I decided to release a favor item balance mod, already, and if people dont like some things, i can make changes, and upload a new version later. The Balancing is for almost all favor items, some changes are very small some other ones big.
Download here: http://www.mediafire.com/?wjtwo3yyznt
Or http://uploading.com/files/efb7fb9d/Balance_for_Favor_items.rar/
The text colored in blue, are the changes i made:
All Favor items now cost 500 favor points.
Changed effect radius for Wings of the Seraphim and Cape of Plentiful Mana from 8 to 15 yards range.
- Bejeweled Goggles - +12 vision radius
Can detect normally invisible objects.
- Bejeweled Goggles - +12 vision radius, +10% movement speed, +5 Health per second
- Charm of Life - +400 Health, +5 Health per second
Death Penalty time reduced by 10%
Death Penalty time reduced by 15% and increases experience gained by 10%
- Brilliant Bauble - Increases experience gained by 10%
- Brilliant Bauble - +200 Health, +5% movement speed
Increases experience gained by 20%
- Magical Coin Pouch - Decreases cost of items by 15%
- Magical Coin Pouch - +100 mana, +200 Health
Decreases cost of items by 20%
- Swift Anklet - +15% movement speed (No change)
- Symbol of Purity - instant, 30 second cooldown
Use: Purge all negative effects. Cannot use while stunned or frozen. +250 Health
Use: Purge all negative effects. Cannot use while stunned or frozen. +450 Health
- Blood of the Fallen - +800 Health, +5 Health per second (No change)
- Staff of the Warmage - +800 mana, +15 weapon damage
- Staff of the Warmage - +800 mana, +15 weapon damage, +4 mana per second
- Dark Crimson Vial - 1 second cast, 45 second cooldown
Use: Heal 33% of your maximum Health.
- Dark Crimson Vial - 1 second cast, 30 second cooldown
Use: Heal 33% of your maximum Health. +200 mana
- Amulet of Teleportation - 3 second cast, 45 second cooldown
Use: Teleport yourself and your army to a targeted friendly structure.
- Amulet of Teleportation - 3 second cast, 30 second cooldown
- Diamont Pendant - +250 mana, -10% to ability cooldown
- Diamont Pendant - +250 mana, -10% to ability cooldown, +350 Health
- Cape of Plentiful Mana - instant, 45 second cooldown
Use: +400% mana per second Aura for 10 seconds.
Use: +500% mana per second Aura and 5% movement speed Aura for 10 seconds.
- Saam-el's Cloak - +5% movement speed
Movement speed cannot be reduced by more than 15%
- Saam-el's Cloak - +8% movement speed
Movement speed cannot be reduced by less than your base speed.
- Wings of the Seraphim - instant, 45 second cooldown
Use: +200 Health per second Aura for 10 seconds. Any damage will break this effect. The effect works only on Demigods.
- Wings of the Seraphim - instant, 45 second cooldown +300 mana
Assasin favor items
- Blade of the Serpent - instant, 45 second cooldown
Use: 100% chance on hit to gain 75% of your damage in mana for 10 seconds. +400 mana, +25 weapon damage
Use: 100% chance on hit to gain 75% of your damage in mana for 10 seconds. +400 mana, +30 weapon damage
- Poisoned Dagger - +5% attack speed
20% chance on hit to reduce movement speed by 25% for 8 seconds.
- Poisoned Dagger - +10% attack speed
- Mard's Hammer - +40 weapon damage, +5% attack speed
- Mard's Hammer - +60 weapon damage, 10% chance to deal a critical hit for 2x damage
- Staff of Renewal - +200 Health, +175 mana, -20% to ability cooldown
- Staff of Renewal - +200 Health, +250 mana, -20% to ability cooldown
- Essence of Magic - instant, 45 second cooldown
Use: The cost of all abilites is reduced to 0 for 3 seconds. +210 mana, +7 mana per second
Use: The cost of all abilites is reduced to 0 for 5 seconds. +250 mana, +7 mana per second
- Furious Blade - +100 Health, +5% attack speed
15% chance on hit to increase attack speed by 30% for 5 seconds.
- Furious Blade - +200 Health, +10% attack speed
- Heaven's Wrath - Use: Fire a beam of searing light at the targeted location, dealing 250 damage and throwing smaller units into the air. (No change)
General Favor items
- Totem of War - +15 weapon damage, +5% attack speed, +5 minion damage
- Totem of War - +15 weapon damage, +5% attack speed, +10 minion damage
- Tome of Endurance - +400 Health, +5 Health per second, +130 minion Health
- Tome of Endurance - +400 Health, +5 Health per second, +200 minion Health
- Pendant of Grace - +10% Dodge, +15% minion Dodge
- Pendant of Grace - +10% Dodge, +15% minion Dodge, +200 Health
- Ring of Divine Might - instant, 45 second cooldown
Use: Minions are infused with divine power, allowing them to knock away smaller units for 10 seconds.
+15 weapon damage +10 minion damage
+15 weapon damage +15 minion damage
- Horn of Battle - instant, 45 second cooldown
Use: Minions gain +50 Health per second for 20 seconds. +20 Health per second
Use: Minions gain +60 Health per second for 20 seconds. +20 Health per second
- Blood Soaked Wand - 2 second cast, 45 second cooldown
Use: Heal self and all nearby allies for 1000.
- Blood Soaked Wand - 1 second cast, 45 second cooldown
Use: Heal self and all nearby allies for 1200.
- Cloak of Night - instant, 60 second cooldown
Use: Warp to a targeted location, dealing 100 damage upon entry. +280 mana, +4 mana per second
- Cloak of Night - instant, 45 second cooldown
Use: Warp to a targeted location, dealing 200 damage upon entry. +280 mana, +4 mana per second
I have tested personally every item, to see about anything weird, and all items work fine with the mod changes.
Any feedback is of course greatly appreciated.
Updated to version 1.22 - Changes:
- Mard's Hammer - +60 weapon damage, 10% chance to deal a critical hit for 1.5x damage
Updated to version 1.2 - Changes:
- Bejeweled Goggles - removed the effect that enables the user to see invisible objects, as requested by obscenitor.
- Charm of Life - Change: Death Penalty time reduced by 15%, as requested by Izuz.
- Cloak of Night - Change: Use: Warp to a targeted location, dealing 200 damage upon entry, as requested by Izuz.
- Symbol of Purity - Change: +450 Health and 30 sec cast.
- Amulet of Teleportation - Change to 3 sec cast.
- Staff of the Warmage - Change: +4 mana per second
- Dark Crimson Vial - Change: 30 second cooldown
Absolut damage values are very strong early and weak in late game. I suggest replacing this with 10% crit for 2x instead, which scales better.
Hmm thats a good idea, i will get to it soon.
updated to 1.1
Thoughts?
How about putting WotS on a 30 sec cooldown?
hmm....
So I just tested purchasing an item with the mod in multiplayer for 500, and then went back and disabled it and started a new game, and the item was still purchased. So, it should indeed be possible to set all items to 0 cost, buy all of them, and then be able to play ANY online game with the full array of favor items available and unlocked. Personally, I think SD should take note and drop all favor items to either 500 as morpheas has done, or 0. Won't be long before everyone who doesn't have every item unlocked realizes you can do this and make favor points even more worthless than they already are.
edit: more tests to make sure cost amount actually deducted from online account was consistent with modded amount, and it is. You must concede the game after buying for the online system to log the purchase though, simple quiting out of the game voids the favor item purchase.
Death Penalty time reduced by 10% and increases experience gained by 10%
- Symbol of Purity - instant, 15 second cooldown
Use: Purge all negative effects. Cannot use while stunned or frozen. +350 Health
- Blood of the Fallen - No change
- Staff of the Warmage - +800 mana, +15 weapon damage, +8 mana per second
My suggestions on these items:
- Bejeweled Goggles - +10% movement speed, +10 Health per second
Can detect normally invisible objects and removes fog of war for that player.
Death Penalty time reduced by 15%, increases experience gained by 10%, upon death all enemy DGs who killed/assisted receive half XP and Gold.
Use: Purge all negative effects and reset all cooldowns to 0. Cannot use while stunned or frozen. +350 Health + 500 Armor
- Blood of the Fallen - 600 Health, +5 Health per second
- Staff of the Warmage - +600 mana, +15 weapon damage, +8 mana per second
I tend to agree with this one.
Well of course if there is no way to remove the fog of war for only that player than we can't have that. It was just a suggestion and I don't know if it's possible or not. But it's possible than I think it would make the item more attractive. It's better than +12 vision radius.
the bejewled goggles will most certainly be taken by regulus players. how about something like this: generally give a range bonus of 2, remove fog of war for five seconds and give a 20% range bonus to all skills for that time. that would buff sniping.
Also quite honestly some of the other suggestions here are outright insane.
I think the real problem with this thread is that it's way too ambitious. I like the idea of having 20 viable favor items as much as the next guy, but right now we literally only have 2-3 for most demigods. Why not scale it back a bit and shoot for ten or maybe a dozen? That would still be a massive improvement over the way things are and it'd be much easier to concentrate on how the items you altered would impact the rest of the game.
I admit you are right about that I made those two items too strong. But I still believe a very few items needs to be changed. Blood of the fallen is OP right now. Staff of the warmage is OP with these changes +800 mana, 15weapon damage +8mps. How about these changes:
- Bejeweled Goggles - keep this one as in the OP
Death Penalty time reduced by 15%, increases experience gained by 10%, upon death all enemy DGs who killed/assisted receive half (or -35% if its OP) XP and Gold.
Use: Purge all negative effects. Cannot use while stunned or frozen. +350 Health + 350 Armor
I guess my question is this: How many favor items do you currently feel are viable?
I apologize for rehashing the same thing I always say, but I honestly believe these favor items are top tier and are all currently used quite frequently:
BotF, Cloak of Night, Blade of the Serpent, Horn of Battle, Staff of Renewal, and the Swift Anklets.
Personally, I would like to see no changes or extremely minor changes to those core 6 favor items, because the way things are currently they are all viable choices, though of course not for every DG.
Going by that line of reasoning I'll pick on one of the items listed here that I find to be out of balance because I think most people will disagree with me, so maybe focusing on that one will highlight the logic (or the faulty logic) behind my thinking.
vs.
Alright, so here we have an on-use item with a 15 second cooldown. Rank 1 spit does 500 damage, but does 100 of that up front (first DoT tick is instant+50 direct damage), which means using a sigil even once will effectively increase your health by 400. So ignoring the regen provided by the BotF, it's clearly superior to pick the Sigil every time you're confronted by a UB. If we consider the regen provided by BotF and also assume you have a monk in range to heal you every 10 seconds, you get back 11 HP/second from BotF, but if you consume one spit every 15 seconds, that's a whopping 26 HP/second saved and that's at rank 1. At level 4 you're negating 60 DPS worth of spit and we're assuming you're only negating a single spit, not a spit+bite/penitence/etc. combo.
But how does this affect other DGs, especially the weak ones? One of frost TB's biggest assets is his ability to screw with your cooldowns. Deep Freeze does this by increasing the cooldown of any abilities other than the Sigil of Purity or Rank 3 heal cast on yourself while under the effects of the Freeze debuff.
So the most annoying TBs I face are the ones who freeze me when they know I need to shield, use an orb of defiance, spit, penitence, lay a new tower or stun, etc. The result is that if you use one of those abitities during that time, you'll end up with literally a 15+second cooldown on penitence, spit, etc, and it gets really annoying when you have a minute and 17 second long cooldown on Shield, a 1:32 cooldown on your cloak teleport, etc. The sigil would neuter this ability completely if used correctly.
Then you have Regulus, who depends on tracking device, shrapnel mines, and mark of the betrayer. Being able to negate even a single one of those can be the difference between life or death for reg, or it can deprive him of a kill.
So having said all that, in my mind just doing this:
Symbol of Purity - instant, 30 second cooldown
Would be enough to make it a compelling item against a wide range of demigods, and especially in a team game where you can expect to remove a combination of critical debuffs like Bite, Spit, Penitence, etc.
I really think that a lot of items just need minor tweaks, and that you need to be very sensitive to the class-specific effects they have.
Here are some other items which unfairly affect specific Demigods who are already too weak:
Then you have other items here that just neglect important game mechanics. By that I mean stuff like:
Also I feel it ignores that late game every single player grabs a sigil, teleport, and cap lock. So what this item currently does is allow you to replace the scroll with an interesting trinket. So you have things like the Magnus Rod, Warlord's Punisher, Orb of Defiance, etc. While the item is currently weak early game, it's quite powerful late game, and if you think about it, it's possibly the best favor item late late game when you can start getting Artifacts.
Reducing the cooldown to teleport scroll cooldown is really all the buff I think makes sense for it, because of the nature of this favor item gives a player a choice between early and late game superiority. I think that choice should remain.
@obscenitor
First of all: By "sigil" do you mean Symbol of Purity? in your post #39 i mean.
Generally you have some very good points.
As i said already in my post:
So i didnt beta test them to see if they are OP or not. I justed tested everything for problems/bugs etc. As you can understand, there are a lot of items, and i simply dont have the time to do so. I was counting on people to test them for balance.
About the Bejewelled Goggles:
You are right in what you said, only invisible objects in the game are regulus's mines. I simply just left this effect as is, the original goggles had it, and i just didnt remove it. I agree it should be removed, as it is clearly against regulus.
I think that when the devs designed this item, had in mind many invisible objects to add, but eventually they didnt, and the goggles were left with this effect.
So i will make it:
i dont agree with your agruement that Swift anklet is now worse than the Goggles, because the 15% speed enables you to go full speed build, and can be a difference between life and death, and kill or no-kill.
Just think that the original Goggles had just +12 vision radius, Can detect normally invisible objects. Pretty useless imo, and thats why i buffed it.
About Saam-el's Cloak, i disagree, because it not against regulus or tb only, but against any character who will focus on debuffing enemies speed. So this item would be strong vs Oak, Erebus, Regulus, TB ice, and UB. Thats 5 demigods who have at least 1 slowing skill. Just think that you are sacrificing BotF's +800 HP, BotS infinite Mana etc etc. There are a lot of other choices, that are still better than Saam-el's Cloak.
About the Amulet of TP, I tested it and yes late game it is very strong because the 30 sec CD is 25 sec with the CD flag on Cataract. But about the 1.5 sec cast, i think it is ok because once again, that you are sacrificing BotF's +800 HP, BotS infinite Mana etc, for an item that is basically infinite teleports. It really needed a buff. Just think that in a long pro game in Cataract, where in the end all that matters is taking an enemy portal,and protecting your own, You will but 10-12 Teleports tops. So 10 TPs * 250 gold each = 2500 gold. So it saves you 2500 gold in a LONG game, thats like nothing, 2 kills. It also frees up 1 consumable item slot, but that not more important than what other favor items can offer.
Maybe i could make it 45 sec cooldown, but the 1.5 sec cast is neccessary, otherwise it would be useless. If it is just like a simple TP, then it is NOT worth it, trust me.
About the Symbol of Purity, +450 Health would be a lot, and it would make it very strong vs a UB that has BotF. i think +350 Health is fine. You know that this HP buff is permanent right? its NOT just when you activate it.
@Izuz
I will remove the effect that enables the user to see invisible objects, as requested by obscenitor.
This would definitely be OP, when someone kills you to get less gold and XP + all the other buffs it already has. i can make the Death penalty +15% though. But the other effect you suggested would make this item OP.
I agree with obscenitor on this one too, +350 armor and +350 HP would make it OP.
Clearly BotF is not OP with all these changes i have made. The +600 HP you suggested would make this item UP, just think that the Charm of Life has 200 HP less than that, and +10% XP ,same HP regen, and Death penalty reduction.
About Staff, it already is not worth it getting Staff of the Warmage over BotS. I have tested this item with sedna, and the +800 mana is kinda useless late game, where you need HP the most, and all Demigods have a lot of mana anyway. It is good as it is for early to mid game, but not good late game. Still it is worth it.
I will consider this one.
When you compare BotF to a free item slot late game though, I think BotF is the weaker choice. Now of course this is ignoring how likely you are to reach the end game with an Amulet of Teleportation, but assuming that every player will have a teleport scroll, cap lock, and sigil, you could replace the amulet with an empty trinket slot and it would be effectively the same as it is now. You can put potions, a wand of speed, an orb of defiance, a cloak of fire, orb of veiled storms, bracelet of rage, etc. etc.
Now obviously those things aren't free, but even a Wand of Speed becomes a pretty valuable item for that extra slot fairly early in the game for just about any character, and it just gets better from there. I wholeheartedly agree that the Amulet is one of the absolute weakest level 1 choices, but I really think it's one of the strongest if not the strongest late game choice.
That's why I feel it should just be brought up to par with teleport scrolls in terms of its cooldown, I don't like how it's weaker than them atm.
The other is that while many characters have snares, I really don't feel anyone is nearly as dependent on them for basic survival as regulus. Erebus has his moments when he'll bite and then run and oak definitely penitence kites at times, but for the most part snares are an offensive tool for these guys, not a survival one.
Now lemme make one point in favor of your change, and that's that the way speed capping works in this game is already completely broken and slanted against Regulus anyway. Even the current 15% version is in practice a 0% snare vulnerability anyway with very little investment. If UB has Inner Beast and Boots of Speed, the slowest speed to which he can be reduced is 7.24 anyway, which means Reg's boned regardless.
That being said, I think this exacerbates the problem and that the current setup of 15% snare cap and 5% run speed makes you effectively immune to snares once you have Boots of Speed anyway, so if people were really interested in snare immunity this option is already on the table and it's not popular in spite of it.
obscenitor, Does anybody take Saam-el's Cloak anyway?
Answer: No. This item is definitely not worth it. So what if you cant be slowed more than -15% ? useless. only 10% slow is more than enough to get a kill most times.
I buffed the item that way so that it is less useless. I have to say again that still, there are a lot better choices in favor items.
BotF, Swift Anklet, Cloak of Night, Horn of Battle, Blood Soaked Wand, Staff of Renewal, BotS etc etc.
When i said referred to BotF and BotS, before, i didnt mean just these 2 items. i said "etc", meaning other items too.
The way i buffed Saam-el's Cloak, doesnt even make it viable as a favor item yet, and you want it to be nerfed?
That doesnt make any sense
Edit: Saam-el's Cloak is really a trade. a Risky trade, in betting that you can survive better with less HP, but not being able to be snared, and thus avoiding gangs, but not being able to pull 1v1's. Basically you are betting that not all of your enemies will get BotF, because if they do, you are pretty much screwed. In the end, if you cant hold your lanes its "gg". It all that matters.
Not really, just think when an erebus Bat Swarms and Bites you, and an Oak behind him uses Penitence on you.
Thats is a lot of Slowing % which can be avoided with this item.
I'm gonna say it again:
It enables you to escape nasty gangs, which you wouldnt be able to escape otherwise.
I agree with Obscenitor on the Symbol of Purity. It needs 450 health to be viable, otherwise no one will pick it.
Both sides of the arguement are good... but I think the main problem with Regulus is that he can't handle the HP stacking of other gods. He's never going to get into an AA fight with somebody like beast. All of his skills are set amounts. What if snipe did a set amount of damage + damage based on percent of maximum health? Like Snipe 4: 700-900 dmg + 8% of maximum health. And then the level 15 skill would change it to 15%. I'm not really sure how the distance scales with damage for each level of snipe, so somebody else would be better to balance the numbers.
I still don't like the Amulet being 1.5 second cast with a shortended cool down. I can imagine a single Oak controlling the whole map already. And Izuz's suggestions are crazy.
Since more people than one (obsenitor) object to it, i will change it to +450 Health.
Will also change amulet of TP, since it is kinda OP. I would like to keep the Cooldown to 30 sec (same as a scroll) and increase the cast time to 3 sec.
Also: Shade, this thread is for balancing favor items. it is not for regulus or any other demi's skills. Please stay on topic.
To-Do-List:
- Bejeweled Goggles - remove the effect that enables the user to see invisible objects, as requested by obscenitor.
- Symbol of Purity - Change: +450 Health.
- Amulet of TP - Change to 3 sec cast?? Not sure about it yet
Anyone have any suggestions/objections to these changes?
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