- Joined
- May 20, 2008
- Messages
- 138
I recently had a look at an old abandoned project of mine, it's like a dungeon crawler type of map (bosses and creeps to kill). I'm having second thoughts on the amount of abilities I added to each hero: six active abilities and one passive (bound to Q,W,E,R,T,V,).
QW are typically single target damage abilities you can use often, usually with some kind of synergy. I remember thinking that just standing there and shooting at the boss/mobs was boring so I wanted to add something more to do.
ERT are longer cooldown more situational spells like AoE and Polymorph, stuns, self buffs, heals etc.
V is a two minute cooldown ultimate.
Do you guys think this is too much? I'm thinking of cutting it down to one single target spell, two situational abilities and one ultimate (4 abilities in total), scrapping the synergies and passives. I'm thinking a new player trying the map will probably find that six abilities are too much to learn. How many spells do you think are reasonable in dungeon crawler kind of map?
QW are typically single target damage abilities you can use often, usually with some kind of synergy. I remember thinking that just standing there and shooting at the boss/mobs was boring so I wanted to add something more to do.
ERT are longer cooldown more situational spells like AoE and Polymorph, stuns, self buffs, heals etc.
V is a two minute cooldown ultimate.
Do you guys think this is too much? I'm thinking of cutting it down to one single target spell, two situational abilities and one ultimate (4 abilities in total), scrapping the synergies and passives. I'm thinking a new player trying the map will probably find that six abilities are too much to learn. How many spells do you think are reasonable in dungeon crawler kind of map?