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Honeyflower & Deathcap rework

Discussion in 'Design Room' started by Marchombre, Dec 4, 2018 at 11:02 PM.

  1. Marchombre

    Marchombre Member

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    Hey guys !

    Deathcap are quite overwhelming right now, as you can see in Cornep thread.
    I threw an idea there that, in my opinion, could solve the problem, but here it is, in details: the Honeyflower and Deathcap rework.
    The basic idea is simple:
    - Shift some power from damage to tankyness, making honey and dcap frontline again.
    - Make AoE damage scale on 10 secs, preventing them to melt the wave before it can do anything.

    You'll see below that AoE damage is nerfed overall, to align with HP buff.
    Flat damage part will be a little higher after 10 secs stack, but % HP max lower, nerfing the biggest problem late game.


    Honeyflower
    130 Gold
    Magic - Natural

    Stats
    |---HP: 1500
    |---DPS: 51
    . |---Damage: 51
    . |---Att. Speed: 1
    |---Range: 100 (melee)

    Abilities
    Flagrance
    Deals 8 + 0.1% (0.05% against bosses) max health magic damage per second to nearby enemies.

    Spore releasing
    Whenever honey flower attacks an enemy, it loses 5 damage, increasing Flagrance damage by 5%.

    Max: -50 Attack Power, +50% Flagrance dmg.
    Flagrance max damage: 12 + 0.15% max health magic damage per second.


    Deathcap
    265 Gold
    Magic - Natural

    Stats
    |---HP: 4000
    |---DPS: 101
    . |---Damage: 101
    . |---Att. Speed: 1
    |---Range: 100 (melee)

    Abilities
    Noxious scent
    Deals 20 + 0.2% (0.1% against bosses) max health magic damage per second to nearby enemies.

    Spore releasing
    Whenever honey flower attacks an enemy, it loses 10 damage, increasing Noxious Scent damage by 6%.

    Max: -100 Attack Power, +60% Noxious scent dmg.
    Noxious scent max damage: 32 + 0.32% max health magic damage per second.
     
    Last edited: Dec 5, 2018 at 4:23 AM
    Cornep and Seraphin like this.
  2. Wurakls

    Wurakls Member

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    Shouldnt ‚Spore releasing‘ increase The damage of ‚Noxious scent‘?

    good work btw
     
  3. Marchombre

    Marchombre Member

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    Ups, didn't change the copy paste on that one x)

    Well, thanks :)
     
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  4. Seraphin

    Seraphin Member

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    I'm not sure to understand well. Deathcap still has AoE damage but not deal more damage to a specific unit ? Or I didn't understand well the second ability.

    Another idea I got, is it possible to change the def type by Swift ? Since we will go for a Mastermind only queue, this idea could be interesting and change some things no ?
     
  5. Marchombre

    Marchombre Member

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    Dcap still has AoE, because is quite the core of the unit.

    But what I propose is that AoE damage begin much lower than the current ability at the start of the wave, to build up on duration.
    To compensate that lose of AoE power, dcap are now tankier, and got Attack damage, so they can auto attack for some damage.

    As they attack, they lose AD and stack up their AoE.
    So we got this:

    Beginning of wave: 101 AD + (20 + 0.2%) AoE
    After 1 auto: 91 AD + (21.2 + 0.212%) AoE
    2 auto: 81 AD + (22.4 + 0.224%) AoE
    3 auto: 71 AD + (23.6 + 0.236%) AoE
    4 auto: 61 AD + (24.8 + 0.248%) AoE
    5 auto: 51 AD + (26 + 0.26%) AoE
    6 auto: 41 AD + (27.2 + 0.272%) AoE
    7 auto: 31 AD + (28.4 + 0.284%) AoE
    8 auto: 21 AD + (29.6 + 0.296%) AoE
    9 auto: 11 AD + (30.8 + 0.308%) AoE
    10+ auto: 1 AD + (32 + 0.32%) AoE


    There is something I always tried to keep when designing legions/units:
    Having thematically correct attack/defense type.

    I don't think Dcap could be other thing than natural :p
    Beside, this version of dcap being tanky, that would make an other natural armor tank, which is nice.
     
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  6. Cornep

    Cornep Member

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    I think something like this would be nice.

    This, as in more ST with AoE component is one,
    Buildup time is another
    making them tanky/tanks is one
    Rework to a million different things like mega aoe aura, explosions etc.