acceleration improved to 66%.

Abomination:
- Cast time improved very slightly.

Paladin:
- Cast time increased.

Crusader:
- Cast time increased.






Game:
- Fixed pure damage vs Gold Mine previously not strictly implemented.

Hero:

Archer:
- Arrow Shower no longer require a channel time.
- Arrow Shower now takes 0.5 second to deal full damage.

Dark Ranger:
- Attack range increased to 625.

Mountain King:
- Storm Bolt stun duration reduced to 4.5 seconds, 2.25 seconds on Hero.
- Avatar Storm Bolt stun duration remains unchanged.

Tauren Chieftain:
- War Stomp stun duration reduced by 0.5 second.






Game:
- Lesser Glory Aura and Lesser Exalt Aura improved to 33%.

Hero:
Alchemist:
- Transmute will now properly show gold values transfered.
- Transmute gold and damage reduced to 75/125/175/225/275/325.
- Fixed pure damage of Acid Bomb vs Gold Mine.

Crusader:
- Fixed pure damage of Shield Bolt vs Gold Mine.






Game:
- Scourge Fountain area now has more walkable path.
- Fixed limited pathing.
- Fixed an issue with gold mine selection.
- Gold Mine no longer passively lost 1 gold when a player stands near it.
- Fixed some slight lag issues with Gold Mine.

Hero:

Infernal:
- Heat Crush now damage buildings.
- Permanent Immolation now damage air and buildings.

Mountain King:
- Storm Bolt damage reduced by 50.

Spell Mage:
- Frost Bolt damage reduced by 45.







Item:

- Crystal reveal now has player color.
- New special effect for Crystal reveal.






Item:
- Ultimate Shield armor reduced to 20.

Hero:
Dread Lord:
- Fixed icons for Hunter passive.






Game:
- Main Town health reduced.
- Building health bar size increased.
- Bandit damage increased by 10. (Applies to Bandit Lord)
- Army spawn increases by 1 after 45 minutes once only.






Terrain:
- Hey guys, Felwood is the best terrain.





Game:
- Player exit will no longer be active upon victory.
(It is weird that the gold still shares when game is over)
- Enable wards to have flying vision.
- Wards now able to position at 50 move speed.
- Crystals reveal duration increased to 11/12/13/15 seconds.
- Added another entrance to each gold mine site.
- Reduce health regeneration rate given by wild Fountains.
(They now regenerate mana faster than health)
- When player attacks a gold mine when out of range, it is selected.
- Position Alliance Set Shop slightly.
- Magical Glow is no longer selectable.
- Fixed some pathing limit issues.
- Specify: Game Time at score screen.
- Specify: Execution at score screen.
- Specify: Generation at score screen.

Hero:
Pandaren Brewmaster:
- Attack swing slightly improved.

Mountain Giant:
- Attack swing slightly improved.

Tinker:
- Normal form attack swing slightly improved.

Royal Guardian:
- Attack swing improved very slightly.
- Base move speed increased by 5.




Game:
- Fixed an issue when no Hero was given for Random Hero.
- Some terrain add on to Human paths.






Game:
- Some graphical editing in starting location.
- Tome stock delay increased to 1000 seconds.

Hero:
Fire Elemental:
- New ability icon for Blazing Fire.
- New ability icon for Fiery Speed.
- Fiery Speed recharge time increased to 9/8/7/6/5/3.5 seconds.
- Fixed cast range with Inferno Wave.
Blood Mage:
- Burning Attack has a new ability icon.
- New icon for Fire Dart.





Game:
- When Dark Tower/Scout Tower is destroyed, it now properly upgrade defense.
- Barrack/Crypt now located closer to main Town.

Hero:
Pit Lord:
- Cleaving Attack area reduced to 150/175/200/225/250/275 cm.

Talon:
- Attack range increased to 300 cm.
- Arcane Barrage area effect reduced to 325 cm.
- Crow Form now able to attack but with 5 cm range.
- Crow Form now degenerate 5/6/7/8/9/10 health instead.

Blood Mage:
- Fire Dart damage reduced by 10.

Arch Mage:
- Lava Bolt mana cost reduced to 75/80/85/90/95/100.

Blade Master:
- Mirror Image duration reduced to 7 seconds.

Far Seer:
- Chain Lightning damage changed to 125/180/235/290/345/400.
- Chain Lightning damage reduction per bounce increased to 15%.
- Lightning Attack chance changed to 5/8/11/14/17/20%.

Grunt:
- Attack rate improved very slightly.

Priest:
- Attack range reduced to 5 metres.

Infernal:
- Inferno base area damage increased to 100.

Claw:
- Bear Form attack acceleration reduced to 5/6/7/8/9/10%.
- Bear Form bonus attack damage increased to 25/30/35/40/45/50.
- Bear Form bonus health regeneration increased to 5/8/11/14/17/20.
- Bear Form bonus armor increased to 5/8/11/14/17/20.



Game:
- Fixed some buff issues.
- Fixed gold not sharing when player leaves.





Game:
- Fixed an issue with announcement of maximum movement speed for Scourge players.

Hero:
Fire Elemental:
- Attack sound made softer.
- Inferno Wave graphic now only appears every 250 cm.
- Inferno Wave distance reduced to 15 m + 2 m/level up.
- Fiery Speed recharge time improved to 6/5.5/5/4.5/4/3.5 seconds.
- Blazing Fire mana cost reduced to 15/17/19/21/23/25.

Infernal:
- Inferno now deals 25 damage and stunning land units for 1 second, 0.5 second on Hero.

Storm Elemental:
- Shock Bolt base mana cost increased by 1.





*Map uploaded is protected (Visit the website to check unprotected versions earlier in the update)
*Credits in-game (Press F9)



7 January 2017: Happy new year! I have decided that version 4.18 will be the final version, thank you for joining in this experiment to help shape the M.O.B.A experience and make balance a thing. I will be moving on to my next project, which will be my fifth major project for Warcraft III as a whole. Do check out my previous maps. (Wrath of Nations, Legendary Stage Challenge, Naruto Battle Siege and this)

11 December 2016: Hey players, X'mas is coming, I apologize for not having the snow version but please go back a few versions to play that. Right now, the balance for spells had been adjusted and hope that these bunch of changes will make a better game!

26 October 2016: There has been mainly balance changes and right now at V3.89, it becomes the one that is to be taken seriously. A very important note is that you have to go aggressive to win defensive, the defensive will win by default but fails to allow for potential future improvement. It is up to the player to choose which role (offense or defense) he/she would like to take and yield to the responsibility in order to win.

20 September 2016: Hi people, I will be doing more of this to communicate with the players more. Back in the beta and release dates there used to be a lot of icons in the description and are being brought down by myself because of new content that I flooded into the map which is at its current stage. There was a big name change from first version and along the way slight changes. I believe there won't be anymore map name changes in the future because the current one is very fitting. The first motivation that made me commit to this map is the weirdness of how the popular DOTA2 and League of Legends plays out. Players are required to study the game and use absolutely off-balance abilities to gain advantage and start the snow-ball effect. To counter it, I created this map in hopes that it will attract professional players to use it as a tool for their Internationals in the big silver screens.




Keywords:
hero, defence, defense, of, base, epic
Contents

Defense of Base v 4.18a (Map)

Reviews
23:42, 24th Jan 2016 StoPCampinGn00b: It's quite a basic AoS map with its own style. I haven't tested this extensively, only playing the Master Gladiator hero in a 2v2 match. It's easy to learn and has a decent amount information in the quests. I...
Level 15
Joined
Aug 14, 2007
Messages
936

Version 1.74: New Hero Blade Master, can learn Mirror Image, Wind Mastery, Critical Strike and Ultimate: Blade Storm, an overview to him, this Hero able to create a clone of himself while dispelling buffs (not stun), move fast and attack fast, has a slim chance of dealing a critical attack and ultimate dealing area damage over time while slowing enemies in a larger radius.

V 1.75: New Hero Alchemist, can learn Acid Bomb, Chemical Rage, Heal Spray and Ultimate: Transmute. Acid Bomb fires a bottle of chemical that explode to deal pure damage in an area, Chemical Rage boosts Alchemist's Ogre into a form with accelerated attack speed, move faster, having bonus health and mana regeneration for a short duration. Heal Spray heals an area over a brief duration. Ultimate: Transmute attempts to turn a target into extra gold stunning the target, dealing damage based on gold currently carried, gains bonus gold thereafter.


For those who play Flame Mage, Flame Strike no longer require any form of channel, you can just drop it on a location and do anything right after, it will not be cancelled anymore.

Previously mentioned Mad Crawler per level Agility was increased to 2 from 1.

1.76:
- Major update to item prices for early game.
- Some correction to typos.


1.77:
- Changes to every existing Hero for balance.
- Some typo fixes.


1.78:
- Changed game name slightly for a publishing setting.
- Minor Hero tweaks and changes.


1.79:
- Many balance tweaks to Hero, some new icons.


1.80:
- Some Hero rework.
- Many balance tweaks to Hero, some new icons.


 
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Level 15
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Messages
936
I have one word for you.

Neat

4 thumps for you. :))

Thank you for testing sir, your rating will be appreciated!


EDIT: Didn't want to double post, the pacing of the game is fast and entertaining now!

EDIT: Managed to get a pub game with awesome plays, thanks to all those players, enjoy the replay.
 

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D

Deleted member 247165

"Legendary items" ?! Are you plagiating from my game? -_-
 
Level 15
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936
I appreciate your comment but please, next time don't try start a mini-chat on the comment, I would like constructive feedback regarding the map instead ;)

Update: What the heck, who made the rating 3 stars, it was just 3 of them o_O

Update: Let me know of any bugs, suggestions you have.
 
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Level 15
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Aug 14, 2007
Messages
936
This map doesn't even have a score screen. It's not core to the gameplay but would very much improve the map overall.
Hello deepstrasz, you are not the first that suggested the multi-board in-game. I had been arguing that I don't want player to compare the score in-game but rather post-game where you don't have to multi-task. However, in my recent testing games, I have realised a few things. Firstly, the game was design very simply and multi-tasking will not cost the player many effort. Secondly, the time it takes to walk back to lane is relatively long and thus there are free time to check scores if players don't choose to buy wand of teleportation. Last but not least, many players would like to see their standing at each moment in the game. I will consider the suggestion but I usually go by assessment to the situation and state of game. It will largely depend on what players think or want in the upcoming patches and updates.


At V3.21, I recommend players to play professionally and start tournament events as I would like to see what can be changed for the next update.

V3.31, fixed mage business, updated description for blog site.

 
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Messages
283
Tomes in AoS games, worst idea ever bro.

Skills's scaling.... is bad. Very few skills scale with stats which is negative.

Itemisation is very basic...

I honestly didnt find anything that stands out man... and i honestly believe your map in the current state cant compete with other maps.

Sry but i had to be honest and my goal isnt to underwhelm you or anything, i hope you keep workin on it.
 
Level 15
Joined
Aug 14, 2007
Messages
936
Tomes in AoS games, worst idea ever bro.

Skills's scaling.... is bad. Very few skills scale with stats which is negative.

Itemisation is very basic...

I honestly didnt find anything that stands out man... and i honestly believe your map in the current state cant compete with other maps.

Sry but i had to be honest and my goal isnt to underwhelm you or anything, i hope you keep workin on it.

Hey Manipulation, I have edited the reply.

Regards to tomes in AOS, I had recently added a tome sale delay of 1000 seconds to counter players accidentally buying tomes in the early as they are meant for late game. It was allowed to be an option for continuously spending gold. However, the value one gets from tome is very low as compared to items. I do think it is risky as it drags the game longer but it creates an element of fun where gold can be very useful later in the game.

Regards to skill scaling, the abilities deal magic damage that increase each level that don't increase with primary attribute. Damage and defense options are carefully balanced and damage cap in most cases for spells are 350 - 400 depending on their nature. Example, those abilities that can stun or slow enemies do a little less damage, area effect spells do a little less than that. A strategy against this late game is to go for tomes of experience or tome of power (increase Hero level).

Once again thank you for your game testing, I hope to see more feedback and that I have answered many of your questions.



Hello, Version 3.93 will mark the stability of the game through many minor tweaks to fix some fighting balance, Melee Heroes are now more fair due to this. Ranged Heroes have both their ability to exploit distance but also having to deal with a great deal of disadvantage in early fighting power.
 
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Level 26
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Messages
2,482
I made a lot of notes while I played it, and this is what I wrote:

Revive timer is good. Not too long, but long enough for enemies to use it to their advantage.
First tower strength is good. Perhaps it could be a little bit stronger. I think the second turret should be stronger though, as it was a bit too easy to just snowball with a bunch of minions.
Nice, and correctly imported icons.
Minion last hitting is perfect. Not super-easy, and not super stressful either. Minion strength is also good, but I would perhaps recommend to add a little damge to the ranged minions.
The item shops are easy to understand using the horizontal upgrade line.
I think the attack damage and evasion items were way too strong for their costs. THe others were pretty balanced. 30% evasion is like 30% damage reduction instantly. 15% upgrading to 30% max could be better, but still pretty strong in my opinion.
I also missed an "only health" and "only mana" item.
The market could have the name "The library" instead, selling books and all?
The Goblin shop and goblin blacksmith could be placed next to each other perhaps, since they are both offering stat upgrades? Or perhaps STR, AGI and INT could have one shop each?
The "Sharpblade" is just purely stronger than the first attack damge item, giving bigger total damage (thanks to primary attribute), and the stats benefits. Same goes for the "Druid Paw"
The dimension wander shop had useful and unique items.
I really like that the tier 4 of an item had 4 different options to upgrade to!
Manic glove feels a little bit too strong with 77% extra attackspeed.
The hero "Zia" had a passive ability that is just so overpowered. It slows attackspeed and movemnt speed by 75%, which is almost like stunning them constantly, unless they are using spells. I think you should reduce this.
Zias ultimate could also be used on buildings, which was a little bit powerful.
the mana costs on Zia was also really low. I didn't have to worry aobut mana one bit, as my entire combo cots 31 mana.
I like that the ultimates doesn't have ridicolous cooldowns. 60 seocnds is good.
In general, the heroes are strong and fun to play, but there are certain balancing issues with some abilities.
I could attack the black citadel right away without having to remove the towers first. Maybe this was intended though.
I would prefer QWER hotkeys, but everybody has different preferences.
The jungle bandits spawned even though there area lready bandits there, so they stacked up and got quite large.
Perhaps a longer duration after the game finishes, so player can talk about the game? 1 minute could be enough.
The terrain is not very nice. Miracles could be done here with more careful doodad placing and such.
I would suggest that you change the map name to something a little bit more fun. Defense of Base sounds a little generic.

Balance is the hardest thing about those games, and it is this you'll have to focus the most on as the game keeps developing. No one will never reach perfect balance, but with effort, you can come closer. ;)
Other than that, this is already a healthy and fun map. I'll be excited to hear what you'll update on this. :)
 
Level 15
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Messages
936
From @Rufus : (Map Review)
I made a lot of notes while I played it, and this is what I wrote:

Revive timer is good. Not too long, but long enough for enemies to use it to their advantage.
First tower strength is good. Perhaps it could be a little bit stronger. I think the second turret should be stronger though, as it was a bit too easy to just snowball with a bunch of minions.
Nice, and correctly imported icons.
Minion last hitting is perfect. Not super-easy, and not super stressful either. Minion strength is also good, but I would perhaps recommend to add a little damge to the ranged minions.
The item shops are easy to understand using the horizontal upgrade line.
I think the attack damage and evasion items were way too strong for their costs. THe others were pretty balanced. 30% evasion is like 30% damage reduction instantly. 15% upgrading to 30% max could be better, but still pretty strong in my opinion.
I also missed an "only health" and "only mana" item.
The market could have the name "The library" instead, selling books and all?
The Goblin shop and goblin blacksmith could be placed next to each other perhaps, since they are both offering stat upgrades? Or perhaps STR, AGI and INT could have one shop each?
The "Sharpblade" is just purely stronger than the first attack damge item, giving bigger total damage (thanks to primary attribute), and the stats benefits. Same goes for the "Druid Paw"
The dimension wander shop had useful and unique items.
I really like that the tier 4 of an item had 4 different options to upgrade to!
Manic glove feels a little bit too strong with 77% extra attackspeed.
The hero "Zia" had a passive ability that is just so overpowered. It slows attackspeed and movemnt speed by 75%, which is almost like stunning them constantly, unless they are using spells. I think you should reduce this.
Zias ultimate could also be used on buildings, which was a little bit powerful.
the mana costs on Zia was also really low. I didn't have to worry aobut mana one bit, as my entire combo cots 31 mana.
I like that the ultimates doesn't have ridicolous cooldowns. 60 seocnds is good.
In general, the heroes are strong and fun to play, but there are certain balancing issues with some abilities.
I could attack the black citadel right away without having to remove the towers first. Maybe this was intended though.
I would prefer QWER hotkeys, but everybody has different preferences.
The jungle bandits spawned even though there area lready bandits there, so they stacked up and got quite large.
Perhaps a longer duration after the game finishes, so player can talk about the game? 1 minute could be enough.
The terrain is not very nice. Miracles could be done here with more careful doodad placing and such.
I would suggest that you change the map name to something a little bit more fun. Defense of Base sounds a little generic.

Balance is the hardest thing about those games, and it is this you'll have to focus the most on as the game keeps developing. No one will never reach perfect balance, but with effort, you can come closer. ;)
Other than that, this is already a healthy and fun map. I'll be excited to hear what you'll update on this. :)

Hey thanks for the great review! There are some confusion that I will address to you via private messages but I have read and considered many of the suggestions including the map name change. Regarding that, I had three name changes, the first name was "Battle Carnage" and the other two are similar to the current one. This map had reached version 4.14 and I am hesitant on changing the name as it had form maturity, still, let me know what you think about that :D
 
Level 3
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Oct 28, 2016
Messages
22
Grand Review Exchange

I played it several times, so i think i have enough feedback xD

Gameplay

I really liked the unique parts of your map, such as the river, or special jungle system. Itemization is very simple. The things I didn't like are the "repeating" features that make your game slower. The towers. There are too many of them, but they're all the same. The lanepushing is same during the whole game. Also the jungling. If I decide to jungle, I'll just kill the camps easily, they're all the same and all of them are weak (excluding the bosses). I'm not saying you have to create jungle respawn system, but some buffs, or different bounty rewards of the jungle camps would be nice :) I'm giving you 2/5.

Balance

As I said before, I played this a lot, so I think I have some thoughts about the balance.
The balance is OK, unless I meet a hero of different type/class. I mean, the little parts of your map are balanced, but if they are combined, the game becomes not fair. Especially the tanks, most of them are even more mobile than DPS/supports, they have many damage/stuns/etc and it is hard to kill them. Also supports aren't great for the late game. I'd recommend you to change supports to real supports, such as stuns, heals, global abilities, etc :) 3/5 for the balance

Aesthetics

It's simply awesome. The map is very, very good-looking, symmetrical and unique. Also the "Spawn" location is really creative. Your page contains the most interesting information, also you got a website. Wow. 5/5 for this.

Bugs

I met just few of them, if so, you fixed them asap. The game is really bugless and lagless. 5/5 for this.

Conclusion

The game seems too slow and kinda boring for me. You should add more interesting actions, such as new objectives, spells, etc. Its really fun-to-play in the early, but later it's becoming boring. I'm giving 15/20 for this project :)

Good luck in your future :)

@Rufus
 
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Level 15
Joined
Aug 14, 2007
Messages
936
From @ChubbyQuiche (Map Review):

Grand Review Exchange

I played it several times, so i think i have enough feedback xD

Gameplay

I really liked the unique parts of your map, such as the river, or special jungle system. Itemization is very simple. The things I didn't like are the "repeating" features that make your game slower. The towers. There are too many of them, but they're all the same. The lanepushing is same during the whole game. Also the jungling. If I decide to jungle, I'll just kill the camps easily, they're all the same and all of them are weak (excluding the bosses). I'm not saying you have to create jungle respawn system, but some buffs, or different bounty rewards of the jungle camps would be nice :) I'm giving you 2/5.

Balance

As I said before, I played this a lot, so I think I have some thoughts about the balance.
The balance is OK, unless I meet a hero of different type/class. I mean, the little parts of your map are balanced, but if they are combined, the game becomes not fair. Especially the tanks, most of them are even more mobile than DPS/supports, they have many damage/stuns/etc and it is hard to kill them. Also supports aren't great for the late game. I'd recommend you to change supports to real supports, such as stuns, heals, global abilities, etc :) 3/5 for the balance

Aesthetics

It's simply awesome. The map is very, very good-looking, symmetrical and unique. Also the "Spawn" location is really creative. Your page contains the most interesting information, also you got a website. Wow. 5/5 for this.

Bugs

I met just few of them, if so, you fixed them asap. The game is really bugless and lagless. 5/5 for this.

Conclusion

The game seems too slow and kinda boring for me. You should add more interesting actions, such as new objectives, spells, etc. Its really fun-to-play in the early, but later it's becoming boring. I'm giving 15/20 for this project :)

Good luck in your future :)

Thank you for spending time writing your opinions, I will review your map shortly!

Regarding the pace, there was a huge patch near 4.12 - 4.14 and had already addressed this issue, so I hope you check that out :D
However, the jungle camps are also buffed somewhere along 4.0, I have no idea about patches as I improve it along the way but good points, I am also contemplating on what significant changes that will bring the game closer to play.

Balance is all about math but here's the thing, I had try to make it as perfect as it can be. The real problem is that nobody wants a boring balanced game but an interactive unbalanced game which make it fun and exciting. WORKING ON IT T_T

All in all, I get that it is boring but do check 4.14 out and pacing wise, it can really give you a X'mas surprise, peace :)
 
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Level 2
Joined
Feb 9, 2017
Messages
7
Why making such a simplistic map? Despite it being simple, at least you could have done something better with the spells of the heroes, that ugly jungle and that terrain which is really, really ugly. I don't say the terrain is what makes the game good, but it helps out a bit. The hero which uses the Shadow Hunter model is plain and useless and aside from that, his description says "Voodoo Magic" , really? What "Voodoo Magic" since he just throws a tiny boulder, gains bonus attack speed. The only "voodoo" like spell is the hex. Another bad thing is the stat of the lastest upgrade of items. Talisman of Evasion with 55% Evasion? The tower hardly could target me. Do you realize that such great evasion is too bad, and makes assassin heroes almost overpowered, right? Reduce it! I advise you to work more than this. 2/5 ( mostly because of the items and the spells)
 
Level 15
Joined
Aug 14, 2007
Messages
936
From: Leaguer

Why making such a simplistic map? Despite it being simple, at least you could have done something better with the spells of the heroes, that ugly jungle and that terrain which is really, really ugly. I don't say the terrain is what makes the game good, but it helps out a bit. The hero which uses the Shadow Hunter model is plain and useless and aside from that, his description says "Voodoo Magic" , really? What "Voodoo Magic" since he just throws a tiny boulder, gains bonus attack speed. The only "voodoo" like spell is the hex. Another bad thing is the stat of the lastest upgrade of items. Talisman of Evasion with 55% Evasion? The tower hardly could target me. Do you realize that such great evasion is too bad, and makes assassin heroes almost overpowered, right? Reduce it! I advise you to work more than this. 2/5 ( mostly because of the items and the spells)

Hi, thanks for commenting and rating the game. There were little work done to the terrain, especially the jungle portion although I tried to add boss-like features with Bandit Lord . . . I believe the story-telling there was off but the map is already in the final version. I am sorry that you might like Shadow Hunter as a Hero, the idea behind him of being a troll but on the bright side of things, hex does damage :D

The items have been worked on for a long time now. . . The goal of the map is to give new players a chance to pick up this style of game rather rapidly, with the focus on defensive on the top of the list, it provide an environment that give new players the advantage. There is a way to play around this however, since there is a snowball nature with damage based items.
 
Level 15
Joined
Aug 14, 2007
Messages
936
Sorry but I had to change some minor wording in the description...

Hey so if anyone wants to play a game with me (maker) you can inbox me and I can host it on battle net and we play :D

Update: I have moved away from MOBA, I believe MOBA only works if there are tournaments and prize pool, currently working on PVE map much like Hero Siege.
 
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