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[MOD] ROOK

[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.

7,174 views 40 replies
Reply #26 Top

Before God Strength gets a speed boost what Rook really needs is a fix to his follow distance. It is literally impossible for him to outrun a target he's chasing.  Once you get within a few yards he will decrease his own speed to match theirs, it's especially noticeable when you get Dizzying Force and you slow to a crawl as you try to catch the player you hit.

All DGs have this (or a similar) mechanic, it's what keeps reg from running into melee range and melee DGs from overrunning their targets, but his is clearly off. If it's possible to fix this it would make much more sense to add speed to God's Strength.

Reply #27 Top

already wrote that in another thread but again:

nerf early game tower and buff the higher levels

Reply #28 Top

I already suggested that, what do you think of my numbers?

Reply #29 Top

I like your numbers ntropy, makes quite a lot sense. They could maybe have 100 health more or so per level in the beginning though.

Reply #30 Top

Quoting ntropy, reply 28
I already suggested that, what do you think of my numbers?
End of ntropy's quote

doesnt matter what i think. that gkrit guy doesnt react at all to what most of us write.

Reply #31 Top

Quoting Derog, reply 30

Quoting ntropy, reply 28I already suggested that, what do you think of my numbers?
doesnt matter what i think. that gkrit guy doesnt react at all to what most of us write.
End of Derog's quote

He doesn't have to if he doesn't want to, it is his mod that he is making. Also, I am guessing it is hard to listen to everybodies suggestions/ideas since many people often want the opposite of eachother.

Reply #32 Top

Quoting Derog, reply 30

Quoting ntropy, reply 28I already suggested that, what do you think of my numbers?
doesnt matter what i think. that gkrit guy doesnt react at all to what most of us write.
End of Derog's quote

you have it completely wrong. Im gonna release an upgrade of this mod addressing new things taht ppl have mentioned.

What made you think this in the first place?

 

edit: "...Also, I am guessing it is hard to listen to everybodies suggestions/ideas since many people often want the opposite of eachother."

This. Its quite hard to get what everyone wants since everyones opinions are different. Sometimes i may not answer but that doesnt mean i dont take anything into consideration.

Reply #33 Top

About towers, remove the half price of the last level and just lower their recharge maybe? It's quite impossible to max out on towers in any reasonable circumstances, and the difference between 400 and 200 that late in the game is miserable.

Reply #34 Top

Quoting The_Regicide, reply 33
About towers, remove the half price of the last level and just lower their recharge maybe? It's quite impossible to max out on towers in any reasonable circumstances, and the difference between 400 and 200 that late in the game is miserable.
End of The_Regicide's quote

I have to disagree with that idea. The cost discount at level 4 is a HUGE factor in making towers worthwhile. If you doubled the cost and reduced the recharge time you will easily use up all your mana on towers. I can often use up all my mana even with multiple crown items boosting my mana today. Taking Staff of Renewal allows you to set up a tower farm in a very reasonable amount of time as-is.

Honestly, there's very little wrong with tower builds today. Tower Rooks are already effective at blocking off a lane and controlling areas. The Rook's main problem is that he's such an easy target any time he's NOT hiding behind a tower farm. Do you ever want to have The Rook on your team and not building tower farms? Most of the time playing The Rook like that ends up feeding the other team gold and XP.

God's Strength is the least useful of The Rook's ability choices, followed by Structural Transfer II and above. Those can use a slight boost to make playing a non-towerfarm Rook more viable. I like the change made to Structural Transfer already in this mod. Hopefully God's Strength is updated as well to give The Rook an option for better mobility if you want to spend the points on it.

Reply #35 Top

Quoting The_Regicide, reply 33
About towers, remove the half price of the last level and just lower their recharge maybe? It's quite impossible to max out on towers in any reasonable circumstances, and the difference between 400 and 200 that late in the game is miserable.
End of The_Regicide's quote
You're not supposed to just tower spam all game. Rook doesn't have a secondary tower tree like entourage, morale, coven, etc. At some point you've gotta spend those points on something other than towers. The reduced mana cost allows you to start slamming after level 10 without buying four helms.

Reply #36 Top

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.
End of ntropy's quote
It's not a problem, it's a design concept. If rook can't hold back a single player then why is he so slow and why does it take so long to set up a tower farm?

Reply #37 Top

perhaps the problem with rook is that theres practically not much variation in playstyle. either you go at least until towers 3 or you suck at playing rook. a few games ago i played with a slam rook against a tower rook and the slam rook just sucked. it was levi and that tower rook could build towers endlessly. he was supported by a sedna and we really couldnt do much about it.

its not that a pure slam rook cant be useful in a good team but he just cant run away and then needs to be safed which is a liability that mostly cant be handled when playing public. also when playing rook you cant follow a moving fight and the people mostly use the ranged attacks to slowly tear rook down. thats why gods strength aint a very useful skill for rook. if the enemy team gets into melee range they are certain they can win and either youre being saved or you gotta run which mostly ends in your death. if youre being saved then again you cant follow the fight when the attacker flees.

i guess the biggest problem with rook is that the people dont take towers or dont use them correctly :)

what i would change about rook is

balance the tower skill in itself as i wrote above

slightly (really like 0.3 sec) buff the stun duration of boulder roll and add a minimal slowing effect of maybe 5% as aftereffect to it.

add a slight slowing effect to slam. which means that rook can escape easier after boulder + slam.

he shouldnt be faster. hes by design slow and thats good. hes got towers for that and mates can tele in but he should be rewarded if he can hit someone with boulderroll and slam by being able to get some distance between him and the attacker.

theres nothing i would fight over except that i really think that the tower skill itself aint balanced very well. i dont know what you could do about gods strength. perhaps you could add a crit chance or some other effect or something to make it a useful lategame skill but i think that rook really shouldnt be faster.

Reply #38 Top

I find that with Vlemish alone, I can do Hammerbowl and Towerfarm effectively without going critical with my mana. And that's without using mana pots.

The thing is, you can't control the target of your towers, which means most generals are pretty much immune to the Rook's towers. Just by having more of them, you'd have a greater chance of one of them attacking the guy who's harrasing you. Boulder in a tower farm should be feared because it's at least one free hit from each tower for around 100 damage, but it's pretty much laughed off right now.

Also, armor. Why does Rook have the lowest starting and lowest per-level armor of all the demigods?

Reply #39 Top

I find that with Vlemish alone, I can do Hammerbowl and Towerfarm effectively without going critical with my mana. And that's without using mana pots.
End of quote
There's just no way. Just laying towers and doing an occasional boulder will run you dry if you keep your towers maxed. It's not mathematically possible for 20'ish MPS to keep up with that.

Reply #40 Top

4k mana is a great buffer. With that, you don't even feel the tower every ten seconds... Just enough to keep a bunch of mana ready for a Hammerbowl if need be...