IanDubs IanDubs

XP Idea

XP Idea

Boo Generals

Hello everyone!

So here is an idea that may create a more even keel between Generals and Assassins.  I am an assassin player (My boy, The Rook and Regulus)  and one vs one I can rarely take on a General on my own.  Their Priests keep them on the field and what ever minions they have add to my damage taken.  (On a side note, The Rook and his towering scheme becomes virtually useless). 

This being said, why not make it so that killing a summoned unit, be it  a priest, seige gunner, night crawler, or spirit, gives you a small amount of XP.  This would make generals more award of their actions.  Rather than having them assault your towers with 10 spirits and such

Perhaps this points has already been mentioned, I am not sure.  Wasn't sure how to search the forums for something this specific.  Either way,  LET'S HEAR SOME FEEDBACK!

Thanks!

~ IanDubs

8,952 views 45 replies
Reply #27 Top

Well, there you have it!  Just make a gold reward for killing summoned minions.  Obviously, the more powerful the minion, the more gold.  Nothing substantial, just enough to make the other Generals think twice about sending out their minions without the General as support.

Reply #28 Top

I'm going to be optimistic and keep holding on to the idea that we might get a patch or something after SupCom 2 comes out.

Reply #29 Top

Quoting Teseer, reply 28
I'm going to be optimistic and keep holding on to the idea that we might get a patch or something after SupCom 2 comes out.

Yeah right.... >_>

Reply #30 Top

You're right. It's cooler to be doom and gloom. URSOCOOLZLOL!

Reply #31 Top

Quoting Teseer, reply 30
You're right. It's cooler to be doom and gloom. URSOCOOLZLOL!

Whatever makes ya feel good mate! :grin:

Reply #32 Top

URSOCOOLZLOL!

Prolly high when he wrote that.....

Reply #33 Top

maybe when a minion dies ... its sets the skill on cooldown each time?

eg. Spirit ward goes on cooldown for 3 secs for each spirit that dies. So if 4 spirits die at the same time, spirit ward will take 12 secs to cooldown. This will make the oak player to be more careful with his minions.

Reply #34 Top

maybe when a minion dies ... its sets the skill on cooldown each time?

eg. Spirit ward goes on cooldown for 3 secs for each spirit that dies. So if 4 spirits die at the same time, spirit ward will take 12 secs to cooldown. This will make the oak player to be more careful with his minions.

That's probably the most interesting idea so far. Although I think the cooldown on siege demolishers should be doubled if they are killed within 30 seconds to prevent unfair tower destruction across the map

Reply #35 Top

Quoting gkrit, reply 33
maybe when a minion dies ... its sets the skill on cooldown each time?

eg. Spirit ward goes on cooldown for 3 secs for each spirit that dies. So if 4 spirits die at the same time, spirit ward will take 12 secs to cooldown. This will make the oak player to be more careful with his minions.

Not a good idea. Then what would happen with erebus's minions?

Let me remind you that erebus's minions have the highest dps in the game.

Reply #36 Top

Quoting GM-morpheas768, reply 35

Quoting gkrit, reply 33maybe when a minion dies ... its sets the skill on cooldown each time?

eg. Spirit ward goes on cooldown for 3 secs for each spirit that dies. So if 4 spirits die at the same time, spirit ward will take 12 secs to cooldown. This will make the oak player to be more careful with his minions.
Not a good idea. Then what would happen with erebus's minions?

Let me remind you that erebus's minions have the highest dps in the game.

you know, this occured to me also. Erebus hasnt got a dedicated skill for summoning his minions, so you cant rlly apply this idea for him specifically.

But I dont see why the cooldown idea doesnt have to apply to all other generals. 

Any ideas for for erebus (regarding this sort of concept)?

edit: Erebus - maybe all other summoned minions recieve 100 damage per death?
edit: or maybe when a vamp minion dies, it heals everything within 5 yrds for 100 health?

Reply #37 Top

I'd be a lot happier with them if they worked a lot smoother.

Moved faster, could hit easier and whatnot, but had a LOT less health. Make it worth something to just charge someone real quick but only be able to withstand a hit or two from towers.

Quoting Maccilia, reply 32


Prolly high when he wrote that.....

Extremely :)

Reply #38 Top

I still think that removing item/favor buffs from minions when they leave a certain range would be the best options. It won't hurt generals, and make it easier for assassins to deal with swarms of minions on the other side of the map demolishing their towers.

Reply #39 Top

Quoting Izuz, reply 38
I still think that removing item/favor buffs from minions when they leave a certain range would be the best options. It won't hurt generals, and make it easier for assassins to deal with swarms of minions on the other side of the map demolishing their towers.

I agree with this too. The cooldown idea of gkrit is too complicated (there noobs in DG you know. they would not know this sort of cooldown thing)

Reply #40 Top

Why couldn't you provide erebus with a debuff every time one of his nightwalkers gets killed that reduces his conversion aura to 0% for 2 seconds per nightwalker? He does have a skill, it's just passive. Granted, this would be more difficult... 

Reply #41 Top

Quoting Splitshadow, reply 40
Why couldn't you provide erebus with a debuff every time one of his nightwalkers gets killed that reduces his conversion aura to 0% for 2 seconds per nightwalker? He does have a skill, it's just passive. Granted, this would be more difficult... 

2 seconds is nothing.

Reply #42 Top

Quoting Splitshadow, reply 40
Why couldn't you provide erebus with a debuff every time one of his nightwalkers gets killed that reduces his conversion aura to 0% for 2 seconds per nightwalker? He does have a skill, it's just passive. Granted, this would be more difficult... 

2 seconds is nothing.

Reply #43 Top

Just increase the recast time and mana cost, so you are penalized for mismanaging them.

Reply #44 Top

But still, Morpheas, you get the idea, couldn't it work with some tweaking?

Reply #45 Top

 

Quoting Morpheas,
I still think that removing item/favor buffs from minions when they leave a certain range would be the best options. It won't hurt generals, and make it easier for assassins to deal with swarms of minions on the other side of the map demolishing their towers.

 

I agree with this too. The cooldown idea of gkrit is too complicated (there noobs in DG you know. they would not know this sort of cooldown thing)

This, and maybe a small gold reward would be an easy to implement and reasonable option.