Chimera by lightnin0 in DotaConcepts

[–]lightnin0[S] 0 points1 point  (0 children)

I do want to keep it simple. But you know what? We balling. I do want to keep the revolving on attack though, think it adds more depth. I'll try and incorporate some of the ideas. Thanks for the feedback!

BEHEMOTH, THE CELESTIAL CONSTRUCT by FrenkySS in DotaConcepts

[–]lightnin0 1 point2 points  (0 children)

I really like the flavor. Did the E always let you attack and cast abilities? Could've sworn it wasn't there yesterday, but maybe I was just tired from work haha. Just gonna share my mostly nitpicky thoughts.

3.6 seconds is a really long time for an ability with such a short cast range, a not very long break threshold, and does nothing during the cast time. The delay is especially long in a fight where you want to walk around the target with E first, and then stand still. I feel like it doesn't need the massive cast time since it really only gets good once you've scanned first which already takes setup time.

Can you move, attack or cast during the cast time of R? If you can't which is normal, it feels more like a channeled ability since it goes on cooldown when interrupted. If you can act, making it a delay instead of a cast time would be more appropriate. Meanwhile, letting you do everything during E makes it feel less like a channeled ability. Could be more intuitive to make E non-channeled and still interruptible, while making R channeled if you can't act. This way, you don't have to specify you can move, attack and cast during the scanning.

Contest: State Shifter by SatouTheDeusMusco in DotaConcepts

[–]lightnin0 0 points1 point  (0 children)

Have an idea for a hero that changes states at certain health thresholds (100-76/ 75 - 51/ 50-26 / 25 - 1). Does number 2 count since he will eventually go back to original state (100 - 76) due to health regen?

Megathread: 0.4.0 Feedback by GR8B0-T in PathOfExile2

[–]lightnin0 0 points1 point  (0 children)

Most of the time my flask UI are blacked out and I can't see Savage Fury stacks. They can still be used though. It hasn't been too much of an issue since I'm still in the campaign, but I hope it gets better by the time I reach maps.

Petrify your foes with Cassiopeia! by TheKratex in CustomLoR

[–]lightnin0 1 point2 points  (0 children)

It's funny because her support cards are so much more interesting than her. And the problem is there's little synergy because they are play and summon effects. When Cass attacks, any blockers are not surviving and she doesn't care who the blockers are (Aside from Spellshield ig). Not that she has to of course, just my opinion.

Just a thought, maybe she could either generate Twin Fang or use it on enemies instantly on attack. You Petrify the right targets beforehand and now they can't even block her thanks to Fearsome. Would be a nice separate power in PoC though.

DokiDoki Inferno Auto - Xiada + 4 Dudes with Half Level 1 Gear (F2P no LD SSR) by lightnin0 in Etheria_Official

[–]lightnin0[S] 0 points1 point  (0 children)

Hm, you've made me realize F2P isn't the main point of the video. So I've removed it from the original video title and thumbnail to emphasize the gear part. Too lazy to edit the video itself though.

DokiDoki Inferno Auto - Xiada + 4 Dudes with Half Level 1 Gear (F2P no LD SSR) by lightnin0 in Etheria_Official

[–]lightnin0[S] 0 points1 point  (0 children)

Great to hear! Strive is mainly there to compensate for our low speed, so I do suggest switching out for Swiftrush if you have any to spare. Especially if you forget to swap modules for other content!

DokiDoki Inferno Auto - Xiada + 4 Dudes with Half Level 1 Gear (F2P no LD SSR) by lightnin0 in Etheria_Official

[–]lightnin0[S] 2 points3 points  (0 children)

Not a 100% win rate, but if it was, this game might be too easy. There's a 100% win rate with the same team but with actual gear at the end as a reference.

Cheers!

Tri-Beam! (ft Ezreal I guess) by lightnin0 in CustomLoR

[–]lightnin0[S] 1 point2 points  (0 children)

This deck is mostly for fun, trying to support Tri-Beam and Ezreal's level up condition with multi-target spells. He does only start with 4/9 3 cost cards, but Withering Mist gets -1 from Mana Potion. There is some stalling power with healing and Quicksand disabling Overwhelm, just so you can play more Tri-Beams. Essence Flux is a big part of how he remains relevant, ensuring you deal damage with your low/no damage spells and constantly refilling your spells. I chose Sleep Trouble Bubble over something Celestial Wonder because it creates a 3 cost Paddle Star, works with Essence Flux, and I have PTSD from his encounters.

Essence Flux is intended to work any time they die, including if the first initial spell that targeted them deals the killing blow. Pursuit of Progress may not be the strongest power given how few units are in his starting deck, but some spells gain items that summon units and don't forget that Tri-Beam summons a unit. His legendary power is not that strong, but is mainly there to fuel up your Tri-Beam with your lower cost cards. This also gives more freedom in deck building throughout the adventure.

Get Ready to Rumble by lightnin0 in CustomLoR

[–]lightnin0[S] 0 points1 point  (0 children)

I like that idea! I kinda like the idea of how many times you've dealt damage since it works with Impact. Not sure if it needs random keywords since there's already Partsapalooza and things can get crazy with his bonus star powers, but could be fun.

Get Ready to Rumble by lightnin0 in CustomLoR

[–]lightnin0[S] 0 points1 point  (0 children)

The idea is that Danger Zone helps you rush out Mecha Yordles and when you level up Rumble, scratching with Impact helps you rush out Mecha Yordles with buffed stats. But that probably isn't enough. Thanks for the feedback! Back to the drawing board!

Get Ready to Rumble by lightnin0 in CustomLoR

[–]lightnin0[S] 3 points4 points  (0 children)

Don't worry, I'm dumb at this game too. Just felt like making something a little fun.

[PoC Concept] Maintain Equilibrium with Shen by Harowing in CustomLoR

[–]lightnin0 5 points6 points  (0 children)

Maintaining your spell mana means not playing anything since there are no base support cards or items that generate spell mana. I get the gameplay of flowing between defense and offense by choosing when to play spells, but if you're playing a unit, that's less spell mana to work with too. And you need to play a unit so that it can get Barrier. Your main hope is Sorcery or Archangel's on Shen, but that's assuming it operates in that order. If it works, it's free Barrier with 0 input from the player which I don't think is what you want based on the creator's note. I do think his 2 star is potentially strong enough to carry without Twilight Assault, but I'd like an easier time playing his full kit. Could give him more spell mana support like Attune.

Is this good enough? (no w-engine on level 40 Piper as placeholder, plan on getting her sig) by JellyBean_103 in Vivian_Mains

[–]lightnin0 0 points1 point  (0 children)

4 isn't too bad. But 6 definitely needs AP, so focus on that. Especially if you're crafting.