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发表于 2011-5-15 20:45:27
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本帖最后由 necrodesu 于 2011-5-16 04:25 编辑
回复 343# 十二月夜
Greetings.
I am here with another message from MotK.
The first part is a proposal regarding Koishi. Nerfing her through (W)'s manacost is considered senseless, so here's an option: make all of her three passives into Toggle skills that consume mana each time Koishi attacks, about 2/4/6/8 per hit for one skill.
The second part is a... proposal too. Make Meiling's passive trigger regardless of damage taken. Or something like that.
Finally, the last one is a bug report. These folks have discovered a bug with Yamame's spiders spawning incorrectly due to... player's high ping. Seriously, the spiders' number becomes less, and they've even got a replay with it! Though it is made on war3 1.24e.
That's all for now.
Edit: no, it isn't. I also have a proposal on my own. The conception is rather old, I developed it to be used on my map. But it may fit here too.
The idea is about reorganizing the way items are purchased on the map, to make it more convenient and (maybe) easier. It can be done either the Short way or My way.
First is the core. Are you familiar with the way items are assembled in recent DotA? You don't need three free slots to make a three-part item - two will be enough regardless of order you buy components. It uses several blank "tome" items and a set of simple triggers. (I didn't bother to actually decrypt DotA to check it, though it seems clear as it is) My system is a little different, as it uses blank spells that go under (Andt) default code (one of few that use resources). Anyway, you get the idea.
And second is about organizing things. Any number of items can be sold in a single shop in this system, in a Shrine or anywhere else you want. Just use several (Aspb) spells to group items inside them, up to 11 in a single one. It is rather simple.
In fact, my conception makes little impact on the actual gameplay. I simply find it amusing to make. It's another step away from DotA. |
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