Deleted member 247165
D
Deleted member 247165
First off, improve the description of the bundle. Inspire from examples: Description Guide - Maps
An interesting AoS with many custom heroes and really nice abilities. There are also really many items to choose from with cool active and passive abilities.
The tooltip design seems similar to the one from league of legends but the downside here is that you cannot really see how the ability will scale up each level. At least that's what it looks at first sight.I strongly suggest that you stick to the normal W3 layout:
ability text
Level 1 -
Level 2 -
Level 3 - and so on
The Phoenix Spirit item active ability has a minor bug or idk if it's intentional but it can really ruin the setup of the opponent. The ability applies a knockback to all surrounding enemies but the weird thing is that it also instantly teleports them near you then pushes them back in the opposite angle. Might a bug in your code but you should really fix.
The Crystal Ball item grants true sight and +800 mana for 1000 gold ? The bonuses seem to be really huge for such a small amount of gold. Same for the Voice of Holiness, 1200 gold for 1k health and 800 mana ? I can simply ditch the true sight of the Crystal Ball and get the same amount of mana + a 1k bonus health for only 200 more gold.
The Tide Calling Scepter literally summons 3 packed up massive naga royal guards with many abilities that are not mentioned in the tooltip of the item. A player must know what the summon has before buying the item. Not to mention that one of the summons has another summon ability, which means that I can summon 4 strong units to quickly push and cause chaos in fights because of the heavy disabling abilities they have.
Several units, heroes and items have their name or description like this: " Reef element" or "Voice of holiness". You could change them to "Reef Element" and "Voice of Holiness" Not much of a deal but you could work on those too.
All heroes seem to have a really large scaling size.
The environment needs proper improvement. I know that you might think the terrain is not that important in an AoS. It actually is. There aren't really any places where you can sneak up and prepare a gank, no places to hide from your opponents when you are chased and the lack of vegetation and proper placement of the doodads make it all look like a flat chessboard with spammed trees. The gigantic brazier also really look odd. You can take a look at the AoS templates uploaded on Hive or even use one of them.
The jungle camp from the right side on the middle lane can be easily pulled near the allied tower to farm the neutrals instantly. That's literally an XP and gold boost from the start which isn't really ok.
I played the Banish Blade hero (I think you should rename it to Banished Blade). The character seems to be inspired from League of Legends. Her skillset is cool and all the abilities combo nicely but her ultimate should be nerfed a bit. Once it is activated, her dash will deal dmg to a wider AoE even though it looks like she doesn't even land on it and there's no pointing effect indicating it either. This will cause a lot of confusion and I also suggest that you check other abilities whose radiuses or effects are not properly used or shown.
The Group Magic Shield of the shredder hero is OP. He can apply a spellshield to all allies within 1400 radius. That's a really strong spell in the early stages of the game. You could lower down the effect radius to at least 600 or 450. Also, the whirling blades summoned by the first and third abilities at level 3 will also deal damage to enemy structures, and their damage is dealt based on Strength. That's another OP ability which is built in the hero's active abilities. The duration of the blades isn't mentioned either.
The multiboard needs improvement too. The killing or death column aren't specified and it is a bit misleading.
Overall, it really has potential. Mostly because of the great amount of custom heroes and cool items but there are other aspects of the game (what I said above), that must be improved before it can be approved.
Set to awaiting update.
An interesting AoS with many custom heroes and really nice abilities. There are also really many items to choose from with cool active and passive abilities.
The tooltip design seems similar to the one from league of legends but the downside here is that you cannot really see how the ability will scale up each level. At least that's what it looks at first sight.I strongly suggest that you stick to the normal W3 layout:
ability text
Level 1 -
Level 2 -
Level 3 - and so on
The Phoenix Spirit item active ability has a minor bug or idk if it's intentional but it can really ruin the setup of the opponent. The ability applies a knockback to all surrounding enemies but the weird thing is that it also instantly teleports them near you then pushes them back in the opposite angle. Might a bug in your code but you should really fix.
The Crystal Ball item grants true sight and +800 mana for 1000 gold ? The bonuses seem to be really huge for such a small amount of gold. Same for the Voice of Holiness, 1200 gold for 1k health and 800 mana ? I can simply ditch the true sight of the Crystal Ball and get the same amount of mana + a 1k bonus health for only 200 more gold.
The Tide Calling Scepter literally summons 3 packed up massive naga royal guards with many abilities that are not mentioned in the tooltip of the item. A player must know what the summon has before buying the item. Not to mention that one of the summons has another summon ability, which means that I can summon 4 strong units to quickly push and cause chaos in fights because of the heavy disabling abilities they have.
Several units, heroes and items have their name or description like this: " Reef element" or "Voice of holiness". You could change them to "Reef Element" and "Voice of Holiness" Not much of a deal but you could work on those too.
All heroes seem to have a really large scaling size.
The environment needs proper improvement. I know that you might think the terrain is not that important in an AoS. It actually is. There aren't really any places where you can sneak up and prepare a gank, no places to hide from your opponents when you are chased and the lack of vegetation and proper placement of the doodads make it all look like a flat chessboard with spammed trees. The gigantic brazier also really look odd. You can take a look at the AoS templates uploaded on Hive or even use one of them.
The jungle camp from the right side on the middle lane can be easily pulled near the allied tower to farm the neutrals instantly. That's literally an XP and gold boost from the start which isn't really ok.
I played the Banish Blade hero (I think you should rename it to Banished Blade). The character seems to be inspired from League of Legends. Her skillset is cool and all the abilities combo nicely but her ultimate should be nerfed a bit. Once it is activated, her dash will deal dmg to a wider AoE even though it looks like she doesn't even land on it and there's no pointing effect indicating it either. This will cause a lot of confusion and I also suggest that you check other abilities whose radiuses or effects are not properly used or shown.
The Group Magic Shield of the shredder hero is OP. He can apply a spellshield to all allies within 1400 radius. That's a really strong spell in the early stages of the game. You could lower down the effect radius to at least 600 or 450. Also, the whirling blades summoned by the first and third abilities at level 3 will also deal damage to enemy structures, and their damage is dealt based on Strength. That's another OP ability which is built in the hero's active abilities. The duration of the blades isn't mentioned either.
The multiboard needs improvement too. The killing or death column aren't specified and it is a bit misleading.
Overall, it really has potential. Mostly because of the great amount of custom heroes and cool items but there are other aspects of the game (what I said above), that must be improved before it can be approved.
Set to awaiting update.
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