Originally Posted by
XghostzX
1. Could you elaborate on what you mean by "skill shots"? There are various types of skills which requires either one or two taps. For instance, most damage skills (typically single target skills) require you to activate the skill by tapping it, and then another tap in the direction you want the skill to go. Keep in mind, all skills have a certain range. What STG did that's very nice is each time you press the skill, a visual field will tell you how far the range of the skill can go. Additionally, some skills (such as various AOE attacks and buffs/heals) only require one tap of the skill. In other words, everything is tap-tap, no sliding action.
2. I'm not sure what you mean by jungle, but there are various locations within the single map that provides bonuses AND team powerups. In the very center of the map, there is a platform that, with the initiative of a single player, grants a team powerup (armor, haste, speed, or damage) after standing in it for a very short period of time. There are a couple of other fixated locations that provide individual bonuses, including haste, damage, and speed. Sometimes when you kill an opponent, a random powerup will drop. So far the power ups have not been OP but they are significant to the point that you strategically want to grab these bad-boys whenever possible.
3. Each champ has 5 skills/abilities. Not every champ will have a passive skill, but the majority do. For instance, there is a mage class that shoots a fireball, dealing initial damage and damage over time.
4. A tie is possible - but it is EXTREMELY unlikely. A team automatically wins if the enemy base is destroyed. In an evenly match game, that is difficult to do (again, reiterating the strategy needed). In order to destroy the enemy base, you need to destroy enemy towers (which can attack you... I will explain enemy towers in more details). Enemy bases > towers. Suppose the amount of towers destroyed for both teams is tied up which you will see can happen often. It comes down to the number of kills each team has (again, strategy. It's important to include tanks/fighters to destroy towers and assassins/mages to provide the must need kills). Suppose the number of towers destroyed AND the number of kills are exactly the same - it then comes down to the amount of damage dealt.
Enemy Base > Towers > Kills > Damage > Tie
It is nearly impossible to get a tie, but it could happen.
5. Can you explain on your "rune page"? Do you mean runes that enhance the abilities of champions? If so, I have no idea - Alpha's current stage is character balance and strategical analysis.
6. Matchmaking is still being reworked with. Currently in Alpha, we do not have the ability to add friends (we have to contact each other prior to playing in order to play live matches against one another). The matchmaking system is pretty neat, however. When you choose to make a custom game, you'll be prompted to choose your champion. After doing so, it will tell you "waiting". In this time, all players who are in the queue have the ability to press "Force Start Team" or "Force Start VS." All that means is that all real players in the queue can will automatically be put onto the same team or randomly against one another. If there are any non-users (it is 3v3) then those spots will be filled with bots. It has so far been pretty convenient, but I would like to see a system where STS can allow users to know when their teammates have actually chosen a champion and are signaled to begin the match.
7. Character movement has been nice so far. The speed of gameplay has been thrilling but very controllable - fast enough so you don't get bored making the walk once you die (especially because the more times you die, the longer the respawn time is -- don't die!) You will not get caught in walls or any obstacles. There are a couple of bugs where sometimes a skill will be activated and everyone freezes/appears idle - this is currently undergoing development.
8. In terms of orb walking/stutter stepping, I see how this can be important. the system that STG runs with the orbs is that the more players pushing a single orb, the faster it moves. So no, there are no ways to stutter step - you have to make sure you kind of tap back and forth to make sure you do not get ahead of the orb, but that you are also behind it close enough. As I'm typing this, I could see this as a useful suggestion which I'll definitely bring up.
9. There are a hand-full of debuffs, silences, slows, bleeds etc. Supporters are excellent for removing any crowd control effects, while some assassins have the ability to escape immediate crowd control effects. One of these main topics we are discussing, however, is that perhaps there are too many stuns going around. Personally, I would like to see the Tanks/fighters having the most stuns while the mage/assassin focus on damage and the supporters to clear those crowd controls. But as of now, the system is pretty nifty and in good shape (in my perspective).
10. I do not know what engine the game is running on - might be a question for the dev.
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