#HERO TIMING MODIFICATION

1 messages · Page 1 of 1 (latest)

timid marsh
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I understand that what I am proposing would take some work, however this suggestion would be of benefit to those using the auto-play hero timing system. Instead of making players work out their teams ultimate skill timings in relation to a bosses attacks, especially when there are variables in place like energy reduction and ultimate skill resets which make it difficult and unreliable, could you add token sliders that a player can move along the bosses skill bar to specifically set when that heroes ultimate skill would be executed? (See example picture)

When the bosses energy skill bar reaches the intersection with that of the hero marker, the hero skill is executed. This is no different in terms of function to that of being able to customize the timers, but rather makes it easier to visualize exactly when these skills would be cast and instead of using time trigger, functions from the statement that "when the bosses skill energy reaches this point, execute this heroes ultimate skill. Further indication of the initial cast and subsequent cast could be set in a timer section but the player could also move the slider to where they want the cast to take place.

fossil marsh
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Absolutely agree. The autoplay system is very good but it unfairly punishes lineups with characters that modify the bar or apply a recharge penalty.

I had also discussed this on several occasions with some guildmates and I think it would be really fair for them to apply it. This would make it feasible to put together lineups for autoplay with heroes that, until now, it was impossible for them.

And not only would it help with daily farming, it would also be very useful in endgame content. Some of these lineups have heroes with this mechanic and being able to automate it would help overcome the excess load we have during those days from having to run so many teams.

tulip oar
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I suggest all devs should do the farming manually 1000 times, then they should get the feeling of wtf ....

clever crown
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It is possible to account for the effects of recharge penalty or ult decrease - these are some basic math problems.

That being said I 100% agree that it should be possible to use boss skills as a reference market for skill casts. Because most people probably haven't worked out the math, and even if they have, it may be something that they are not willing to do.

Overlapping effects may further complicate the math... so it definitely isn't simple at that point and not everyone is a spreadsheet nerd like me :P

vagrant sleet
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Not to mention, that those effects may be resisted/ fail to apply and then even with proper math you're out of sync in some runs

fading orchid
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The idea is great BUT than we need two different timing - methods... one for bosses and one for dungeons like goblin and the domains

chilly steeple
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Also: there's a big "what if" from a coding point of view. Right now if you pass your timer due to a stun or whatever, you'll cast it asap afterwards. What will it do when you time them like this? It'll be a set moment and if that exact moment is stunned or your haste is a fraction too low so you'll do 1 cast every 2 cycles... etc, how will they have to cope with that?

I think it's a neat idea, but that requires quite a lot of thought, not sure if it should be high on their prio list atm

timid marsh
vagrant sleet
inner sail
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I wholeheartly support this

calm bluff
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"use at insert percentage of boss ultimate bar" - can't be that hard to implement?

rotund wedge
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My friends and I have already suggested this change many months ago, to be effective the use of heroes with skills that change Ultimate speed... it is very difficult to use, for example, Vyniaria on Malinus or other bosses.