[MOD] ROOK

 

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# Rook
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Version 1.21

Poisoned Arrows
- increased movement speed debuff to -15%

version 1.2

Gods Strength
- added armor buff of 200/400/600

Power of the Tower
- health stats changed to 1200/1750/2400/3050 (from 1500/1850/2400/2850)

Power of the Tower IV
- now does splash dmg

Base stats
- increased armor by 40
- increased health regen by 1.05



Hammer Slam
- Adjusted the way the dmg is dealt
    - Slam 1. Deals 500 dmg direct. 200 splash dmg.
    - Slam 1. Deals 900 dmg direct. 300 splash dmg.
    - Slam 1. Deals 1300 dmg direct. 400 splash dmg.
    - Slam 1. Deals 1700 dmg direct. 500 splash dmg.
        - splash dmg was increased by 100 per lvl.

Structural Transfer
- heals and deals its dmg in half the time

Energizer
- increased mana regen to 2x (during and after use of structural)
- for 10 secs he gains 1000 armor (during and after use of structural)

Boulder Roll
- reduced the stun immune aftereffect by for last 2 levels 0.5/1 sec.

Death Effect
- increased dmg to 300 from 200.

7,168 views 40 replies
Reply #1 Top

The Death effect was fine imo, no need for change there.

Reply #2 Top

That is a huge death effect.  Is there a big radius on that?  I can see a lot of deaths from that kind of damage.

Reply #3 Top

the radius is rather small. its only 10.

edit: but it can easily be changed just lemme know.

Reply #4 Top

Well it is a giant walking castle falling on you.

Reply #5 Top

Death Effect
- increased dmg to 400 from 200.

Too much for early game. I'd make that 300 max.

Reply #6 Top

We're looking up the edits for this post...
Reply #4
Shade

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* Member No.3,561,413
* Karma+5

Actually it kinda looks fine to me, but I would like to see a reduction on tower hp early game tho.

Reply #7 Top

Level 1:1500x2=3000 total
Level 4:1950x4=7800 total
Level 7:2400x6=14400 total

It's hard to keep up 6 towers in one place, because of decay and you need Staff of Renewal to cast em fast enough. The main problem is early and midgame.

My suggestion is to change tower health from 1400/1850/2400/2850 to 1000/1500/2250/3375

This will make tower's stronger in late game aswell.

 

Reply #8 Top

Quoting ntropy, reply 7
Level 1:1500x2=3000 total
Level 4:1950x4=7800 total
Level 7:2400x6=14400 total

It's hard to keep up 6 towers in one place, because of decay and you need Staff of Renewal to cast em fast enough. The main problem is early and midgame.

My suggestion is to change tower health from 1400/1850/2400/2850 to 1000/1500/2250/3375

This will make tower's stronger in late game aswell.

 

Some games with a rook worth their rocks do not last past mid game, or about when we reach late game the opposing team is basically lost.

Reply #9 Top

ok ill look into it  as soon as i can

Reply #10 Top

The problem with Tower rook is if he can block your only pathway and that the towers are very strong in the beginning, so you can only go in with the creeps. You'll need to get priest to be able to solo push through a farm, and even that is likely hard. Usually you'll need 2 or even 3 dgs to push the rook back.

 

Reply #11 Top

We're looking up the edits for this post...

Quoting ntropy, reply 10
The problem with Tower rook is if he can block your only pathway and that the towers are very strong in the beginning, so you can only go in with the creeps. You'll need to get priest to be able to solo push through a farm, and even that is likely hard. Usually you'll need 2 or even 3 dgs to push the rook back.

 

There are only 2 demigods I have ever seen solo push a tower rook back, and those two are OAk and Lor Erebus; mostly because they used minions to push. Sadly it wasn't somethingI could recreate with shamblers.

Reply #12 Top

I was looking into adding to his Structural Transfer.

I wanted it to also dispell negitive effects on use.

Would give him a bit more survivability from Spit, could remove snares (Which I like this because if you wanted to get away, you couldnt stand still, thus you would have to pick to just start the transfer and cancel it just to dispell the slow so you forgo the health: Long story short - I like abilities that give choice)

I also thought the final level should make him immune to debuffs for the duration. Make it uninterruptable and unstunnable for the duration. Given the fact that he cant move or do anything else, it wouldnt be horrid like Oak's Shield.

Reply #13 Top

How about increasing Rook's speed slightly every level? It makes sense and is balancing to have him slow in the early game. At this point it's also not as easy to gang up on anyone. But late-game it's extremely easy to gang up on and kill one demigod, and Rook is most vulnerable to it. How about increasing his speed every level or two until he's at the same 'default' speed as other demigods by level 10?

Reply #14 Top

Quoting ChromeWeasel, reply 13
How about increasing Rook's speed slightly every level? It makes sense and is balancing to have him slow in the early game. At this point it's also not as easy to gang up on anyone. But late-game it's extremely easy to gang up on and kill one demigod, and Rook is most vulnerable to it. How about increasing his speed every level or two until he's at the same 'default' speed as other demigods by level 10?

Imo he has to be speed, that is his weakness, which every demigod should have :)

Reply #15 Top

Quoting Esuzu, reply 14



Quoting ChromeWeasel,
reply 13
How about increasing Rook's speed slightly every level? It makes sense and is balancing to have him slow in the early game. At this point it's also not as easy to gang up on anyone. But late-game it's extremely easy to gang up on and kill one demigod, and Rook is most vulnerable to it. How about increasing his speed every level or two until he's at the same 'default' speed as other demigods by level 10?


Imo he has to be speed, that is his weakness, which every demigod should have

Did you read my post? He would still have limited speed until level 10. By then he'd be have the same base speed as most demigods. And that doesn't that mean he'd have no weakness in movement speed. Erebus and Unclean Beast are still faster by default and Sedna is still faster with Inner Grace.

The reality is that as the game progresses The Rook is a THE target that gets ganged up on first. Getting his speed up to 6 certainly does not make him overpowered. It just makes it a little less painful to have as your teammate.

At the very least you could attach a movement speed bonus to God Strength. That power is rarely taken anyhow and pretty underwhelming compared to other abilities. Add in a +0.2 movement speed bonus for every level of God's Strength to get The Rook in line with other demigods as the game progresses.

Reply #16 Top

Quoting ChromeWeasel, reply 13
How about increasing Rook's speed slightly every level? It makes sense and is balancing to have him slow in the early game. At this point it's also not as easy to gang up on anyone. But late-game it's extremely easy to gang up on and kill one demigod, and Rook is most vulnerable to it. How about increasing his speed every level or two until he's at the same 'default' speed as other demigods by level 10?

Issue with that is that if you make it so that he is "on par" with everyone else at level 10, then he would be a full 6.6 at level 20 which is as fast as Sedna with two skill-point investments of Inner Grace or most characters with a Boots of Speed for... no skill investment.

I would be okay with a slight increase in speed every level (.02 makes him a 5.8 at level 20) OR allowing him to increase hiis speed with God Strength.

+ 5/10/15 might be okay and it compares to the other demigods' speed-buff passives, for Rook it would be +Weapon Damage. That said, a full 5/10/15 might be a little much since it would be a helluva lot better than Inner Beast or Inner Grace since +10/15/20 hps < +50/100/150 Weapon Damge.

It could be something like 2% though? That might be enough to give the skill a little more of an allure without making it clearly superior in every way to other Demigod's speed+ skills. Though it would still probably be better than Inner Beast.

Reply #17 Top

Don't boost rook speed and dont boost sedna armor. Each dg has a weakness, thats fine.

Reply #18 Top

If anything Rook should get more armor. Why the hell does a walking castle get the least armor?

Reply #19 Top

and make his towers stronger late game, weaker at the beginning. this skill is so imballanced in itself.

Reply #20 Top

Quoting Teseer, reply 18
If anything Rook should get more armor. Why the hell does a walking castle get the least armor?

Because he has the largest HP pool. That's what the developers were looking at.

HP / Armor / HP regen / Mana Regen

Weaknesses (bottom 2) are Italicized, Strengths (top 2) are bolded. No formatting is 'normal' (middle)

Level 20 Passive Stats with no items or abilities:

Sedna:

3785 / 798 / 8.3 / 8.5

Beast:

4115 / 1083 / 5.8 / 9.5

Ereb:

4405 / 885 / 7 / 7.8

Oak:

4360 / 875 / 7.6 / 6.4

Rook:

4750 / 658 / 9 / 8.2

 

The issue, however, is that a difference of one or two regen points is virtually useless: the hp or mana regen by BotF/Narmoths/Banded/Monks or Vlemish far, far outweigh the indivisual demigod's regen which makes "having a high natural regen" rather useless. If you invest with passives then sure, sometimes its okay, but not always. Look at Ereb, he has the second-highest Armor AND HP pool, but lowest in both the regens to "balance". Who is one of the strongest demigods? hmmmmmm. It seems that a demigod's indivisual regen rate matters quite little in determining a demigod's final balance.

Rook does have such a massive HP pool, however, and that is probalby one of the reasons why buffing Armor would have a massive effect. Sedna has a full 1k hp less than Rook at level 20. Boost her Armor by 50 and it won't be as significant as if you boost Rook's Armor by 50.

That said, I do think that Rook needs some help late-level (he's fine early level) and I think that increasing his Armor/level would help with that. Rather than just increasing his base armor.

Reply #21 Top

I understand he has the highest HP pool, but hes not only melee, but hes also the slowest. TB gets more armor then him and hes ranged so hes put at risk less. I'm not saying make it the highest, I'm just saying give him at least mid-ground.

With TB at lvl 1, I love fighting any Rook that didnt get BotF (Hp items are so gay). With +100 weapon dmg (+25 BotS and +75 Frost Form) you can just tear him apart.

Reply #22 Top

Quoting Teseer, reply 21
I understand he has the highest HP pool, but hes not only melee, but hes also the slowest. TB gets more armor then him and hes ranged so hes put at risk less. I'm not saying make it the highest, I'm just saying give him at least mid-ground.

With TB at lvl 1, I love fighting any Rook that didnt get BotF (Hp items are so gay). With +100 weapon dmg (+25 BotS and +75 Frost Form) you can just tear him apart.

I'm just telling you why the developers' did it, not that I agree with them. The current meta favors a large HP pool, then a large Armor, then high HP regen, then high Mana regen. Early-mid game most damage is done with Skills. End-game more and more damage is done as Auto-attack which makes Armor a larger and larger handicap for these character. Torch is the stronger the late-game characters and certainly the best late-game Ranged Character, possibly because he has the largest HP and Armor pool of the ranged and roughly equal to Sedna. That is why I'm in favor of increasing the Armor/level values so that Rook and Sedna scale better into the late-game without buffing their early game which doesn't need a buff.

Reply #23 Top

Quoting Teseer, reply 21
I understand he has the highest HP pool, but hes not only melee, but hes also the slowest. TB gets more armor then him and hes ranged so hes put at risk less. I'm not saying make it the highest, I'm just saying give him at least mid-ground.

With TB at lvl 1, I love fighting any Rook that didnt get BotF (Hp items are so gay). With +100 weapon dmg (+25 BotS and +75 Frost Form) you can just tear him apart.

And that's just one on one.

Anyone with 100+ games experience must know that Rook is cannon fodder by lvl 10. Many players groan when he's even on their team because he's going to feed the enemy gold. The main reason why is that his slow speed kills him at high levels, combined with his lack of self-defense. Rook's health is nothing compared with Sednas heals, Oak's shield, Erebus's Batform escape, Beast's speed and Oooze, and so on. Most Demigods have an escape. Rook not only has no defense that's good at high levels, he can't even walk away from the enemy.

So Rook end up being a perfect target by midgame because he cannot escape. He always gets ganged up on because he cannot get away, unlike most other demigods. He doesn't need to be any tougher than he already is, he just needs to scale up to a speed of 6 without items. At that point he's still vulnerable, but he's not a ridiculously easy target that everyone rapes when he's nearby.


Adding +0.2 Movement Speed to each level of God's Strength is a decent fix. It's the worst of his abilities anyhow. The question is whether or not that makes him overpowered. I can't believe that anyone can fairly argue that would overpower Rook.

Reply #24 Top

"
Adding +0.2 Movement Speed to each level of God's Strength is a decent fix. It's the worst of his abilities anyhow. The question is whether or not that makes him overpowered. I can't believe that anyone can fairly argue that would overpower Rook."

That would be a +3/6/10 Movement Speed to get him to 6 at level 15. (5/10/15 was wayyyy too much XD wasn't looking at the numbers). I have no problem buffing God's Strength, Rook's slow AA makes the +Weapon Damage not huge and Rook rarely engages in a lot of AA anyway. Which makes it okay for it to be better than, say, Inner beast (+2%/2% AA-speed, Movement Speed <<<<<<< +50 Weapon Damage/+3% movement speed). There is also the point that it is a level 5 passive and level 5 passives should probably be better than level 2 passives :D

Reply #25 Top

also, in regards to tower health. i have to look elsewhere for the code. So ive left them as they are for now.