• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Descend v1.3.2

This bundle is marked as high quality. It exceeds standards and is highly desirable.

DESCEND
Descend is a Singleplayer/Co-Op Roguelike dungeon crawler. It features randomly generated dungeon levels with a plethora of bosses, traps, and enemies to encounter. Choose from a pool of unique heroes and battle your way through to defeat the Lich!

Trailers



Heroes
Descend offers a large array of fun and unique heroes to play, with the primary roles being bruisers, tanks, assassins, mages, and supports.

Tanks/Bruisers (Usually Strength)
Typically, in team-based gameplay, bruisers and tanks are heroes that are capable of self-sustaining and holding off enemies to make room for assassins and mages to nuke enemies down. As a result of these factors, Tanks/Bruisers often lack effective mobility, which makes it difficult for them to dodge attacks and escape from groups of enemies.


253721-0e09dacc11345e3c9f03aebaabeb10f4.png


Assassins (Usually Agility)
Assassins are heroes who can deal high damage all while having a lot of escape options and mobility. As a downside, they typically have lower health and struggle earlier in the game.


253722-659b01e92e2d3de473fe9ed130c819f5.png


Mages (Usually Intelligence)
Mages are heroes that excel at dealing massive damage at the expense of often limited mobility and a low health pool. Their damage is substantial early on, however later into the game, mages tend to be surpassed by the damage of assassins and some bruisers.


253723-63d11d926a2a2d93b8b8f6e758878e4c.png


Supports (Any Attribute)
Supports are heroes that are responsible for providing unique assistance and utility to their team that falls outside of the responsibilities of regular heroes. Some support heroes can heal, provide mana, steal gold from enemies, grant their teammates invisibility, remove negative effects and more.

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General Overview
Your goal in Descend is to traverse through randomly generated dungeon levels and defeat bosses to progress to new areas. Defeating a boss provides a new merchant, which you are able to trade with whenever you come across a merchant room. Your hero can be customized in a wide variety of ways, to accommodate for weaknesses, amplify strengths, or to completely redefine your hero's playstyle.

While there is plenty of rooms filled with enemies and minibosses for combat, many rooms also require problem solving and key decision making in order to be passed through effectively. You may come across a demonic ritual, an offer from a spirit, a cheeky troll, a sleeping ogre, and so much more!

Please feel free to provide feedback in the discussion below or join our discord and post anything Descend related there!


https://discord.com/invite/fmnNaV5T9p




Patch Notes (V1.3.2)


V1.3.2
GAME
Bug Fixes/Tweaks ---

  • XP/Gold through using spells has been fixed for Reforged on version 1.3.1+
V1.3.1
GAME
Content ---

  • Added new item drops from Minibosses: Rogue Daggers, Helm of Cinder, Jotunn Skull, Spiked Breastplate, and Shattered Heirloom.
  • Added new basic item: Large Rock.
Performance ---
  • Frog King's Chain Toad optimized.
Bug Fixes/Tweaks ---
  • Leviathan and Eels are now considered ground units and can be rooted.
  • Shark Boss should properly drop targets grabbed that fall below 10% health.
  • Frog King effects updated.
  • Pharaoh will now have proper damage on Reforged.
  • Disruptive Shield will no longer teleport to the middle of the map if the shielded target dies to a unique mechanic like Coldheart Yoggy execution.
  • Coldheart Yoggy Execution now has an overhead effect when it occurs.
  • Bolt will now receive the correct amount of scrap if scrapping items that contain multiple charges.
  • Void Eye no longer vanishes when picking up a second void eye while already holding one.
  • Fixed bug preventing you from unlocking "Disassemble" for Bolt if you haven't levelled an ability and have already started the game.
  • Bolt can no longer supercharge Neutral units.
  • New Dwarvish Might now correctly applies bonus damage to enemies hit by the cleave.
  • Turbo mode on Reforged no longer gives absurd amounts of experience from higher level enemies (was capping at around 800% more experience in some cases.
  • Adventure Mode on non-reforged mode no longer grants 30% more experience when you aren't on Turbo.
  • Rally Rune will now spawn with nearby rocks removed.
  • Dragon Pendant now activates on abilities with a cooldown >= 2 seconds rather than > 2 seconds.
  • Updated Torrent Room effects.
  • Dagon now has a cooldown displayed on his Tunnel tooltip.
  • Golden Necklace can no longer kill you, and when used below 15% health/mana will heal the target for whatever percentage you have left and put you 1 health/mana.
  • When the Crab Boss lands in the ground, he will stay lodged into the ground for slightly longer before jumping again.
  • Halved the stacking damage resistance provided by Dark Shroud Heart and Elemental Convergence.
  • Fixed Gold and Experience being granted to players on Reforged if the players didn't kill the enemy. For example if all the Eels in the Eel Room died, gold and experience was being granted for every Eel that died.
  • Fixed Skeleton Rod tooltip.
  • Path of Priest healing increased from 100 to 150.
  • "-stats" window updated to include bonuses from several missing paths and items.
  • Bongo of Valour now provides the correct movement speed rather than 10.
  • Owlbear Hunter's Soar can now rotate as soon as it's being casted.
  • Owlbear Wind Aura now has a proper animation and better effect.
  • Updated item tooltips that mention movement speed to also mention that they are not stackable forms of speed.
  • Gold Gladiatorial Helm Strength damage bonus increased from 50% of Strength to 60%.
  • Rhan's area lightning circles delay increased.
  • Alistair now cant go above 50 stacks when using Profane Display on bosses.
  • Fixed bug causing Crab Jump damage indicator to linger if the Crab dies in midair.
  • Nazeem, the Cursed Storm can no longer damage Champions of Rammore with Chain Lightning.
  • Adjusted Select Hero tooltip to no longer mention that selecting a hero is permanent and now mentions the repick command in the tooltip.
  • Randoming a hero now grants you a free item and you can no longer repick after doing this.
  • Increased Golem meteor size and damage area but reduced number of meteors by 50%.
  • Added floating text and an effect when a Coldheart Yoggy executes you.
  • Dracolich damage increased from 600 to 900.
  • Fixed an issue causing Drenbar's Divine Storm to heal for 50% of the intended amount.
  • Divine Storm now has an effect to indicate whether or not you're being healed/enemies are being damaged by it.
  • Players who leave will no longer have gold split to them in shops.
  • Bog Wand no longer shares a cooldown with Ring of Giants.
  • Updated various effects for different heroes.
  • Updated Castinius and Scrapper hero icons.
  • Fixed an issue causing Reforged settings to occasionally break ability loops.
  • Groundshock no longer damages bosses excessively.
  • Ayleth the Huntress model changed.
  • Frostheart Rune now shows up guaranteed before the Spider Boss on Turbo.
  • Updated Huntress model and effects.
  • Demon Lord Boss fireball area reduced.
  • Pharaohs now continue to summon mummies after fighting the Pharaoh at least once.
  • Fixed various paths/abilities not working on heroes when they switch forms (Rusty, Troll King etc.)
HEROES

Simon, the Warrior of Ironforge

  • Tough damage resistance increased from 15% to 20%.
Bolt, the Scrapper
  • Bonk percentage damage increased from 2/4/6/8/10% to 3/6/9/12/15%.
  • Base attack time reduced from 2.5 to 2.2.
Nazeem, the Cursed Storm
  • Chain Lightning bounce range reduced by 50%.
"Feathers", the Owlbear Mother
  • Hunter's Soar now causes the Owlbear Mother to smash the ground at the end of the flight, stunning and damaging all nearby enemies.
Mirdon, the Old World Wizard
  • Explosio now destroys terrain.
  • Enemies thrown away by Explosio now break terrain upon landing, preventing them from getting stuck.
  • Avalanche of Inconvenience now creates proper terrain rather than rocks that were Invulnerable units with health bars.
  • Avalanche of Inconvenience cooldown increased from 15 to 19/18/17/16/15.
Uba, the Frog King
  • Ability Artifact bonus also grants frogs maximum movement speed.

V1.3.0
GAME

Content ---

  • Added new Agility Bruiser: Goat, the Chosen of Rammore!
  • Added new Intelligence Mage: Alistair, the Dark Architect!
  • Added new Intelligence Support: Bolt, the Scrapper!
  • Added new Strength Bruiser: "Feathers", the Owlbear Mother!

  • King Gnolliver now drops King Gnolliver's Snot.
  • Added Tome of Death.
  • Broof has a new ability, Groundshock.
Performance ---
  • Optimized Flame Prophet's Flame Wave.
  • Optimized Garrison's ultimate.
  • Optimized all Folstagg abilities.
  • Optimized Huntress abilities.
  • Optimized Simon's abilities.
  • Optimized Troll Hunter again.
  • Removed unused effects/models/spells.
Bug Fixes/Tweaks ---
  • Path of the Gluttonous gold gain from attacks no longer works on Stormbreaker Groon.
  • Blood Talisman no longer lowers your damage and requires you to pick up items again to reset the lowered damage.
  • Simon's ultimate with an Ability Artifact no longer causes the same issue as Blood Talisman.
  • Bog Wand no longer has a buy limit.
  • "-panning" has been added to the command help menu. When enabled, will pan the camera when your hero is moved against their will across the map.
  • Weaver of Wisdom passive now works with Path of Priest healing passive. It technically costs mana!
  • Corrected damage dealt by flame wave.
  • Updated Grahka Ability Artifact description.
  • The Crab Boss will no longer jump at such short distances and will now jump slightly slower.
  • Lavaspine Salamandar duration increased from 10 to 20 seconds.
  • Elemental Convergence now has a damage resistance limit.
  • Lowered Lich chaos projectile damage.
  • Rex now properly pushes you again.
  • Shady trader model changed to accommodate new model for Alistair.
  • Umibozu the Depth Giant now has the proper manacost in his tooltip for Ship Sinker.
  • Dark Scroll now works properly.
  • Updated Garrison's hero icon.
  • Fixed some items being able to be destroyed easily.
  • Updated incorrect information in Splash Potion tooltip for Jax and Mog.
  • Kharjo's green sword effect now goes away after he uses his ultimate.
  • Helm of Souls now has a 20% chance to activate rather than every hit, deals 4x the damage, and heals the attacker for 85 health on activation.
  • Mimir's Arcane Eruption no longer randomly makes bosses move towards him.
  • Shrub now creates a small amount of grass when using his ultimate.
  • Black Lotus life purchase reduced from 2400 to 2000.
  • Shark Boss will now drop grabbed targets that drop to less than 10% health.
  • Fixed issue where Lord of Shells attack indicator persisted after death.
  • Fixed Grog's Rageful Imbuement not working.
  • Fixed Gruff scaling issues.
  • Some abilities that throw or move enemies now break terrain upon landing to prevent enemies/players getting stuck.
  • Taking any of Tollgate Tims tolls now grants experience (1 level to each hero alive).
  • Life Toll now only provides 1 extra life.
  • Troll/Slippery Slark will now drop gold as you deal damage.
  • Pepperbox now grants charges for nearby deaths, not kills.
  • Redacted Troll Hunter ultimate changes from previous update to avoid issues for now.
  • Fixed Paths occasionally removing the bonuses during the match when picking up an item that provides a similar bonus.
  • Hand of Helios is no longer named "dummy".
  • Singed Claws Strength increased from 25 to 30.
  • Helm of Souls Strength reduced from 25 to 20.
  • Singed Claws movement speed tooltip corrected.
  • Rhan no longer gets 1000% more health with Tome of Promise and now correctly gets 10%. Oopsie!
  • Changed Trawler blade effect.
  • Disconnected players will no longer drop Paths or Unusable Item Slots. Cursed Items will still be dropped, however to remedy this items will now be dispersed randomly so accidentally picking up a cursed item is less likely.
  • Sorcerer's Relic name and icon changed so it doesn't copy the Ability Artifact icon.
  • Fixed Paths not reducing in charges when clicking the Turbo dialogue button after another player has already chosen a path.
  • Level Voting can now be enabled in the first room.
  • Level Voting is now a dialog option at the beginning of the game. It can still be toggled with chat commands however.
  • You can now get the Cursed Knight achievements on Turbo.
  • Meteors type abilities no longer flash a health bar for a split second.
HEROES

Castinius, the Goblin Warlock

  • Increase Begone cooldown to 14/13/12/11/10.
Rha'shuu, the Troll Hunter
  • Killshot can now hit Immovable enemies such as bosses, however it will not push them. Non-Immovable enemy units can now also be pinned to Immovable enemies.
  • Hunter's Boon no longer spawns a fiery explosion on contact. Instead, causes attacks to deal 50/100/150 bonus damage to the target, and burn the target for 5 seconds, dealing 40/80/120 damage per second and slowing attack and movement speed by 20/30/40%. The burn damage stacks with multiple sources of Hunter's Boon.
Slarhees, the Nightscale Assassin
  • Added a slight sound effect to blade dance if it misses.
Garrison, the General of Nothing
  • To reduce Garrison's usage of dummy units, his Repel ability has been reworked. Instead of sending out stunning projectiles, now invokes a fiery nova infront of him when damaged from the front. The Nova deals 1/2/3/4/5% of his maximum health as spell damage in an area.
Kenshi, the Blade of Shai
  • Dark Flurry bonus damage reduced from 15/30/45/60/75% of Agility to 12/24/36/48/60% of Agility.
  • Lowered Shade invulnerability duration from 0.15 seconds to 0.1 seconds.
  • Shade manacost increased from 25 at all levels to 30/35/40/45/50.
Wolfheart Skullcrusher, the Orc Raider
  • Spinning Blade manacost increased from 20/25/30/35/40 to 30/35/40/45/50.
Folstagg, the Northern Nomad
  • Ice Surf no longer stuns enemies during the surf.
  • Ice Smash Strength scaling increased from 1.25/1.75/2.25/2.75/3.25x Strength to 1.75/2.25/2.75/3.25/4.75x Strength.
  • Storm of Deepfrost now heals you for 4/6/8% of your maximum health per second while near the storm.
  • Deepfrost Bolt no longer causes Ice Spike or Iceberg Smash to deal double damage on impact. Now Deepfrost bolt scales in damage bonus, causing Iceberg Smash and Ice Spike to deal 15/30/45/60/75% bonus damage, with Ice Spike dealing double of this amount.
  • Fixed Ice Spike damage not scaling correctly.
Mimir, the Apprentice Wizard
  • Arcane Focus can now be targeted on allies to make it follow them instead.
  • Arcane Focus will now follow enemies or allies directly over their head, not next to them.
  • Vortexual Mastery now also deals damage and stuns when pulling enemies in only.
Shrub, the Guardian of the Forest
  • Saplings now last a maximum of 160 seconds.
  • Artifact Bonus now also grants 50% damage resistance to Saplings with the Comfort buff.
Broof, the Barbarian
  • Rupture has been replaced with Groundshock: smashes the ground and sends out a shockwave which damages enemies and sends them flying backwards.
Kharjo, the Unholy Warrior
  • Ability Artifact now grants ghouls a 30% chance 2.5x damage crit and 30% bonus damage to Ghouls across the board.
Vladd, the Vampire Lord
  • Servants of the Dark Lord Artifact Bonus increased from double health and damage to triple.
Ursidaeus, the Shifter
  • Artifact Bonus now also causes Grizzly Fury to heal for 5% of damage dealt.
Ayleth, the Huntress
  • Ability Artifact changed: now causes Fleet Foot to cause Ayleth to attack all nearby enemies instantly at the end of the dash.
  • Scatter Arrow now causes attacks to damage up to 3/4/5/6/7 extra targets and deal 20/40/60/80/100 bonus damage for 3 seconds. Attacks can activate attack modifiers and Sacred Arrow.
Gruff, the Minotaur Guardian
  • Guardian's Gift healing adjusted at earlier levels, increased from 1/2/3/4/5% per hero to 3/3.5/4/4.5/5% per hero and 0.5/0.75/1/1.25/1.5% per unit increased to 0.8/1/1.2/1.4/1.6% per unit. Attack speed increased from 10/15/20/25/30% to 20/25/30/35/40%.
Simon, the Warrior of Ironforge
  • Dwarvish Might no longer stuns in an area, now causes all attacks for the duration to stun enemies hit for 0.25 seconds, dealing 25/50/75/100/125 bonus damage and cleaving in an area for 60/70/80/90/100% damage dealt, allowing for unique modifiers to be applied in an area around the target.
  • Artifact Bonus changed: now causes Dwarven Grudge to grant 150 bonus damage, Immovable, and Spell Immunity for the duration.
Cricket, the Aspiring Shopkeeper
  • Cricket's Cane after the duration ends will now heal you to the relative health you had while using the item.


Credits
These individuals are extremely talented and I want to thank them for all the amazing assets they provide on Hiveworkshop!

ICONS ---
Sin'dorei300 - Black Wizard
8512590215848 - Book with Fire Spells
KelThuzad - BTNArcaneBlast
The Panda - BTNArcaneShower
Darkfang - BTNBlackLotus
ChevronSeven - BTNBreathOfFireNew
zbc - BTNBurningDagger
BLazeKraze - BTNDeathCurse
~Nightmare - BTNDemonicSword
8512590215848 - BTNDoombringer
Darkfang - BTNEarthShield
PrinceYaser - BTNEmpoweredHammer
8512590215848 - BTNExecut
Hellx-Magnus - BTNEyeOfShadows
8512590215848 - BTNFireBoot
D.ee - BTNGoldenBoneStaff
Marcos DAB - BTNGreatMountainKing
8512590215848 - BTNHolyArmor
8512590215848 - BTNHolyCrest
Darkfang - BTNHolyNote
NFWar - BTNIceWand
Blizzard Entertainment, Darkfang - BTNIncome
Blizzard Entertainment - BTNINV_Food_Egg_03
8512590215848 - BTNJarOfPower
jigrael - BTNLightingElemental
FrIkY - BTNMagharShaman
Marcos DAB - BTNPhaseShiftMurloc
KelThuzad - BTNScytheBackstab
-Berz- - BTNSkullSpirits
Blizzard Entertainment - BTNSpell_Fire_Fireball02
Blizzard Entertainment - BTNSpell_Shadow_SummonVoidWalker
8512590215848 - BTNSphereOfNature
Darkfang - BTNWaterOrb
Darkfang - BTNWateryShield
Gluma - Ratling Gunner
Darkfang - Chain Lightning
Edge45 - Fire Crystal Element
Blizzard Entertainment, Darkfang - Fire Nova icon
Gluma - Lizard Assasin 2.0
Darkfang - Mage Orb
Darkfang - Magocracy Crown
Ceterai - The Revenant Covenant
Darkfang - Vampiric Bat Swarm
Darkfang - Wrathwave Axe Garithos
Chaosy - Stone Tablet Blood
8512590215848 - Mecha Mace
The Panda - BTNReapersWeapon
Mc ! - BTNSoulSword
Darkfang - Damned Fire
The Panda - BTNBlueElectro
-Berz- - BTNAvalanche
Darkfang - BTNPoisoningShield
jj84 - Orb of Chaos
EternalOne - Liberty
Blizzard Entertainment, bakuma - Ritual Dagger (from Patch 1.31.1)
NFWar - BTNIceBlock
Darkfang - Ice Impale
CRAZYRUSSIAN - BTNCRGreenAcopy
Antares A - BTNLightningSphereRed
Darkfang - Hunter Mark
Darkfang - BTNDemoniacalAttack
Darkfang - BTNEssenceOfCelerity
Darkfang - BTNRuneoftheDeath
Villagerino - Wight Icon Pack
Darkfang - Void Curse
8512590215848 - BTNSphereOfDarkness
8512590215848 - BTNLawOfBloodScroll
Golden-Drake - BTNBearPawBlue
Blizzard Entertainment - BTNINV_Misc_Gem_Ruby_02
8512590215848 - BTNColdFireRing
8512590215848 - Dagger
Paladon - BTNPincantateGhost
CRAZYRUSSIAN - BTNSEA_Hook
Darkfang - Elemental Convergence
BTNSteelAxe - PrinceYaser
BTNWaterStorm - NFWar
BTNWaterElemental - Marcos DAB
PowerOfWater - Praytic
BTNWaterMissle - Static
BTNWaterRoundShield - 8512590215848
Diadem - 8512590215848
Book with Water Spells - 8512590215848
BTNTouchOfDarkness - Xetanth87
BTNEnergyPotion - PrinceYaser
BTNDepthsBlade - The Panda
Soothing Money - Darkfang
VerdantSpheres Item - Darkfang
SilithidScarab - Immolthar
Bloodstone Orb - Darkfang
BTNDragonskin - Diegoit
BTNShockShiv - The Panda
BTNArcaneRessurection - The Panda
BTNSonicWave - The Panda
BTNWindOrb - The Panda
Nerubian / Arachnathid / Spider Stinger - Darkfang
BTNWildkinFerocity - BLazeKraze
BTNWingProtection - 8512590215848
BTNStaticShock - Blizzard Entertainment
Empty Orb (Onyx Orb) - Darkfang
Ball Lightning - Sun gate
BTNGDWrench - Golden-Drake
BTNINV_Misc_Gear_05 - Blizzard Entertainment
BTNDarkChampionby67chrome - 67chrome
BTNDarkWave - Elven_God
BTNSpell_Shadow_BurningSpirit - Blizzard Entertainment
BTNArcaneBlast - Darkfang
BTNElderForm - morbent
BTNSpell_Shadow_ChillTouch - Blizzard Entertainment
BTNDarkPulse - The Panda
BTNINV_Stone_13 - Blizzard Entertainment
BTNBrokenAmulet - inhuman89
BTNSpikedArmor - 8512590215848
BTNSkullTreasure - PrinceYaser
BTNFireHornedHelmet - 8512590215848
BTNToxicDagger - NFWar
Cloak of Demon - Blizzard Entertainment
BTNGoblinBruiser - Sin'dorei300

MODELS ---
Callahan - Archeologist
Vinz - Armor Penetration
~Nightmare - Ascension Blade Serpent
johnwar - Bandit Enforcer (Re-Classic)
-Grendel - Black Mage
Vinz - Blink Vol. I
JesusHipster - Bone Impale
Tarrasque - Brutal Lord
Vinz - Burning Rage
Vinz - Call of Dread
Shardeth - Canon Turret
Direfury - Captain Falric
Vinz - Conflagrate
Vinz - Coup de Grace
Blood Raven - Cowboy Hat
-Grendel - Crossbowman
JetFangInferno - Dark Nova
handclaw - Day Laborer
Direfury - Dire Grunts
-Grendel - Dire Troll Tyrant
WILL THE ALMIGHTY - Dirt Explosion
Vinz - Disarm
Villagerino - Divine Golem (variative)
Explobomb - Djinn/Genie
Gluma - Dragon Priest
Direfury - Dwarf Baron
JetFangInferno - Earth Nova
Explobomb - Efreet
Vinz - Ember
GoldenEggCN - Energy Focus
Vinz - Empheral Cut
Vinz - Empheral Slash
Darkfang - Epic Jaina
cotd333 - Fatal Wound
Deleted Member 126647 - Fill-Me-Up Treasure Chest
Kuhneghetz - Fire Mephit
Vinz - Fire Missiles
Vinz - Fire Nova
Vinz - Firebolt
Darkfang - Fireking Crown
Vinz - Flamestrike
Yours Truly - Forest Blessing
xw1995327www - Fortitude Rune Aura
Vinz - Frost Arrows
Yours Truly - Gatekeepers Pact
General Frank - Gem - Jade
HerrDave - Giant Spider Pack
Freddyk - Goblin Bookworm
tillinghast - Goblin Emperor
tillinghast - Goblin warlock
HerrDave - Gold Pile
Vinz - Heal
Villagerino - Hellstone Golem
4eNNightmare, HappyCockroach - Herald of the Deep Mother
Kuhneghetz - Hero Ranger
Vinz - Holy Light
Kenathorn - Icons to Models Pack
CreatorD3292 - Infernal Bullet
Yours Truly - Infernal Bulwark
WyrmSlayer - Infinite Slashes
Tr!KzZ - GoldCoins
Murlocologist - Judgement Paladin
Vinz - Kingdom Come
Hayate - Lava Pit
Vinz - Liberty
Champara Bros - Lightning Bolt
Tarrasque - Lightning Elemental
Gluma - Lizard Assassin 2.0
Gluma - Lizardman Warlord 2.0
BoatyMcBoatface300 - Lootbox
Stefan.K - Lord Garithos
FrIkY - Mag'har Orc, Shaman
sPy - MagicLightning_Aura
JesusHipster - MagicShield
SuPa- - Magma Elemental
Vinz - Malevolence Aura
Vinz - Mana/Sacred Storm
67chrome - Mummy
WILL THE ALMIGHTY - Nebula
Direfury - Necromancers
Vinz - Nether Blast
Navys - Nhallish
HerrDave - Oil Barrel
Explobomb - Old God Pack
Shido - Oni - The Reddish Ogre
General Frank - Orb of Lightning
-Grendel - Orc Necromagus
frostwhisper - Orcish Runes
Alpain - Pharaoh
Vinz - Pillar of Flame
Gluma - Plate Armor Knight
Cherrymage - Prism Ray
Vinz - Radiance
Gluma - Ratling Gunner
Direfury - Runic Aura
Mike - Safe
Freddyk - Sea Druid
Gluma - Serpent Knight
nGy - Shockwave
JetFangInferno - ShockwaveMissile
Vinz - Shots II
Vinz - Singularity Vol II
HappyTauren - Skeleton FireMage
Villagerino - Skeleton Warriors
Vinz - Smite
Tranquil - Snipe Target Green
Vinz - Soul Armour
Vinz - Soul Beam
Vinz - Soul Bow Enchantments
Vinz - Soul Discharge
Vinz - Spell Markers
nGy - Stomp
Remixer - Stone Coffin
JesusHipster - Stone Shield
Vinz - Stormfall
Vinz - Sweep Attachments
diosilva16 - Treasure Guardian
johnwar - Troll Master Witch Doctor
Callahan - Turtle fisher
Hayate - Tyrannosaurus Rex
Vinz - Ubershield
WILL THE ALMIGHTY - Ultimate Explosion
-Grendel - Undead Fire Mage
ironmaiden - UndeadBloodElf
Gluma - Ungor with spear
Vinz - Valiant Charge
Blood Raven - Veoviss Dagger
Vinz - Void Disc
Vinz - Void Missiles
Lichkings slave - VoidWalker Aura
Grey Knight - Wandering Swordman
JetFangInferno - WarStompCaster
Villagerino - Wight & spells
Vinz - Windwalk
JetFangInferno - WispExplode
terrio - item models
EvilCryptLord - ElitePlagueCloud
67chrome - ReturnedArcher
Gluma - Lizardman Warrior
johnwar - Shadow Soldiers (Pack)
Tauer - Khadgar
doom_sheep - Affliction
Vinz - Athelas
General Frank - Potion Pack
chopinski - Blessed Field
ThompZon - Target Indicator TC Vfx
frostwhisper - Aqir
Nature Regen Buff - doom_sheep
Bombard - Em!
Watcher in the Water - Vinz
Legendary Chest - 00110000
Light Feather - Kuhneghetz
SuperLightningBall - GoldenEggCN
Very Generic Shield with TC - BoatyMcBoatface300
Chain Grenade - Vinz
Nazrook Geargrind - DwarfZealot
Damage Aura 3 - Vadim 647
Mythic Storms - Vinz
Providence Aura - Vinz
Void Rifts - Vinz
Damnation - Vinz
Climax (1.32) - Vinz
Blue Bloodlust - doom_sheep
Elven Step - doom_sheep
Gors - Gluma
Horn gor - Gluma
Alleria Windrunner - Tauer

SPELLS
looking_for_help - Physical Damage Detection Engine GUI v 1.3.0.0
Paladon - Jump n´ Dash System v.0.90

MUSIC/SOUND
dancewiththedead - Music
Age of Mythology - Sounds
Runescape - Music
God of War Deliverance by Bear McCreary
Will You Snail - Music
Ark Survival Evolved - Music
Dusk, Andrew Hulshult - Music
Dauntless - Music
Divinity Original Sin 2 - Music
Epic Mickey 2, Jim Dooley - Music
Hank and Jed - Sound
Total War: WARHAMMER II

Previews
Contents

Descend v1.3.2 (Map)

Reviews
deepstrasz
Definitely an addictive game, offering multiplayer, randomized rooms and a variety of heroes to choose from. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules...
Level 3
Joined
Nov 23, 2014
Messages
4
Hey there, so I've played 1.1.1 version (on WC3 Reforged), in terms of performance the final boss is still laggy, The Shifter's Q ability Grizzly Fury create drop in the game performance as well.

I don't know if it's intentional, but Ghoul Hand stacks with other vampiric auras(it shows like 2 vampiric auras with different names), I find it to be too OP. Is this a bug maybe?

1681478011010.png


And there's another thing, The Shifter's E ability Inner Beast states in it's description that the Spirits have to deal 1.5x of the hero damage, but the actual effect is 1.5x of the hero white damage + damage from bonus agility. With the stats from this screenshot the Spirit had 516 attack. I wonder if it's an error in the ability description, or the damage formula?

Also, are those small lava chests should drop the same items as regular gray locked chests? After all this time playing I've decided to ask this question after all, lol:xxd:.
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hey there, so I've played 1.1.1 version (on WC3 Reforged), in terms of performance the final boss is still laggy, The Shifter's Q ability Grizzly Fury create drop in the game performance as well.

I don't know if it's intentional, but Ghoul Hand stacks with other vampiric auras(it shows like 2 vampiric auras with different names), I find it to be too OP. Is this a bug maybe?

View attachment 430295

And there's another thing, The Shifter's E ability Inner Beast states in it's description that the Spirits have to deal 1.5x of the hero damage, but the actual effect is 1.5x of the hero white damage + damage from bonus agility. With the stats from this screenshot the Spirit had 516 attack. I wonder if it's an error in the ability description, or the damage formula?

Also, are those small lava chests should drop the same items as regular gray locked chests? After all this time playing I've decided to ask this question after all, lol:xxd:.
Hi there! Still working on some of the performance, it seems to be much worse in Reforged, however.

I didn't know that about Ghoul Hand! I'll be sure to patch that.

The Spirit will naturally inherit damage from Agility items, as far as I'm aware, and most damage bonuses. I'll look into it though, it is calculated to include any damage bonuses you have.

They definitely should have their own drop pool at some point. I actually made Demon Chests simply because regular chests looked odd in the Hell Zone. I am adding unique chest drop pools to a new mode I am working on that is water themed, so changes like this will likely circulate back around to making those chests more interesting. Some Ice themed chests would be pretty cool too :)

Thanks so much for the feedback!
 
Level 2
Joined
Dec 5, 2018
Messages
2
I finished this map alone in about 4:25m with Hero Star Knight. The boss fights are pretty good. but when fighting with the final boss, the FPS dropped a lot because too many circles appeared. you should make them 1/2 less.
 
Level 3
Joined
Jan 24, 2014
Messages
24
I finished this map alone in about 4:25m with Hero Star Knight. The boss fights are pretty good. but when fighting with the final boss, the FPS dropped a lot because too many circles appeared. you should make them 1/2 less.
Hey!

Thanks for playing the map! :grin: - I just thought I'd answer on Vladd's behalf here:

Unfortunately some parts of the game, particularly the Lich fight, seem to perform very poorly on Warcraft Reforged (using classic graphics mode does not seem to fix this). Many attempts have been made to remedy this issue, but at the end of the day, it simply seems that Reforged is a poorly optimized game.

We are looking at making further adjustments to the Reforged option within the map to lessen number of effects, particularly for the Lich, but this might mean reworking some abilities which is quite time consuming.

Keep an eye out for future updates :peasant-smile:
 
Level 2
Joined
May 8, 2023
Messages
2
I created an account just to say how much I enjoy this map with my friends. Although 3 of us have 0 fps on the final boss in reforged, we managed to beat it which felt very satisfying. Would it be possible to consider a party of 5 and increase the difficulty accordingly for each additional player, sort of like in Diablo 2 where each member increase monster power? I believe it's just enough people but not too much, and also due to having to switch out 2 people to spectator mode every time we play :xxd:.

I was also inspired to make a small version for my friends to play, sort of like a DnD kind of thing while we wait for a new update.

Maybe it's not the right place to ask, but how did you make the map transition? It seems almost like a campaign transition but I tried that before and it didn't work well on bnet.

Thanks!
 
Level 9
Joined
Jul 2, 2016
Messages
56
I created an account just to say how much I enjoy this map with my friends. Although 3 of us have 0 fps on the final boss in reforged, we managed to beat it which felt very satisfying. Would it be possible to consider a party of 5 and increase the difficulty accordingly for each additional player, sort of like in Diablo 2 where each member increase monster power? I believe it's just enough people but not too much, and also due to having to switch out 2 people to spectator mode every time we play :xxd:.

I was also inspired to make a small version for my friends to play, sort of like a DnD kind of thing while we wait for a new update.

Maybe it's not the right place to ask, but how did you make the map transition? It seems almost like a campaign transition but I tried that before and it didn't work well on bnet.

Thanks!
Hi there, so happy you're enjoying the map and that I've inspired some of your own projects! That's just awesome. I'm very sorry about the state of the final boss, he is unfortunately quite heavy on performance and as I only play on V1.29, I didn't realise that it would be such a big issue for lots of people. In the next update, some more performance enhancements are on the way, which should help a bit :grin: He may even need a straight up redesign with some of his attacks, if need be.

In regards to enemy power, the distribution of experience and gold among multiple players means that each individual player has less items and is lower level, so I wasn't too sure whether or not I should make enemies harder as each hero in your party is weaker. I would be interested to know if you personally found the game too easy with multiple players! Bosses however do scale with multiple players, as I did find that the combined focus of multiple heroes on a singular unit made the bosses take exceptional amounts of damage.

Descend uses random generation to transition between levels, and a level tracker to track what should be happening at any given time. So when you go through a doorway, the screen goes black, the level you were on is completely erased and a new randomly generated level is constructed within that instance. The functions behind the random generation can be very complex. If you'd like to know more, feel free to reach out to me on the Descend Discord! :)
 
Level 2
Joined
May 8, 2023
Messages
2
Hi there, so happy you're enjoying the map and that I've inspired some of your own projects! That's just awesome. I'm very sorry about the state of the final boss, he is unfortunately quite heavy on performance and as I only play on V1.29, I didn't realise that it would be such a big issue for lots of people. In the next update, some more performance enhancements are on the way, which should help a bit :grin: He may even need a straight up redesign with some of his attacks, if need be.

In regards to enemy power, the distribution of experience and gold among multiple players means that each individual player has less items and is lower level, so I wasn't too sure whether or not I should make enemies harder as each hero in your party is weaker. I would be interested to know if you personally found the game too easy with multiple players! Bosses however do scale with multiple players, as I did find that the combined focus of multiple heroes on a singular unit made the bosses take exceptional amounts of damage.

Descend uses random generation to transition between levels, and a level tracker to track what should be happening at any given time. So when you go through a doorway, the screen goes black, the level you were on is completely erased and a new randomly generated level is constructed within that instance. The functions behind the random generation can be very complex. If you'd like to know more, feel free to reach out to me on the Descend Discord! :)
Hey, thanks for the response! I don't think it's too easy, we played on normal and hardcore, and while hardcore is definitely harder, normal is at a good difficulty. The gold split definitely allow us to make use of teamwork more. We would pour gold to whoever needs it most first (mostly to the dps), and it's funny seeing the tank just running when low to let the dps get aggro on and one-shotted:grin:.

What I mean by making monsters harder would just be, maybe make monsters take like 20% less damage/deal 20% more damage for a 5th player. It's just an idea, but I do hope you consider the case with 5 players. Either way, it's a really enjoyable map.

I do have a few other suggestions that you should consider: maybe give some random permanent artifacts that can be found besides items? They can be as silly as decrease move speed, or make you randomly tp around the map when attacking, etc. It will add to the replayability of the map. I have also seen other maps use an aggro system to make the roles of tank more prominent; I believe if it doesn't force you to uproot everything, you should definitely consider it. As it currently stands, tank/bruisers lack a good defining trait in the party.

Sure most tanks/bruisers have more CC abilities, but in most of our playthroughs, the tank usually just get ignored once everybody got enough items and levels to sustain some amount of damage. Supports without any healing are also a bit underpower—not sure how to tune them, but comparing the priest of light with somebody like the troll, we had a much, much easier time when we got the priest of light in our party. He pretty much trivializes everything.

Anyway, hoping to see the next update soon! I guess you can leave the balancing for last when the map is in a more stable state. As a last note, I do hope the final boss is on your next list of priority, and please consider letting us stay after we beat the boss so we can chill a bit in the lobby after beating him. Two of the friend didn't even get to take a drink! :cry:

Edit: I will definitely join the discord!
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hey, thanks for the response! I don't think it's too easy, we played on normal and hardcore, and while hardcore is definitely harder, normal is at a good difficulty. The gold split definitely allow us to make use of teamwork more. We would pour gold to whoever needs it most first (mostly to the dps), and it's funny seeing the tank just running when low to let the dps get aggro on and one-shotted:grin:.

What I mean by making monsters harder would just be, maybe make monsters take like 20% less damage/deal 20% more damage for a 5th player. It's just an idea, but I do hope you consider the case with 5 players. Either way, it's a really enjoyable map.

I do have a few other suggestions that you should consider: maybe give some random permanent artifacts that can be found besides items? They can be as silly as decrease move speed, or make you randomly tp around the map when attacking, etc. It will add to the replayability of the map. I have also seen other maps use an aggro system to make the roles of tank more prominent; I believe if it doesn't force you to uproot everything, you should definitely consider it. As it currently stands, tank/bruisers lack a good defining trait in the party.

Sure most tanks/bruisers have more CC abilities, but in most of our playthroughs, the tank usually just get ignored once everybody got enough items and levels to sustain some amount of damage. Supports without any healing are also a bit underpower—not sure how to tune them, but comparing the priest of light with somebody like the troll, we had a much, much easier time when we got the priest of light in our party. He pretty much trivializes everything.

Anyway, hoping to see the next update soon! I guess you can leave the balancing for last when the map is in a more stable state. As a last note, I do hope the final boss is on your next list of priority, and please consider letting us stay after we beat the boss so we can chill a bit in the lobby after beating him. Two of the friend didn't even get to take a drink! :cry:

Edit: I will definitely join the discord!
Ah that makes sense, thanks for the feedback! Definitely a fan of the artifact idea, I'm currently working on a big content update, after that I can start adding more little things like that :)

The Lich is definitely getting a mini-rework in terms of the number of effects he summons on the screen at any given time in the next update, so I'm hoping this helps a great deal.

In regards to having 5 players, 5 players would be something I would love to add but it will be in the far future. A lot of the map has systems oriented specifically towards player 1,2,3,4, and adding a 5th player would require these systems to include considerations for another player, so it's definitely on the list of things to do, but I doubt it will be finished in the next update.
 
Level 2
Joined
Sep 9, 2022
Messages
7
The "-xpgoldfix" is no longer a command - at the beginning of the game, Player 1 is asked "Are you playing on Warcraft III: Reforged?", and if yes is clicked, then the fix is automatically enabled, if this still doesn't work let me know!
Ahhhhh okay, I've been clicking on no since I play on classic graphics and figured it was asking based on my graphics setting instead of the patch. Ty very much
 
Level 32
Joined
Oct 26, 2014
Messages
369
Enjoying this map a ton with a bunch of buddies of mine, the hero roster is really cool and they feel pretty unique. Very replayable too as others have mentioned

That big death knight boss keeps tpk'ing us though. Is it a bit too busted or are we just incompetent? That horse charge attack is particularly hard to dodge - it reaches real wide and we keep getting one- or two-shot.

Also I feel like standard enemy rooms feel a bit visually repetetive. Would be very cool if dungeon scenery kept changing as move deeper to signify progression, like at first it's a cave, then a nornal brick dungen, then some more evil dungeon idk. Unless its already a thing and we just missed it thanks to Arthas. I have no clue how hard or time-consuming it is or if it's even possible, though.

Still, I sure enjoyed this map more than I enjoyed some standalone games, great work
 
Level 9
Joined
Jul 2, 2016
Messages
56
Enjoying this map a ton with a bunch of buddies of mine, the hero roster is really cool and they feel pretty unique. Very replayable too as others have mentioned

That big death knight boss keeps tpk'ing us though. Is it a bit too busted or are we just incompetent? That horse charge attack is particularly hard to dodge - it reaches real wide and we keep getting one- or two-shot.

Also I feel like standard enemy rooms feel a bit visually repetetive. Would be very cool if dungeon scenery kept changing as move deeper to signify progression, like at first it's a cave, then a nornal brick dungen, then some more evil dungeon idk. Unless its already a thing and we just missed it thanks to Arthas. I have no clue how hard or time-consuming it is or if it's even possible, though.

Still, I sure enjoyed this map more than I enjoyed some standalone games, great work
Hi there, so glad you enjoyed it! :grin: I definitely like the suggestion of more room decoration, it is lacking in some areas. The rooms do get visually quite different, but between the first 2 zones, they aren't super distinct.

Currently the zones are Dirt -> Dungeon -> Hell -> Ice -> Tomb -> Deep Dark

The Horseman of Hatred is one of the harder fights in the map for sure, I've had quite a few people ask a similar question about how to go about beating him. The biggest help I can provide for beating him is that he follows a pattern. Once you learn it, you can anticipate an ability and be ready for it. If you aren't ready, especially during his charge, he can wipe a team very quickly. I would also say that it's worth investing in some movement speed items, especially if your heroes lack mobility. He actually doesn't have much health for a boss but has some crazy damage that is hard to dodge.

Thanks so much for the feedback!
 
Level 32
Joined
Oct 26, 2014
Messages
369
Hi there, so glad you enjoyed it! :grin: I definitely like the suggestion of more room decoration, it is lacking in some areas. The rooms do get visually quite different, but between the first 2 zones, they aren't super distinct.

Currently the zones are Dirt -> Dungeon -> Hell -> Ice -> Tomb -> Deep Dark

The Horseman of Hatred is one of the harder fights in the map for sure, I've had quite a few people ask a similar question about how to go about beating him. The biggest help I can provide for beating him is that he follows a pattern. Once you learn it, you can anticipate an ability and be ready for it. If you aren't ready, especially during his charge, he can wipe a team very quickly. I would also say that it's worth investing in some movement speed items, especially if your heroes lack mobility. He actually doesn't have much health for a boss but has some crazy damage that is hard to dodge.

Thanks so much for the feedback!

Idk, he felt pretty beefy hp-wise too, although we might have been too distracted trying to dodge his attacks
 
Level 3
Joined
Jul 10, 2010
Messages
50
Hey logged in to make this comment but I have a suggestion that I think would benefit the map greatly. I like a lot of the hero designs but a LOT of them in your map have one serious flaw. They have little to no stat scaling which makes them largely useless late game when bosses and enemies have gigantic amounts of health. Please add more Str/Agi/Int scaling to hero abilities, preferably at least 1 per class so they're all at least a bit useful later on. Especially summons need stat scaling, they're pretty worthless without it, the item summons are great however because the int scaling.

Also, the paladin W late game is very laggy along with some other spells causing some sort of backup making the game lag like the boss meteor spam. I'd give those a check so you don't cripple people's fps.

Awesome map otherwise though I just figured some suggestions would help make it even better!
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hey logged in to make this comment but I have a suggestion that I think would benefit the map greatly. I like a lot of the hero designs but a LOT of them in your map have one serious flaw. They have little to no stat scaling which makes them largely useless late game when bosses and enemies have gigantic amounts of health. Please add more Str/Agi/Int scaling to hero abilities, preferably at least 1 per class so they're all at least a bit useful later on. Especially summons need stat scaling, they're pretty worthless without it, the item summons are great however because the int scaling.

Also, the paladin W late game is very laggy along with some other spells causing some sort of backup making the game lag like the boss meteor spam. I'd give those a check so you don't cripple people's fps.

Awesome map otherwise though I just figured some suggestions would help make it even better!
Hey there, sorry for the late response. I'm glad you're enjoying the map despite these issues, they will be addressed in the next update :grin:
 
Level 3
Joined
Jan 7, 2024
Messages
5
Very fun! Me and a couple of the buds have been playing this recently and we have had a blast figuring everything out.
We came up with a list of stuff after doing quite a few runs that we think would enhance the experience.


-Though there are many heroes to try, there are some that are much, much stronger, particularly Rusty the Highwayman and the Wolf Rider.
-Most of the support heroes do not have scaling abilities, and it makes them feel like deadweight later on in a run.
-Cricket is very interesting, but his whole kit needs a buff, percentage chances on opening stuff needs to be much higher, and the shop options stronger.
-Some of the event items delete stuff in your inventory, especially the bonus challenges you take on from the obelisk.
-It would be very cool if there were different merchants and events in each area, and not just the merchants in the goblin king/merchant area.
-option to turn the music off, I love the runescape and divinity tunes, but for some reason some of the tracks get really loud. This could be a reforged problem.
-some of the tooltips lack descriptors, duration of an effect being the most common discrepancy.
-The process of obtaining good items is very cool and fun, but slightly more item variety would do this game a lot of help, especially in the end game.

Keep up the good work, we look forward to future updates of this map! :thumbs_up:
 
Level 9
Joined
Jul 2, 2016
Messages
56
Very fun! Me and a couple of the buds have been playing this recently and we have had a blast figuring everything out.
We came up with a list of stuff after doing quite a few runs that we think would enhance the experience.


-Though there are many heroes to try, there are some that are much, much stronger, particularly Rusty the Highwayman and the Wolf Rider.
-Most of the support heroes do not have scaling abilities, and it makes them feel like deadweight later on in a run.
-Cricket is very interesting, but his whole kit needs a buff, percentage chances on opening stuff needs to be much higher, and the shop options stronger.
-Some of the event items delete stuff in your inventory, especially the bonus challenges you take on from the obelisk.
-It would be very cool if there were different merchants and events in each area, and not just the merchants in the goblin king/merchant area.
-option to turn the music off, I love the runescape and divinity tunes, but for some reason some of the tracks get really loud. This could be a reforged problem.
-some of the tooltips lack descriptors, duration of an effect being the most common discrepancy.
-The process of obtaining good items is very cool and fun, but slightly more item variety would do this game a lot of help, especially in the end game.

Keep up the good work, we look forward to future updates of this map! :thumbs_up:
Hey thanks very much for the feedback!

- I actually do struggle with balance but don't receive much feedback from players of what is overpowered and what isn't, so I appreciate your input here. I'll look into those heroes and see how they perform in a few runs. There is also a "balance" section of the Descend discord where you can post balance related suggestions!

- Scaling is often a bit of a placebo effect, especially when it is applied in small amounts. Supports provide utility to the team and some are intended to be stronger early and some are intended to be stronger late game. The Priest of Havoc for example does not have a percentage heal or a heal that scales, however he grants flat damage reduction to enemies, and can provide invulnerability to allies, which keeps him useful later on. But if you have any specific heroes that you find to be underwhelming, please let me know!

- Thanks for the feedback on Cricket, he recently had a huge rework as he was very overpowered, so it may be fair to investigate and trickle his power scaling up a bit.

- I will look into Paths getting deleted, this isn't intended.

- For the music, are you able to turn it off by putting your music slider to 0 in settings?

Thanks again for the feedback and hopefully many of these suggestions/issues will be tackled by the next update :grin:
 
Level 3
Joined
Jan 7, 2024
Messages
5
- I actually do struggle with balance but don't receive much feedback from players of what is overpowered and what isn't, so I appreciate your input here. I'll look into those heroes and see how they perform in a few runs. There is also a "balance" section of the Descend discord where you can post balance related suggestions!

- Scaling is often a bit of a placebo effect, especially when it is applied in small amounts. Supports provide utility to the team and some are intended to be stronger early and some are intended to be stronger late game. The Priest of Havoc for example does not have a percentage heal or a heal that scales, however he grants flat damage reduction to enemies, and can provide invulnerability to allies, which keeps him useful later on. But if you have any specific heroes that you find to be underwhelming, please let me know!
I think most people who have played this game would agree that the major bottlenecks for progression are the bosses, which is a good thing in my opinion. Now, theoretically, you could kill the bosses with any heroes because all the boss mechanics are largely avoidable, which is also a good thing. The caveat to that however is the health pools of the bosses are quite large (minus the treasure golem), and if you have three players, and two of them are not playing one of the better damage dealing heroes, the boss fights can drag on for a really long time. The longer the boss fights go, the more mistakes are made, the more lives are lost, you get the idea.

So how does this relate to the imbalance in hero power? Well, with the way the game is currently, it really incentivizes players to prioritize dealing damage. Many of the support type heroes don't have scaling abilities, so that 300 damage AoE or that 200 hp heal feels pretty bad even as soon as the hell layer. Moreover, A lot of the strongest heroes in the game have ways to mitigate damage either by mobility or just being tanky, and also either have a good auto attack (they are ranged), or a spell that is spammable and has good scaling. Garithos I think really illustrates what I mean. With two lifestealing items that stack, and his Liberty ability active, he can essentially ignore boss mechanics provided he can attack it, which is most the time. Not to mention that while he is doing this, he is actively clobbering the boss. He is by no means the highest damage hero in the game, but he certainly carries his weight.

The Heroes I think are really strong:
-Rusty (also ironically kind of the best support hero because of all the extra gold, and how you can stuff the map up with decent summons.)
-Wolfheart
-Ishtar
-Mimir
-Ayleth
-Jyzargo (he can kind of do both, tank up and avoid)
-Garithos (not the best hero on this list, but perhaps the most belligerent example of what I am talking about.)

TL;DR- Stacking damage is much better than having supports
 
Last edited:
Level 2
Joined
Feb 2, 2024
Messages
1
Before I mention any criticisms, just wanna say that me and da boyz have been really REALLY enjoying this map, big props. I've played basically every roguelike map available for wc3, and this one by FAR outshines them. Hell, it stands up to actual, standalone roguelikes. Incredible map!

As Swaguar (one of the previously mentioned boyz) mentioned, the biggest issue I have with it is how scaling basically kills half of the roster off in late game multiplayer runs. Especially for support heroes! The items heavily favor auto attackers, so support heroes basically get reduced to a weak summoner/healbot that desperately runs around hoping to avoid death. This is gets particularly bad when the bag of holding damage reduction gets factored in. You lose an item slot, lose a flat percentage of damage, AND have to rely on summons. It ends up being a tedious micro-fest just to have the summons get one shot by an AOE. I'm sure you have your reasons, but I really wish the bag of holding didn't have the damage penalty. Being the designated "bag holder" in a group never feels good. I also wish there were more items for casters, or items that had intelligence scaling of some sort.

I have a lot of nit-picky or small points, which I'll list here:
1. Tony overtakes your F1 hotkey as the main hero, which usually causes some difficulty when microing
2. Dying to a boss in group play basically gimps you permanently (especially on turbo mode), due to the massive loss in XP
3. Ishtar's missile range is larger than the enemy attack range, allowing her to cheese if she positions correctly
4. The lava elemental sub-boss summoned from the rune is outrageously strong when compared to the others

Lastly, the shark boss is extremely unfun overall. With the lack of movement options on most heroes, and the shark's lack of telegraphs on its charge, most of the fight is pretty frustrating. This was the boss that really killed my love of most of the support heroes...

I don't want my post to sound negative despite my many criticisms, I just wanted to give honest feedback on what I found frustrating. I hope the fact I'm even giving feedback with this much detail shows how much I really really enjoy this map. Looking forward to any future updates, and thanks again for making the map! Easy 5 stars :thumbs_up:
 
Level 9
Joined
Jul 2, 2016
Messages
56
It was Rusty the Highwayman and Wolfheart Skullcrusher the Orc Raider. Very similar abilities.
Thanks very much, I will look into that :grin:
I think most people who have played this game would agree that the major bottlenecks for progression are the bosses, which is a good thing in my opinion. Now, theoretically, you could kill the bosses with any heroes because all the boss mechanics are largely avoidable, which is also a good thing. The caveat to that however is the health pools of the bosses are quite large (minus the treasure golem), and if you have three players, and two of them are not playing one of the better damage dealing heroes, the boss fights can drag on for a really long time. The longer the boss fights go, the more mistakes are made, the more lives are lost, you get the idea.

So how does this relate to the imbalance in hero power? Well, with the way the game is currently, it really incentivizes players to prioritize dealing damage. Many of the support type heroes don't have scaling abilities, so that 300 damage AoE or that 200 hp heal feels pretty bad even as soon as the hell layer. Moreover, A lot of the strongest heroes in the game have ways to mitigate damage either by mobility or just being tanky, and also either have a good auto attack (they are ranged), or a spell that is spammable and has good scaling. Garithos I think really illustrates what I mean. With two lifestealing items that stack, and his Liberty ability active, he can essentially ignore boss mechanics provided he can attack it, which is most the time. Not to mention that while he is doing this, he is actively clobbering the boss. He is by no means the highest damage hero in the game, but he certainly carries his weight.

The Heroes I think are really strong:
-Rusty (also ironically kind of the best support hero because of all the extra gold, and how you can stuff the map up with decent summons.)
-Wolfheart
-Ishtar
-Mimir
-Ayleth
-Jyzargo (he can kind of do both, tank up and avoid)
-Garithos (not the best hero on this list, but perhaps the most belligerent example of what I am talking about.)

TL;DR- Stacking damage is much better than having supports
The next update will contain a number of buffs to some of the support roster to alleviate some of their more redundant abilities, as some are certainly better than others. Although, generally the design concept of supports was to provide utility and to enable DPS heroes to DPS better, so I wouldn't be looking to turn any support into a DPS, as that is not their role. If you had any specific support heroes you felt were particularly lack-luster though, or abilities that could be reworked, I'd love to hear your ideas! Currently I'm looking into tweaking the Prophet of Flame, Woodland Wizard, and the Troll Hunter.

Before I mention any criticisms, just wanna say that me and da boyz have been really REALLY enjoying this map, big props. I've played basically every roguelike map available for wc3, and this one by FAR outshines them. Hell, it stands up to actual, standalone roguelikes. Incredible map!

As Swaguar (one of the previously mentioned boyz) mentioned, the biggest issue I have with it is how scaling basically kills half of the roster off in late game multiplayer runs. Especially for support heroes! The items heavily favor auto attackers, so support heroes basically get reduced to a weak summoner/healbot that desperately runs around hoping to avoid death. This is gets particularly bad when the bag of holding damage reduction gets factored in. You lose an item slot, lose a flat percentage of damage, AND have to rely on summons. It ends up being a tedious micro-fest just to have the summons get one shot by an AOE. I'm sure you have your reasons, but I really wish the bag of holding didn't have the damage penalty. Being the designated "bag holder" in a group never feels good. I also wish there were more items for casters, or items that had intelligence scaling of some sort.

I have a lot of nit-picky or small points, which I'll list here:
1. Tony overtakes your F1 hotkey as the main hero, which usually causes some difficulty when microing
2. Dying to a boss in group play basically gimps you permanently (especially on turbo mode), due to the massive loss in XP
3. Ishtar's missile range is larger than the enemy attack range, allowing her to cheese if she positions correctly
4. The lava elemental sub-boss summoned from the rune is outrageously strong when compared to the others

Lastly, the shark boss is extremely unfun overall. With the lack of movement options on most heroes, and the shark's lack of telegraphs on its charge, most of the fight is pretty frustrating. This was the boss that really killed my love of most of the support heroes...

I don't want my post to sound negative despite my many criticisms, I just wanted to give honest feedback on what I found frustrating. I hope the fact I'm even giving feedback with this much detail shows how much I really really enjoy this map. Looking forward to any future updates, and thanks again for making the map! Easy 5 stars :thumbs_up:

Hi there! Thanks so much for the feedback, so happy to hear you're enjoying the map :grin: As mentioned above I'm looking to tweak some of the supports who fall a bit behind other heroes. I'm also looking to give supports in general a boost as the idea of them was to provide value outside of dealing damage, so I'm looking to tweak a few of the items to make them more useful and perhaps add some new ones.

I do agree with your Bag of Holding change, initially the damage penalty existed as I was unsure how powerful the item would be in practice, however given that it takes up a slot and provides no stats of any kind, it does seem a bit much to also inflict a damage penalty. It will be removed in the next update.
 
Level 3
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Jan 7, 2024
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5
The next update will contain a number of buffs to some of the support roster to alleviate some of their more redundant abilities, as some are certainly better than others. Although, generally the design concept of supports was to provide utility and to enable DPS heroes to DPS better, so I wouldn't be looking to turn any support into a DPS, as that is not their role. If you had any specific support heroes you felt were particularly lack-luster though, or abilities that could be reworked, I'd love to hear your ideas! Currently I'm looking into tweaking the Prophet of Flame, Woodland Wizard, and the Troll Hunter.
Right, my point is just that. I want the supports to have value to contend with that loss of damage. It doesn't have to be an exact 1:1 trade off (nigh impossible to discern anyway), but it should feel right, and I would say most of the supports need some help.

Specific Support Heroes:

Swampy
-Some of his value comes from whether chests are worth picking up or not, and regular chest become pretty worthless fairly quickly. I don't know if you intend on changing the loot tables of the chests that appear later like the demon chests, but that would be a start.
-Protective Hold not stunning would probably be all the buff he needs if I am totally honest, it would give him really interesting synergy with a lot of the cast. (it may also make the game crash, but thats a separate issue.) :gg:

Priest of Havoc
-Scaling on his abilities that are not the curse, or his ultimate. The summons and damage of Dark Voodooz are really weak, If I am totally honest, I think all the summons in the game should have some kind of stat scaling, not just the item summons. Tacking on even a small percentage heal (2%~) on Mending Magickz would make this hero feel a lot better, even if its not a tremendous buff.

Shrub
-Basically the same points as Priest of Havoc.
-Changing Saplings to scale with strength would probably mean that you need them to have a percentage life drain and not a flat value, and a corresponding percentage damage increase.
-Again, slapping on a minor percentage to the wisps heal would be great.

Weaver of Wisdom
-This guy is basically good enough already, I would just like to see his bugs have more impact. To me that means they have some intelligence scaling, but whatever you wanna do with them would be fine.

The three you listed

-I think you kind of get the picture, these guys sort of follow the same theme.

I think Bulljin and Ezran are both pretty good already. The Alchemist Brothers are kind of in a weird spot. I mentioned Cricket already.
Other than that, I think you could explore armor reduction a little more in both items and abilities, slapping that on to some support abilities would be enough to address some of the issues without resorting to giving them some kind of stat scaling.
 
Level 21
Joined
Dec 4, 2007
Messages
1,478
Came back to it, made it to 89/90 without a healer (dropped level 20 something)!
Made it a mission to continue with: Ratling Gunner, Earth King, Axeman thief.
Sadly, at the final boss, the memory leak got to us - 0 fps temporarily.
(looks like it started after our Axeman-thief acquired the helmet of souls?!)
8000 hp left, came in with 30 lives, felt pretty robbed. Well what can you do.
Still was a 3h+ ride of craziness really. :thumbs_up:
 
Level 9
Joined
Jul 2, 2016
Messages
56
Came back to it, made it to 89/90 without a healer (dropped level 20 something)!
Made it a mission to continue with: Ratling Gunner, Earth King, Axeman thief.
Sadly, at the final boss, the memory leak got to us - 0 fps temporarily.
(looks like it started after our Axeman-thief acquired the helmet of souls?!)
8000 hp left, came in with 30 lives, felt pretty robbed. Well what can you do.
Still was a 3h+ ride of craziness really. :thumbs_up:
Hi there, so sorry you had this experience! I will look into that. So everything was performing okay until Rusty (Axeman Thief) bought the Helmet of Souls? Was there anything else spiking the performance in the game?
 
Level 21
Joined
Dec 4, 2007
Messages
1,478
The ratling gunner ultimate (bullet hell) and the Earth King's stone circle prison, well and the final boss abilities of course.
It just seems it all started after the acquisition of the helmet of souls - could be a coincidence of course.
 
Level 2
Joined
Sep 9, 2022
Messages
7
Hey I know I commented last time about gold being bugged on reforged, but im not getting gold or xp for kills with spells or summoned units on 1.3.1. even with the reforged option selected. still fine on 1.3.0.
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hey I know I commented last time about gold being bugged on reforged, but im not getting gold or xp for kills with spells or summoned units on 1.3.1. even with the reforged option selected. still fine on 1.3.0.
Hi there, sorry to hear this issue has been occurring for you. I have asked in the Descend discord and it seems no one else is having this happen to them. Could you please confirm what player slots you were occupying? I am unsure if perhaps Reforged allows you to change which player you are playing as.

The only different between 1.3.1 and 1.3.0 in regards to XP/Gold is that XP/Gold is only given if the enemy that died was killed by anything owned by player 1, 2, 3, or 4.
 
Level 2
Joined
Sep 9, 2022
Messages
7
Hi there, sorry to hear this issue has been occurring for you. I have asked in the Descend discord and it seems no one else is having this happen to them. Could you please confirm what player slots you were occupying? I am unsure if perhaps Reforged allows you to change which player you are playing as.

The only different between 1.3.1 and 1.3.0 in regards to XP/Gold is that XP/Gold is only given if the enemy that died was killed by anything owned by player 1, 2, 3, or 4.
I was player 1 (red) in a single player game, I get gold for kills with attacks but not with spells. Malithios beetles and Dagon murlocs do grant me gold because they're owned by the player so It could be something with dummy units or damage sources from spells belonging to neutral im not really sure.

also something i found when i was messing around with settings is that rally runes cant be picked up on reforged graphics. I mostly play on classic but just thought you should know
 
Level 9
Joined
Jul 2, 2016
Messages
56
I was player 1 (red) in a single player game, I get gold for kills with attacks but not with spells. Malithios beetles and Dagon murlocs do grant me gold because they're owned by the player so It could be something with dummy units or damage sources from spells belonging to neutral im not really sure.

also something i found when i was messing around with settings is that rally runes cant be picked up on reforged graphics. I mostly play on classic but just thought you should know
Unfortunately it isn't any of these things, Reforged is just quite buggy in terms of custom maps. I know a workaround for this and will implement it in the next patch :grin: In the meantime please use 1.3.0. I'll have an update out as soon as I can!
 
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