Realm of Kings v1.53

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The self-proclaimed funkiest three-way chaos AoS crossover extraordinaire.

In a realm on the edge of existence three powerful kings have waged war with one another for eons, yet still no victor has been found. That ends today. The kings have decided to finish their struggle once and for all with one final battle and have called upon various heroes from other worlds and times to help them. You are one of those mighty heroes and there's only one thing you can do to asure victory for your king: Kick. Some. Ass.

"The ultimate showdown of ultimate destiny"
- satisfied customer.

Choose a Game Mode. Choose a hero. Kill enemies to earn gold and experience. Buy items to get stronger. Destroy enemy bases. Be the last team left standing to win.
Recommended Players: 3v3v3 or more (but playable with whatever)

Realm of Kings is a three-way AoS, featuring a varied mix of exotic characters both original and from popular culture, such as Gandalf, Chuck Norris, Naruto and a guy named Børge Bent Larsen. The map is centered around standard AoS gameplay with three teams sending out minions and players controlling heroes, leveling and buying items to get stronger and ultimately trying to destroy each other's bases.

Game Modes:
  • Standard: The main game mode of Realm of Kings which the map is balanced around. Standard AoS gameplay, 4 tiers of items, map consists of the inner triangle.
  • All-Mid: The outer lanes are closed. Chaotic gameplay with all the action centered in the middle. Definitely not balanced.
  • Full Mode: Expanded mode with more RPG like elements such as Essence Bosses and Unique Items. The outer reaches of the map and a 5th ultimate item tier is unlocked.
Amazing Features:
  • Highly varied heroes ranging from an army commander that takes control of allied minions, to an alchemist gathering materials and brewing potions, to a dinosaur that just wants everybody to dance.
  • The Stranger: A mysterious hero that gets a random combination of abilities from unpicked heroes.
  • 4-5 tiers of funky recipe items with unique never before seen effects (you won't believe your eyes).
  • Recipe items have an auto-complete system that buys the missing componenets and completes the item for you.
  • Controllable Kings for base defense with powerful last resort abilities.
  • Forests with creeps and bosses that grow stronger with each defeat.
  • Optional Duels that randomizes between 1v1v1, Team Duels or FREE FOR ALL.
  • Impeccable balance (work in progress)
  • Weekly games every Monday at 19:30 CET (Join our discord!)
Note: The following is an "artistic rendition" of our roster as of v1.4
KOKCppJ.png

Patch 1.53
  • Duel Handicaps introduced: Players that are 20 % or more behind the average level of all heroes in a duel will now get a buff that increases all damage they deal and decreases all damage they take by 10 %. Players that are 20 % or more ahead of the average level will recieve a debuff with the opposite effect.
  • You can no longer buy a Unique Item when you already have one in your inventory
  • Late game lag should be reduced
  • Items:
    • Orb of Fire effects now cap at 10 stacks, but stacks from different characters will now stack together
    • Helm of Battlethirst now increases damage taken by 30 % down from 35 %
    • Staff of Herding no longer reduces non-spell damage by 15 % and instead grants 1000 health. Also fixed a bug where the tooltip stated it gave 1000 mana when it really gives 1250
    • The mana cost of Spirit Plating's ‘Magical Shroud’ has been reduced from 30 per level to 20 per level and the damage of its novas have been increased from 200 per level to 250 per level
    • (Full Mode) Dragon Spirit now makes your summons apply your current Orb Effect regardless of which one it is
  • Exis:
    • Aura of Accuracy has been redesigned. It now makes the ranged attacks of Exis and other nearby allies deal more damage based on the distance to the target
    • Piercing Arrows has been redesigned. It now causes your attacks to pierce through all enemies in a line, but will only ignore 20 armor down from the previous 25
    • Archer's Mark now has triple effect on non-heroic units
    • Mount Up now increases attack range by 100/150/200 in addition to it's other effects
  • Wolverine:
    • The damage of X-attack has been lowered by ~5 %
    • The duration of Beserker Rage has been reduced from 45 to 35
  • Ole the Sleeper:
    • The damage of Entangling Roots has been increased by ~20 %
    • The attack damage increase from The Bear Within has been increased across all levels (from 40 % to 50 % in max level)
  • Josephine:
    • The cooldown of Inner Fire has been lowered from 5 to 3 seconds and it now adds more attack damage in lower levels
  • Ivan:
    • The base armor of Blood Golems has been increased from 0 to 1

Patch 1.52
  • Hero respawn timers now scale from 5 to 45 instead of 15 to 45. They still max out at level 60 (90 in Full Mode)
  • The item sell rate has been increased back the original 75 % from 66,7 %
  • All gold gained by allies that have left the game is now reduced by 50 % when split to allies, like income
  • Rebalanced the scaling of forest creeps and added a sixth tier
  • Fixed a bug where items dropped from forest creeps still became Soulbound when picked up
  • Fixed a bug where Personal Stashes had only been removed from the Northern Kingdom (whoops)
  • Wolverine:
    • Reduced the health regen of Healing Factor in higher levels (from 4 % to 3.5 % of his missing health in max level)
    • If the target of Impale is knocked away the ability is now interrupted
    • The Strength scaling of Adamantium Skeleton has been reduced from 0.03 to 0.025
    • Beserker Rage now reduces the target's armor by 3 per attack down from 4
  • Ivan:
    • Ivan now has a Panic Button which he can use to order all his Blood Golems to sacrifice themselves
    • Reduced the cooldown of Summon Blood Golem from 8 to 5 seconds
    • Fixed a bug where spell damage recieved by Blood Golems was converted to non-spell damage when transfered to Ivan
  • Gheed:
    • Increased the cooldown of Slot Machine Relapse from 54 to 77.7 seconds

Patch 1.51
  • All non-consumable items bought from shops are now soulbound to the player who buys them, meaning that other players cannot pick up or be given that item
  • Personal Stashes have been removed as they were now redundant. Owl Couriers are now bought from your base
  • All heroes and bosses have been increased slightly in size (around 10 % for most)
  • Created a work-around for a native bug where units would ignore command for a brief time after exiting most Metamorphosis-based abilities
  • Fixed a bug where mana regen from items did not stack
  • Ole the Sleeper:
    • Fixed a bug where the Awaken Yggdrasil earthquake did not deal damage
    • Increased the movement speed of Yggdrasil from 100 to 150
  • Ivan the Bloodmancer:
    • Increased the movement speed of Blood Golems from 240 to 270
  • Børge Bent Larsen:
    • Increased the movement speed of Bo the Bear from 300 to 325
  • Berserker:
    • Increased the area of effect on Axe Storm

Patch 1.5
  • A new type of item added: Unique Items. There are 8 different ones focused on various attributes. You can only have one of these at a time and they can be upgraded within the shop where you buy them for additional gold
  • Whenever an enemy unit or boss is killed half the gold reward is now split among any nearby allies of the killing unit (this is also true for units killed by allied minions)
  • Gold bounties for both unit and hero kills have been reduced by around 20 %
  • Two new Heroes added: Ivan the Bloodmancer and Wolverine
  • The amount of XP required to level up and the amount gained now scale more steeply with levels
  • Starting gold has been increased from 750 to 1000
  • Income now starts at 500 down from 750 and will increase with a flat 500 every time instead of a steadily increasing amount
  • You now get both a Potion of Healing and a Potion of Mana when choosing random in All Pick, instead of only the former.
  • Siege Minions now deal twice as much damage against units, but their armor has been decreased from 10 to 5
  • Kings should now properly hold position when there are no enemies within their movement range
  • Added an -itemguide command that gives new players a brief guide on what to buy
  • Items:
    • Siphoning Wand now steal 5 % of the targets max mana per second instead of a flat 125
  • Ole the Sleeper:
    • Duration of the Bear Within has been increased from 12 to 15 seconds
    • Entangling Roots now starts with a slighly larger area
    • The buff you gain when interrupted during Hibernate now increases your attack and movement speed by 25/5075 % up from 20/35/50 %
    • The buff you gain from completing Hibernation now increases your stats by 7/14/21 % up from 5/10/15 %
  • Gheed:
    • The success ratios of Slot Machine Relapse have been reduced across all three levels
  • Gandalf:
    • Reduced the amount of increased spell damage gained from Return of the Gandalf to 5/20/35 % down from 10/30/50 % and it now stacks additively instead of multiplicatively with other spell damage increasing effects
  • XT-8000:
    • Reduced the range of XT-8000 in Siege Mode from 1200 to 1100
  • And various bug fixes

Patch 1.48
  • Fixed a bug where Strength no longer increased your health regen after the last patch
  • Health regen per Strength reduced from 0.15 to 0.1
  • Mana regen per Intelligence reduced from 0.06 to 0.05
  • When trying to auto-complete an item that you can't afford the error message now tells you how much gold the item requires to complete

Patch 1.47
  • Rebalanced various abilities for the forest bosses.
  • Josephine:
    • Fixed a bug where Alleviation no longer worked.

Past patch notes can be found here

Map Authors:
Map Design by StangtennisGuru & Ballonskipper
Map Development by StangtennisGuru

Unit Models (Many with matching icons):
North King: Sellenisko
West King: Tranquil
East King: zeshuri
Tehlu (Archangel): Expresso
Rock Lee: NNK Team
Batman: Reek, Toma, Dennis Herrmann
T-Rex: Olof Moleman, Rao Dao Zao
Naruto (base): NeilC, Shin-Orojin
Naruto Bijuu Mode: NeilC
Darth Vader & Yoda: Olof Moleman
Kenpachi Zaraki: Gothar_esp, Tobi-boy
Seto Kaiba: KONAMI, Anomaru, Zerox, Raging Chaos, Uoyalz
XT-8000 (Warlord Heavy Tank): General Frank
Gandalf: Jhotam
Zeratul: Rebellu Sidusn
Mewtwo: Zerox, OrganizationAllNoob, StangtennisGuru
Legolas: Pike
Santa Claus: Hayate
Frosty the Snowman: Thrikodius
Vegeta: ESF Team, Fantoche, EbonyStallion, Toma, The10th-X
Diablo: Dan van Ohllus
Sauron & Nazgul Rider: Olof Moleman
Batmobile: General Frank
Gamabunta: One Ming One
Panther: Dan van Ohllus
Mûmakil: HerrDave
Hedgehog: Stanakin
Blue Eyes White Dragon: KONAMI, Roxas358, solff, Uoyalz
Obelisk the Tormentor: metaldodomon, Raging Chaos
Eye of Sauron & Uruk-hai: Jhotham

Icons for items, abilities, etc:
Winged Boots: Nudl9
Dwarven Boots: JollyD
Boots of Evasion: NFWar
Heavy Boots: PeeKay
Toxic Trinket: PeeKay
Reinforced Bracers: NFWar
Bloodsoaked Morning Star & Bleed: Sin'dorei300
Shield of Frost: Darkfang
Spellbinding/Stabilizing Boots: Juan_ann
Boots of Spacebending: PeeKay
Phoenix Guardian: Maxwell
Cosmic Scepter: Direfury, KILLCIDE
Conqueror's Shield: Darkfang
Eternal Blade: Darkfang
Demonic Faceguard: UgoUgo
Soulsplitter Gauntlet: Marcos DAB
Dragon Spirit: Crowolf
Wings of Purging: Paladon
Chaos Orb: Darkfang
Christmas Present: ~Nightmare
Demonic Ritual: anath3ma
Eye of Sauron: Olof Moleman
Water Potion: Static
Earth Potion: Macros DAB
Air Potion: Raging Ent
Aether Potion: ChevronSeven

SFX models, missiles attatchments, etc:
Hero Glow: assassin_lord
Cosmic Scepter: Arthur12A2
Blazing Battleaxe: Blood Raven
Conqueror's Shield: l3lack Death
Eternal Blade: Mythic
Demonic Faceguard: Usedwell
Soulsplitter Gauntlet: Suselishe
Dragon Spirit: Tr!KzZ
Wings of Purging: UgoUgo
Lightsaber: Illidan(Evil)X
Elemental Novas: JetFangInferno
SaiyanAura: Judash, Toma
Sage Mode Aura: 5mal1
Clone Poof: Valemiere
BladestormFX: Donut 3.5, Waldbear
Nuclear Explosion: WILL THE ALMIGHTY
Bijuu Bomb Explosion: ddahe
Batarang: solff
Black Hole: Fingolfin
Blood Explosion: Judash
"Burner Eruption": JetFangInferno
Ascension Energy Burst: UgoUgo
Lightning Aura: Spy
Massive Explosion: WILL THE ALMIGHTY
Present Missile: Hayate
Flame Burst: Judash
Bloom Missile: Thrikodius
Warglaives of Azzinoth: FrlkY, Deolrin
Warglaive (missile): xyzier_24
Sauron's Mace: Olof Moleman
Contents

Realm of Kings v1.53 (Map)

Reviews
deepstrasz
The terrain is rather flat and monotonous looking. The learn ability descriptions don't say how many levels they have. Archimonde's Infernals can't attack. Terror of the Night doesn't seem to add damage bonus (maybe a level 3 bug?). Shouldn't the game...
I tried out your map and played the Seto Kaiba hero. He's really hilarious! The abilities are just perfect. :wthumbsup: The duels are a very nice addition as well to make an AoS more interesting.

What I find strange, though, is that the name of the map invokes a low fantasy setting like Game of Thrones or something similar, but it's an over-the-top pop culture mashup map. I think the map could benefit from a rebranding :).
 
Level 7
Joined
Jun 19, 2017
Messages
139
First of all greetings fellow MOBA modders and keep it going. :thumbs_up:
I played a single player game with the Stranger (A hero who gets random abilities from unpicked heroes). It's an interesting idea for a hero, however I got Avatar as one of his spells, which bugged at some point during the game and fixed upon death. Everything else other than that seemed ok.
The second game was more intersting because we played multiplayer with you and other people and it was fun.
I played as "Carsten" the evil acolyte. From my perspective the gameplay was pretty straight forward, I maxed his W and E, which are his damaging abilities, then his Q (aura) and lastly I used his ultimate on CD. It was pretty easy for me to kill people in early game (2,3 shots) which diminished throughout the game, but he was still viable even in late game.

1. Terrain 1/5 - Is pretty simple and straight forward, I assume it was made a hurry and from that comes it's lack of life-like feel. I think this part needs a lot of improvement.
2.
Heroes 4/5 - Seem interesting, however what made an impression on me is that the balance highly depends on level and item advantage, this field could be improved.
3. Items 5/5 - Are really interesting and impactful, it was quite easy for me to understand what to build for my hero, and my build turned out pretty good (imo). :grin:
4. Gameplay 3/5 - Is quite straight forward as well. Towers are way too strong at damage output and they tend to focus heroes (you can die easily, if you don't pay attention). The teams' bases need much improvement, because in late game it was easier to prioritize backdooring instead of regular push->overcome->win. The pve mode that includes the 3 hostile bosses probably needs a lot of improvement to blend in with the rest of the gameplay as well. Gameplay is overall more action than strategy.
5. Concept 3/5 - The idea of a pop-culture mash-up is a bit meh for me, because it pretty much closes the door for a genuine in-depth storyline. However, it adds an element of humor and parody, which some may find cool. Overall the idea looks more casual and has a "for-fun" approach.
Final words: I like the project, it was fun to play and I recommend it to AoS/Moba players who want to have fun. :infl_thumbs_up:
 
Last edited:
Level 4
Joined
May 5, 2021
Messages
14
First of all greetings fellow MOBA modders and keep it going. :thumbs_up:
I played a single player game with the Stranger (A hero who gets random abilities from unpicked heroes). It's an interesting idea for a hero, however I got Avatar as one of his spells, which bugged at some point during the game and fixed upon death. Everything else other than that seemed ok.
The second game was more intersting because we played multiplayer with you and other people and it was fun.
I played as "Carsten" the evil acolyte. From my perspective the gameplay was pretty straight forward, I maxed his W and E, which are his damaging abilities, then his Q (aura) and lastly I used his ultimate on CD. It was pretty easy for me to kill people in early game (2,3 shots) which diminished throughout the game, but he was still viable even in late game.

1. Terrain 1/5 - Is pretty simple and straight forward, I assume it was made a hurry and from that comes it's lack of life-like feel. I think this part needs a lot of improvement.
2.
Heroes 4/5 - Seem interesting, however what made an impression on me is that the balance highly depends on level and item advantage, this field could be improved.
3. Items 5/5 - Are really interesting and impactful, it was quite easy for me to understand what to build for my hero, and my build turned out pretty good (imo). :grin:
4. Gameplay 3/5 - Is quite straight forward as well. Towers are way too strong at damage output and they tend to focus heroes (you can die easily, if you don't pay attention). The teams' bases need much improvement, because in late game it was easier to prioritize backdooring instead of regular push->overcome->win. The pve mode that includes the 3 hostile bosses probably needs a lot of improvement to blend in with the rest of the gameplay as well. Gameplay is overall more action than strategy.
5. Concept 3/5 - The idea of a pop-culture mash-up is a bit meh for me, because it pretty much closes the door for unique ideas and a genuine in-depth storyline. However, it adds an element of humor and parody, which some may find cool. Overall the idea looks more casual and has a more "for-fun" approach.
Final words: I like the project, it was fun to play and I recommend it to AoS/Moba players who want to have fun. :infl_thumbs_up:
Hey thanks for the review!

Sometimes abilities work strangely with the Stranger so thank you for letting us know. The terrain has as you guessed not been a big priority for us but maybe we should make it one. Glad you like the heroes and items which definetily have been our core focus. I agree the gameplay especially in later stages could be improved but we are having a bit of troubble figuring out how to do so with the three-team style and since we rarely play with full teams and therefore don't fully know the dynamics. In terms of the concept i guess it is to each their own, our goal is mostly to create a fun map that we like to play and since we are inspired both by AoS and hero arena maps it has a bit of the chaotic action packed appproach of the Hero arenas which is also why we like the three teams for the extra chaos in the middle and in duels even though this hurts the AoS aspects a bit in the later stages.

I also wrote you on discord but i will repeat it here for all to see: Feel free to join our monday games any time!
 
Level 7
Joined
Feb 13, 2022
Messages
74
Review Time Baby!
Quick Summary: This game feels like a frankstein of Angel Arena, Chaos Survival, and Classic Dota. The mechanics and gameplay are simple, yet eloquent. They run smoothly and are as complicated as they need to be. Most new games feel overwhelming with how different each of them are. This game thrives on being new exciting and different, yet it still holds onto that comforting familiar feeling that the classic custom warcraft maps have.
This game has great bones and a lot of potential to become a new classic. It just needs some tiny bugs fixed, some character balancing, and maybe some new mechanics added. Overall I would give this map 4.25 Stars out of 5 with the potential to maybe become a 5 star map!
Here are the details of my experiences playing your game and specific feedback I have:

Map Design and Terrain: The game map is extremely cool and satisficing how well done the geometric design is made. As for the close up terrain, I'm neutral on it. This map is lacking the finer details that the forest biomes call for (like shrubs, bushes, flowers, random rocks, rubble, and etc). Add some details to all of your terrain and it will pay off greatly for you.

Lobby: The Map Description is straight forward and yet it gets the players excited for the game.
-I think this map has too many player slots. It is pretty difficult to get a full lobby or even a semi full lobby. I would recommend removing one player slot for each team, or add a another bot on each team that is a random hero. I think both or just one of them would help with this problem. :)

Shops: Such a slick and easy layout for each shop. I was left with no questions with where to find each type of items and how to craft better items. Good job not making this area of your game not too complicated!
-Maybe consider lowering the price slightly for each tome.
-Consider adding a secret or teleporting shop in the creep area in between the lanes.


Gameplay:
-Maybe make it so heroes have their hero abilities cooldowns refresh/reset when the duels start.
-I would make the income timer hidden or have it in your scoreboard since you want to try and make the players screens as open as possible.
-You should totally add some music to this game and maybe add some more in-game sound effects.
-It could be cool to have a gamemode for a quick gameplay experience. Where all the towers have less hp and deal slightly less damage, since the games run a tad long.
-Consider adding random global events. For example every 9 minutes one of five different events takes place that affects all players the same way whether it is good or bad.

Heroes:

Sleeper (Ole)- He has a cool and unique design, his playstyle requires a moderate amount of strategy which I had found engaging. His overall power seems weaker than the rest of the other heroes.

Batman-
Starts overpowered and curves and balances out fairly against the other heroes in the late game. He seems to have a visual glitch when you use the Batmobile attack, where he goes full blacked out after the attack is carried out. The Batmobile is nice for farming creeps with low risk. Try to give his passive aura power a more simple and clear description of what the power does. Consider slightly nerfing him, but job well done on this hero, he has a versatile move set that is fun to use!

Exis-
DONT CHANGE ANYTHING with this hero. Everything was balanced perfectly with her. The mount is my favorite power of this entire game (so far), I love how this character plays as a glass-canon.
 

deepstrasz

Map Reviewer
Level 63
Joined
Jun 4, 2009
Messages
17,584
The terrain is rather flat and monotonous looking.
The learn ability descriptions don't say how many levels they have.
Archimonde's Infernals can't attack.
Terror of the Night doesn't seem to add damage bonus (maybe a level 3 bug?).
Shouldn't the game end if both enemy castles are destroyed?
Inner Fire doesn't give bonus damage. Same Aura of Accuracy, unless this bonus damage is not shown on the hero as a buff or as damage bonus.

The gameplay seems slow paced compared to most AoS.
A lovely threesome AoS, generally.

Approved.


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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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Level 4
Joined
Aug 16, 2019
Messages
28
The terrain is rather flat and monotonous looking.
The learn ability descriptions don't say how many levels they have.
Archimonde's Infernals can't attack.
Terror of the Night doesn't seem to add damage bonus (maybe a level 3 bug?).
Shouldn't the game end if both enemy castles are destroyed?
Inner Fire doesn't give bonus damage. Same Aura of Accuracy, unless this bonus damage is not shown on the hero as a buff or as damage bonus.

The gameplay seems slow paced compared to most AoS.
A lovely threesome AoS, generally.

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


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Glad to be approved and thanks for the feedback.

Some notes:
  • There is a Victory/Defeat message when the castles are destroyed, just not a dialogue popup as we had problems with "continue game" not working.
  • All % attack damage modifiers are not shown in the unit bar, but do function. We should probably make a tip that says that.
  • The infernal thing is probably a real bug, I was testing something and was certain I had changed it back... but apparently not (sigh). So thanks for letting us know.
 
Last edited:
Heroes:
⭐⭐⭐⭐⭐
There are a large number of heroes coming from many different franchises. The heroes are well-executed, with great attention to detail, and a good portion of humor. Many of the heroes also break away from the overdone "nuke spell, disable, passive, ultimate" template and have more variety in playstyle.

While the ability tooltips are humorous, I often wish for them to be at least a bit more descriptive so that I know what spending a skill point in one ability will get me before I do so.

Gameplay:
⭐⭐⭐⭐
The gameplay is fast-paced with a low time-to-kill. Downtime is low and there is always action going on. The spells, especially the ultimates, are very flashy and often require skill to use effectively. The duels are a nice touch, bringing some variety to the gameplay. I think another cool way to mix up the gameplay would be to add rare boss spawns that give such powerful rewards that all teams want to fight over who gets to kill them.

Realm of Kings has the problem of the game not coming to a close although the outcome has already been decided for ten or fifteen minutes. There should either be more comeback mechanics, the snowball-effect in the early game reduced, or the static defenses reduced in power. Maybe even a combination of all those three.

Items:
⭐⭐⭐⭐⭐

The item system is well-made. There is a good variety of items for different playstyles, multiple recipes to build each of the lower tier items into, and the end game items feel very powerful and rewarding to get.

My two small gripes with the item system are that, while it is easy to see which item you need to build towards a certain endgame item, it's hard to see what you can build an item you already have into, and the fact that armor also reduces magic damage taken does not seem to be advertised anywhere.

Balance:
⭐⭐⭐

While Realm of Kings is well-balanced overall, there are a few minor to major issues. Because of the large snowball-effect, early-game advantages of some heroes quickly translate into an insurmountable lead. Heroes with good AoE abilities seem to outfarm those without them. But this problem is only limited to a few evildoers and probably not as big of deal in a full game, because you cannot hop between lanes to get all the xp and gold.

A good overall change I think would be though to somehow add diminishing returns to xp and gold gain in the early game, so that smaller balance issues don't get maximized by the snowball effect just as much.

Terrain:
⭐⭐

The terrain quality is not on par with the rest of the map. The main fighting area is just a simple plateau of dirt. A few additions like a cobble path through the lanes, some more doodads in the forests, or height variations would go a long way in making the terrain more presentable.

However, I think long-term, a complete reimagining of the terrain would be a good idea, with a more focused approach to convey a specific theme. Currently, it's not really clear where we are. I envision a park inside a ruined city or a flying palace with a skysphere and alpha-tiles around the main area.

Summary:
⭐⭐⭐⭐

A fast-paced AoS map with lots of humor and creativity. Highly recommended for anyone who likes over-the-top pop culture mashups! (but improve the terrain, guys! :plol:)
 
Level 4
Joined
May 5, 2021
Messages
14
Yo yo yo people of the Hive. It has been a while since the last major patch for RoK but the time of waiting is over! Introducing patch 1.5 which is probably the biggest content patch that has been introduced to the map in years. This patch will introduce:

-New class of items
-New bounty system
-Two new heroes

-Balance changes and bugfixes

For the full patch notes go see the changelog, here I will outline the new things.

New item class: Unique items

With this patch we are introducing a new class of permanent items which are the unique items. There are 8 different unique items each focusing on a specific stat (str, int, agi, all stats, attack damage, armor, health and mana (you gotta spend mana to earn money!)). As these items are highly focused on the stat they provide players will only be able to have one equipped at any time.
Apart from the stat boost each item will have a strong unique special effect. Unique items are able to be levelled by buying an upgrade in the unique item shop, they will have 5 levels in standard (and all mid) and 10 in full mode with lvl 5 and 10 roughly equaling tier 4 and 5 item in power.

New bounty system:

Since the beginning of time all gold of the victim has been awarded the killer but is this really fair? In the new patch the bounty of team minions and neutral creeps will be split into two pools. 50% of the bounty will still be awarded the last-hitter while the other 50% is split between allies within xp-range. This means you will still get the full bounty if you are last hitting minions in a solo lane but only 75% if another ally is present (ally gets 25%). It also means you will get awarded some gold when your allied team (minions, towers and the king) get the last hit which should hopefully help out characters with less AoE potential. Player kills still give the full reward to the killer.

New heroes:
As always when doing a major patch we chip a little away on our ever growing backlog of hero ideas. As such we introduce two new heroes.

Wolverine:
Everybody’s favorite X-man will join the battle for the realm. As X-men is no longer the main Marvel franchise Wolverine is looking for new sources of revenue and is bringing his tanky abilities to the Realm of Kings.

Bloodmancer:
An intelligent hero with an unquenchable thirst for blood. The bloodmancer has dived deeply into the taboo arts of blood manipulation which provides him with immense power, but at what cost?

That’s it folks, join us for the first playthrough on tonights Monday game or download the patch and play it on your own time. If you have the time consider giving us a rating or joining our discord which is linked in the main description
 
Level 4
Joined
May 5, 2021
Messages
14
After doing a poll in our discord the weekly games have been moved to 19.30 CET on mondays. If this time suits you better or if this is the first time you hear of the amazing idea that is a weekly game of Realm of Kings with a fast filling lobby and friendly players go join our discord and come join us!
 
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