The armor trait mechanic is fine as it is now. Reducing the armor gain to 1 would be the best way to balance it so it takes longer to build up and won't result in ridiculous amounts of armor
No one noticed it but I think feedback and dispel worked pretty well with the lifesteal trait. And yes cleave goes through armor, I learned it in my DotA days.
This is the best version of the armor trait. Minimal impact on gameplay but requires some attentiveness to make use of it. If it seems overpowered just tweak the numbers.
There were no Wtii Snake impressions this episode. Current drystreak: 5 Not sure the armour trait is way too overpowered, maybe a slight tuning on it, summoners are getting to strong for sure.
idk what is the current status of the armor trait, but if I had to change it I'd make it as follows: Every 4th unique enemy unit that damages the hero for the first time while the hero's hp is not lower than 97% activates the trait. Clicking when active gives 0.57 armor and makes it inactive again. Total bonus armor from this trait is capped at 15. This means that if an enemy unit damages the hero for the first time and the hero's hp is lower than 97% at this moment, then this unit will never count for activating the trait. So there is a challenge about it, which is trying to be tanky, self-healing or avoiding damage if hp can drop below 97% before units damage the hero. And it would be much more unlikely for players to end up stalling rounds with this mechanic because once the unit damages, it's already decided if it's a contribution or not. The only way to stall would be to try and stun, stay unreachable with invisibility/invul/banish/kiting(?) etc, all things that are hard to maintain for too long. I'd use those numbers (0.57 per activation and a 15 cap) comparing to the damage trait, using the usual bonuses from attribute ratios. Every primary attribute gives 1 damage, and you get 1 amor with something from 5 to 7 armor usually, so the rule of thumb is to compare something from 5 to 7 damage to 1 amor. The damage trait is capped at 100, so divide that by 7 and you get almost 15. Every unit damage contribution gives close to 1/7 armor, so 4 is corresponds to 4/7 ~= 0.57.
The best way to do the armor trait is to give it a drawback that forces you to build around it or something that prevents it from just being a net benefit and crazy high returns on investment... Perhaps make it lower max health and mana significantly, the same way the book that boosted health and mana crippled your stats? So you know, very high defense, but pay for it with vulnerability to damage spells. I think making it high risk high reward is at least more fun than just making it so weak that there's no reason to ever pick it.
GeeGee!! But why Wtii was always dispelling Entangle roots right after casting? Рe could lose in the end because of this, but he is professional BHS player!
Watching this every Sunday has become a ritual for me, thank you wtii for the entertainment
wTiI cLiCk ThE aRmOr
The armor trait mechanic is fine as it is now. Reducing the armor gain to 1 would be the best way to balance it so it takes longer to build up and won't result in ridiculous amounts of armor
No one noticed it but I think feedback and dispel worked pretty well with the lifesteal trait.
And yes cleave goes through armor, I learned it in my DotA days.
This is the best version of the armor trait. Minimal impact on gameplay but requires some attentiveness to make use of it. If it seems overpowered just tweak the numbers.
Nice new camera angle... great way to keep that bod accountable 😮
There were no Wtii Snake impressions this episode.
Current drystreak: 5
Not sure the armour trait is way too overpowered, maybe a slight tuning on it, summoners are getting to strong for sure.
Maybe the armor thing should revolve around trading attack power for armor, so it's viable for heavy hitters, but not for the classic agility dd.
Wow, this Wtii player is sooo goood. Such a good entertainer for the audience.
Replace armor with a button to reroll every shop once per round
GG Well Played WTii, in the end those cleave and dispel were the mvp.
idk what is the current status of the armor trait, but if I had to change it I'd make it as follows:
Every 4th unique enemy unit that damages the hero for the first time while the hero's hp is not lower than 97% activates the trait. Clicking when active gives 0.57 armor and makes it inactive again. Total bonus armor from this trait is capped at 15.
This means that if an enemy unit damages the hero for the first time and the hero's hp is lower than 97% at this moment, then this unit will never count for activating the trait. So there is a challenge about it, which is trying to be tanky, self-healing or avoiding damage if hp can drop below 97% before units damage the hero. And it would be much more unlikely for players to end up stalling rounds with this mechanic because once the unit damages, it's already decided if it's a contribution or not. The only way to stall would be to try and stun, stay unreachable with invisibility/invul/banish/kiting(?) etc, all things that are hard to maintain for too long.
I'd use those numbers (0.57 per activation and a 15 cap) comparing to the damage trait, using the usual bonuses from attribute ratios. Every primary attribute gives 1 damage, and you get 1 amor with something from 5 to 7 armor usually, so the rule of thumb is to compare something from 5 to 7 damage to 1 amor. The damage trait is capped at 100, so divide that by 7 and you get almost 15. Every unit damage contribution gives close to 1/7 armor, so 4 is corresponds to 4/7 ~= 0.57.
When they said "remove it", uther's immediate response was "very wise". I mean nice timing.
The best way to do the armor trait is to give it a drawback that forces you to build around it or something that prevents it from just being a net benefit and crazy high returns on investment...
Perhaps make it lower max health and mana significantly, the same way the book that boosted health and mana crippled your stats? So you know, very high defense, but pay for it with vulnerability to damage spells.
I think making it high risk high reward is at least more fun than just making it so weak that there's no reason to ever pick it.
I agree with this idea, just because it's a long term investment with no real drawbacks at the moment.
armor trait: gain 10 base armor, activate to gain 30 bonus armor for 10 seconds (60 seconds cooldown)
thats the idea, now adjust it from there.
Almost didn't like and subscribe but then I saw how unlucky you were :3
Good morning and good game 🎉🎉
Great job.
U could let the priest fully heal themself and then they gonna atack u?
Aye, that makes sense, I should of done that
@@WTiiWarcraftshould have*
I'm just waiting for someone with the name "the RUclips comments" to get mad that wtii calls him out so often
Change armor trait to be just bonus armor per lvl?
Nice.
RUclipsr forgot to click thearmortrait. I demand to speak with the manager.
@3:00, I did not know Torrific, speak for yourself pal.
Wtii got robbed, #justiceforwtii
GeeGee!! But why Wtii was always dispelling Entangle roots right after casting? Рe could lose in the end because of this, but he is professional BHS player!
28:55 Chichoff convinced me to like the video, not you, CHARLES or whatever name you have, EDWARD.
Idk a trait that gives 50+ armor by the end of the game... seems fair :)
Especially since there is little consequence for greeding early game vs late since you dont get eliminated if u did in pve
i would say for the armor trait do it with 1 armor per level
After 8 unique enemy hits gets 2 armor, but loses X amount of HP.
I am so angry about not clicking armor
This game is old now, how many players does it get daily?
don't forget to click armouuuur!!!
Could make the armor trait reduce health or some other stat like atk speed or lower mana. Or just cap the bonus at 20-25 additional armor
Here we go again
you were killing yourself by dispelling your own entangle...
Kekw start
Wtii Bo a of wa er
Woo first comment