#Doppelganger Rework

12 messages · Page 1 of 1 (latest)

light skiff
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Since Radiant Helo/Arc of Justice and Berserker/Fatalizer got overworked, wouldnt it be a smart thing to overwork Doppelganger aswell?

The classic situation is mostly, that Doppelganger w/o a good Aura (Aps/Butcher) or Vampire is not worth building, while the other way often is way too strong, especially with the merc nerf now.

I'd think about capping the possible cumulated bonus damage at a certain Level, and as a compensation, buff the damage per stack obtained, eg maximum +100 stack damage, but +3 damage per stack instead of +2. Not entirely sure what the best Balance here would be, but it would make a "raw" unbuffed DG more viable while nerfing an aura boosted DG, therefore solving 2 Problems at once.

Opinions? /Discuss

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Doppelganger Rework

vale dagger
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In general I think synergies are too powerful in this game, so I like the idea of making units more individually strong vs being reliant on synergy power
Less roll rng, and easier time estimating how well a build "should" hold

mental shoal
vale dagger
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would make it more viable tho

pure lotus
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I do agree with this.

The dopple / butcher / head chef combo feels a little tooooo strong at the moment.

it definitely does carry games too much, and as soon as you see the opponent building that combo it gives a feeling of dread unlike any other combo.

I'm not 100% sure what the solution is, but I think it's the stacking of the lifesteal buffs that's too strong. Especially when you can add a speed buff like DM or APS on top of that.

And then considering you can get some Legion Spell like villain or pulv which then just becomes absolutely insane.

it's a fun part of the game, feeling excited when you get a good synergy in your roll, but this goes a little beyond that imo haha.

Definitely needs a look into imo!

twin coral
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Potentially if there was a healing cap that would solve this issue. I.E. Dopple can't heal more than 20% hp per hit. IDK what a good combo would be here. Butcher x Op scaling unit has been a reoccurring problem and more than a few times now

vale dagger
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Some sort of healing cap might be good
Either percentage based:
ie. unit can only get healed maximum 1x their base hp value from "other sources" That's still double hp and not really easy to achieve

Or just flat amount specified in the unit description:
ie. ToL heals % per second up to 2000 health in total
Butcher aura lifesteals 20% damage dealt, up to 700 health for each unit

So all auras, farseer healing, Headchef, ToL etc.
This would still leave Azeria, Crusher, Canopee etc. untouched, as their healing comes from their own abilities

Not sure if the "healing cap" should be a bit lower or higher, but limiting how much total value you can generate would not really make the auras weaker in more general sense, while toning down the more extreme cases

pure lotus
# vale dagger Some sort of healing cap might be good Either percentage based: ie. unit can onl...

Yeah that does not sound like a bad suggestion at all.

I was thinking of something like giving the doppleganger an "ability" that only allows it to stack two buffs at once or something.

That way it stops the crazy insane buff stack, but stays strong and fun to play, and isn't confusing for newer players because the ability clearly states it.

Possibly your suggestion is a better one though 😄

magic rover
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I wouldn't mind Doppelganger having built-in lifesteal on its own but also removing its infinite ramp to act like the new berserker but more like sov

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Also wouldn't mind a system where maybe with Doppel starts with 5% lifesteal and every attack instead of just +2 damage, it was +2 attack and +.1% lifesteal but also +1% incoming damage?

drifting harbor
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make it 125 rangeTommyIsSus