Increase the cast duration for LOCKS!!

I really think there should be a 5 second cast to the locks, right now the 2 second is too little to react, especially if two guys come at the same time and you have to guess/see who's locking. It will make the cataract portal rush more hard and the game more balanced....

 

On cataract, once someone locks a portal, then 2 or all 3 can just teleport back when it expires and one of them will surely relock it.

8,481 views 44 replies
Reply #1 Top

Actually the cast time of locks are 1 second. I also find its cast animation very hard to notice.

Reply #2 Top

I don't have any real problem with keeping things as they are, but I wouldn't object to increases the lock time.  It would just change the way you strategize. 

Reply #3 Top

Any reasonable person knows that casting a flag lock and a portal inside of a shield is ridiculous. The locks both need a longer cast time and a more visible animation, even if you just tack on the teleport/gadget effect.

Reply #4 Top

Quoting obscenitor, reply 3
Any reasonable person knows that casting a flag lock and a portal inside of a shield is ridiculous. The locks both need a longer cast time and a more visible animation, even if you just tack on the teleport/gadget effect.
End of obscenitor's quote

Sure oak has an unfair advantage because he can shield/recap the portal/port over and over AT HIGH LEVELS.  I understand that you could infinitely hold a portal, which is incredibly strong, BUT - and my only counter to this is that the other team could do the same thing to counter. 

Also, if your main reasonable arugument is that you can shield/lock/port, I'd argue that being able to cast an uninterruptable lock is OP as it is, even without being able to port.  You'd have to increase the lock time past the max level of shield and even then oak would still have a huge advantage for locking portals. 

Blahblah aside, increasing the lock time sounds swell.  Even if its simply another second, that would make interrupts (outside of on oak) a little easier. 

Reply #5 Top

Also, if your main reasonable arugument is that you can shield/lock/port, I'd argue that being able to cast an uninterruptable lock is OP as it is, even without being able to port.  You'd have to increase the lock time past the max level of shield and even then oak would still have a huge advantage for locking portals.
End of quote
A subtle change can make a big difference, and making it so that you can interrupt the port and get a kill each time he waltzes in would be more than a sublte change.

Three seconds would be very reasonable for cap locks.

Reply #6 Top

A subtle change can make a big difference, and making it so that you can interrupt the port and get a kill each time he waltzes in would be more than a sublte change.

Three seconds would be very reasonable for cap locks.
End of quote

We can agree that a change would be better than nothing and at least allows for the possibility of killing a high level oak, but I don't think its going to make much of a difference for the oak being OP at locking.  It's still an uninterruptable lock and even if you die, there are pretty good odds you could respawn, port back, cast shield and relock. 

It'd be a nice balance tweak for all the other characters though and I don't really see any reason not to make the change.  Anyone know where to find the code in the LUA files and what specifically would need changed to increase the amount of time it takes to lock a flag?

Minor gameplay changes can make the game a little more fresh, SD. 

Reply #8 Top

Good idea buddy, double cast time and a more obivous animation would be sweet.

Reply #9 Top

Yes, I also think that the cast time of the flag lock should be carefully nerfed.

Reply #10 Top

I'd make it 2s cast, along with 45s duration and 60s cooldown.

Reply #11 Top

How about having flag locks be interruptible by the standard attacks? Similar to how the Heart of Life effect is interruptible by any attack. Then we can keep the current cast time, and QoT/Regulus can finally do something to interrupt the lock.

Reply #12 Top

Quoting SyDaemon, reply 11
How about having flag locks be interruptible by the standard attacks? Similar to how the Heart of Life effect is interruptible by any attack. Then we can keep the current cast time, and QoT/Regulus can finally do something to interrupt the lock.
End of SyDaemon's quote

i have a feeling many would argue against you on that.

Quoting ntropy, reply 10
I'd make it 2s cast, along with 45s duration and 60s cooldown.
End of ntropy's quote

same. but cooldown time maybe a lil less. 2 secs is a long enough time to react an interrupt the lock, anything beyond that would just make it stupid easy to stop people from locking.

Reply #13 Top

Since this in the ideas forum, what are your thoughs of an expencive artifact consumble to break a flag lock (with a 4+ sec cast time)?

This would give an advatage to the team holding the artifact flag and may still allow the game to be resolved quickly, with giants, but winning the game would not just center around locking a portal flag.

Reply #14 Top

or an artifact that u can buy which makes u cap a flag as if there were 2 ppl there?

Reply #15 Top

an item that removes locks would also be benifitial and add a bit more depth to this game.

Reply #16 Top

if there were lock breaking it would have to have equal cooldown time of a lock

Reply #17 Top

Quoting nzac, reply 13
Since this in the ideas forum, what are your thoughs of an expencive artifact consumble to break a flag lock (with a 4+ sec cast time)?

This would give an advatage to the team holding the artifact flag and may still allow the game to be resolved quickly, with giants, but winning the game would not just center around locking a portal flag.
End of nzac's quote

I've also thought about some sort of artifact consumable that acts as an interrupt. I've thought about the cost of it a lot.

To make it 'unabusable', it needs to be not something you can carry three of at any given moment at little cost. (So probably at leat 250). Too expensive, however, and Sigils have a much higher importance level, making these items rarely used except by kiting demigods or speed stackers

It needs to be instant (even a .3 cast time makes it difficult to use against 1 second casts. Remember, this would cost gold, if you mess up it isn't just a waste of mana, or a missed kill at worse: it's gold AND the missed kill).

It needs to be ranged.

It needs to have some sort of benefit if you screw up and don't get an interrupt, or, alternatively, you can use it preemptively

It needs to be balanced with charactesr who already have interrupts or stuns (its effects shouldn't be so drastic that you can use your own abilities and this item to make other characters' abilities useless).

--

A few things that I've seen or thought of:

1) Someone posted a 'Totem of Silence' which had a 20 meter AoE GLOBAL silence effect for a given period of time. (I think it was 15 seconds, 10 may be more balanced in my opinion). 

Cost: 500g

Counters: Oak shield on portals (he can't pop the shield if he ports onto this Totem, unless he got smart and shields before hand. If he does so, it's only 4 seconds for the shield though because he spends 3 seconds teleporting, then 1 second on the lock. If you have 2 people waiting for him, you should get the kill).s

Stun-locking when 3v1. (Activate wand of speed, drop this, run like hell)

Possible exploitation:

Rook/Ereb/UB: BoulderRoll - Batswarm - Mass Charm - Grasp - Silence Totem

You were just stunned for 5 seconds (one demigod for 7) and you get to use no abilities...

Game Balance Alterations:

Makes AutoAttacking demigods significantly stronger (esp UB since his Ooze cannot be Silenced). This item would be death to TB since most of his damage comes from spells

Makes ranged skills more effective (you can shoot outside of the silence area into the silence area)

Makes demigod positioning even more important, and so benefits faster demigods or speed stacking

Erebus' batswarm can basically jump this

2) Expendable Pentitence

250g , 15 yard range, 15s CD

Does 200 damage on impact, interrupts

Counters:

Cloak of the Night

Game Balance Alterations:

Universal Gadget does 450 more damage (without the interrupt), so I don't see this getting many kills. However, it may get a lucky surprise.

Nice for any kiting demigods

Makes Oak stronger (instant ranged burst. Now it's another 250 damage or so after the debuff Pentitence gives)

3) Basically-Melee-Interrupt

150g, 5 yard range, 10s CD

Interrupts, no other effects

(this would be so cheap it could be abused though. But the lack of a long range and no other effect makes it have a very niche utility)

4) Long-Range Silence

250 g, 10 yard range, 25 s CD

Silences the target for 3 seconds

Silence interrupts, but doesn't trigger a cooldown, If they WANT to lock the flag so badly that they are willing to stand their ground for 3 seconds, that is their choice. This has the potential for abuse, however, with any demigod with a Stun.

5) Expenable Deadeye

325g, 10 yard range, 30s CD (longer than a tele)

Stuns the target for .5 seconds, interrupts

Good for chasing, still high cost

6) Expendable Deepfreeze

300g , 10 yard range, 30 s CD

Extends the cooldown for any used skills. This won't interrupt a lock, persay, but it will extend the cooldown of a lock past its duration (unless they go back to the crystal, Oak shield-debuff, or Heal III on them).

 

----

 

On topic:

I would be okay with a slight increase in the casting time of a lock (to 1.5 maybe). 2 seconds seems like a lot. Lock-abuse is one of the strengths of Oak, however, and I think it's just fine. Anyway, most characters have a way of doing it as well.

UB: Grasp - Break Grasp - Lock (you have about .5 second of leeway with a 1 second cast time) - Level 5 - 1 skill point

Erebus: Mass Charm. Level II AoE stuns which virtually guarentees you being able to lock, even 2v1. If they interrupt your Mass Charm, lock it in their face anyway - Level 4 (Level 7 for 3 seconds) - 2 skill points, 3 for 3 seconds

Sedna: Silence does the trick. Silence II is just enough to lock and teleport away, except versus an instant interrupt (which you then need Silence III for). Increasing the cooldown of the lock makes her really only 'good' end-game tactic go away, as she is quite easily one of the weakest endgame characters: No AoE == no creep management. - (Level 5, though no one gets it at level 5 xD) - 1 skill point

Rook: Boulder Roll II lets you lock. Boulder Roll III gives you enough time to teleport away against an Erebus, or anyone who has to take a few steps towards you before interrupting. - Level 5 - 1 skill point, 2 for Boulder Roll II @ 10

TB: Frost Nova II guarentees a lock. Level 1 is just enough to lock. If they have to take a few steps towards you, or if they have a slow interrupt, you should be fine. - Level 10, 5 for Level 1 - 2 Skill points, 1 for level 1 only

Oak: Shield. Enough said - Level 8 - 3 skill points

---

The other characters can do it earlier. True, in a typical game you can't actually afford to backdoor their portals until about level 10. But you still have ways of at least locking the HP flag safely. It also costs Oak a helluva lot of skill points to do it.

Yes, it is very strong. Yes, it makes Oak a fantastic end-game demigod. But it's not something that deserves a nerf that argueabley hurts every other demigod MUCH worse than it does him. A full 2 second cast time for locks makes it have to be done as enemies come into your line of sight. A pure pre-emptive measure, and very hard to 'lock in your face'. 1.5 seconds makes interrupting the lock a little more newb-friendly (and, trust me, I miss it by a quarter of the second too, plenty of times. I get angry too). I just don't think that doubling the cast is balanced at all.

---

Increasing the cooldown instead? Makes premades even stronger, as they are on Vent. Then the puggers will complain how 'ONLY PREMADES' can perma-lock their portal flag using coordination. Because that is the magical power that premades have: communication.

If you increased it by maybe 5 seconds, okay, not a big deal (actually, this would make its cooldown almost exactly its duration on Cataract due to the Celerity flag). 15 seconds? You're only making it more and more important to have flawless teamwork.

Also, Sedna gets buffed because of Magnificent Presense D:

Reply #18 Top

Anyone know where to find the code in the LUA files and what specifically would need changed to increase the amount of time it takes to lock a flag?

Reply #19 Top

dgdata\lua\common\Items\Consumable_Items.lua, about 1/3rd of the way down: (no line number because Notepad is a dick)

Stuff you care about is bolded

#################################################################################################################
# Capture Lock
#################################################################################################################
ItemBlueprint {
    Name = 'Item_Consumable_030',
    DisplayName = '<LOC ITEM_Consumable_0016>Capture Lock',
    Description = '<LOC ITEM_Consumable_0017>Use: Selected ally flag cannot be captured by the enemy for [GetDuration] seconds.',
    GetMaxRange = function(self) return Ability['Item_Consumable_030'].RangeMax end,
    GetDuration = function(self) return Buffs['Item_Consumable_030'].Duration end,
    GetEnergyCost = function(self) return Ability['Item_Consumable_030'].EnergyCost end,
    GetCastTime = function(self) return Ability['Item_Consumable_030'].CastingTime end,
    GetCooldown = function(self) return Ability['Item_Consumable_030'].Cooldown end,
    Mesh = '/meshes/items/chest/chest_mesh',
    Animation = '/meshes/items/chest/Animations/chest_Idle_anim.gr2',
    MeshScale = 0.10,
    Icon = 'NewIcons/Gadget/DefenseofVayikra',
    StacksPerSlot = 3,
    Consumable = true,
    InventoryType = 'Clickables',
    Abilities = {
        AbilityBlueprint {
            Name = 'Item_Consumable_030',
            DisplayName = '<LOC ITEM_Consumable_0016>Capture Lock',
            AbilityType = 'TargetedUnit',
            AbilityCategory = 'USABLEITEM',
            TargetAlliance = 'Ally',
            TargetCategory = 'FLAG',
            TargetingMethod = 'ALLYSTRUCTURE',
            RangeMax = 15,
            Cooldown = 45,
            CastingTime = 1
,
            InventoryType = 'Clickables',
            CastAction = 'CastItem1sec',
            Audio = {
                 OnStartCasting = {Sound = 'Forge/ITEMS/snd_item_conjure',},
                 OnFinishCasting = {Sound = 'Forge/ITEMS/Consumable/snd_item_consumable_Item_Consumable_030',},
                 OnAbortCasting = {Sound = 'Forge/ITEMS/snd_item_abort',},
             },
             Buffs = {
                BuffBlueprint {
                    Name = 'Item_Consumable_030',
                    DisplayName = '<LOC ITEM_Consumable_0016>Capture Lock',
                    Description = '<LOC ITEM_Consumable_0032>Cannot be captured.',
                    BuffType = 'IUSESPRINT',
                    Debuff = false,
                    Stacks = 'ALWAYS',
                    Duration = 45,
                    Affects = {
                    },
                    Icon = 'NewIcons/Gadget/DefenseofVayikra',
                }
            },
            FromItem = 'Item_Consumable_030',
            OnStartAbility = function(self, unit, params)

                ForkThread(
                    function()
                        local blueprint = params.Targets[1]:GetBlueprint()
                        params.Targets[1].CanBeCaptured = false
                        params.Targets[1]:ShowBone(blueprint.Display.CaptureLockBone, true)
                        # Start Can Not Capture Flag Effect
                        AttachEffectsAtBone( params.Targets[1], EffectTemplates.Items.Consumable.DefenseOfVayikraActivate, -2 )
                        WaitSeconds(45)
                        if not params.Targets[1]:IsDead() then
                            params.Targets[1]:HideBone(blueprint.Display.CaptureLockBone, true)
                            params.Targets[1].CanBeCaptured = true
                        end
                        # End Can Not Capture Flag Effect
                        #AttachEffectsAtBone( params.Targets[1], EffectTemplates.Items.Achievement.PurifiedEssenceOfMagicActivate, -2 )
                    end
                )
            end,
            Icon = 'NewIcons/Gadget/DefenseofVayikra',
        }
    },
}

Reply #20 Top

Thanks bugger!  I'll start asking around and see if maybe we can get a change like this added to 1.2. 

I'm thinking a 3 second lock would REALLY change things up along with a 60 second cooldown.  Anyone think that would be too extreme?  I'd rather not overdo it, but if we can get them to make a change, it'd be great if really impacted our play styles to force us to rethink things. 

Reply #21 Top

a 3 second lock would REALLY change things up along with a 60 second cooldown
End of quote

The cooldown might be a bit extreme - maybe lower to 50 seconds.  The opposing have to be on their toes but they have a chance now, as opposed to facing neverending lockdown

And yes, this needs a tweak

*edit - it wouldn't be as easy but I like lock immunity for 1/2 lock time, too

Reply #22 Top

like I was saying before, a 3 second lock would buff Oak to ridicious levels. It would be absurd. An incrase of .5 is understanable (easy to interrupt). 1 second is pushing it. 2 seconds... you'll NEVER be ablet o lock in combat. It would be as lucky (and stupid) as teleporting away. I'm okay with a slight increase to make it easier to interrupt.

Otherwise locks become a pure 'lock n' run' use, and, like I said before, makes Oak crazy good. A long cast time makes it harder for other Demigods to use their 'guarentee lock' techniques. Increasing the cooldown is okay, but still benefits premades a lot more than pugs (increasing the cast time helps new players).

Code for lock immunity, this would have some sort of icon (maybe a special glow) that indicated immunity. If you lock an immune flag, you will still lose your lock:

                BuffBlueprint {
                    Name = 'Item_Consumable_XXX',
                    DisplayName = '<LOC ITEM_Consumable_XXXX>Capture Lock Immunity',
                    Description = '<LOC ITEM_Consumable_XXXX>Cannot be locked.',
                    BuffType = 'IUSESPRINT',
                    Debuff = false,
                    Stacks = 'ALWAYS',


                    Duration = 60,
                    Affects = {
                    },
                    Icon = 'NewIcons/Gadget/AntiDefenseofVayikra',
                }

...


                ForkThread(
                    function()
                        local blueprint = params.Targets[1]:GetBlueprint()

                        if params.Targets[1].Buffs['ItemConsumeable_XXX'] then

                           return

                        end

                        params.Targets[1].CanBeCaptured = false
                        params.Targets[1]:ShowBone(blueprint.Display.CaptureLockBone, true)
                        # Start Can Not Capture Flag Effect
                        AttachEffectsAtBone( params.Targets[1], EffectTemplates.Items.Consumable.DefenseOfVayikraActivate, -2 )
                            

                       WaitSeconds(45)

                       if not params.Targets[1]:IsDead() then
                            params.Targets[1]:HideBone(blueprint.Display.CaptureLockBone, true)
                            params.Targets[1].CanBeCaptured = true
                        end
                        # End Can Not Capture Flag Effect
                        #AttachEffectsAtBone( params.Targets[1], EffectTemplates.Items.Achievement.PurifiedEssenceOfMagicActivate, -2 )
                    end
                )

Reply #23 Top

I dont' see how a 3 sec lock would be an oak buff. He would have to sacrifice his life to get it off, right now he can just barely lock and TP safely.

Reply #24 Top

right now he can just barely lock and TP safely
End of quote

poor guy... can barely lock and tp to safety as it is.  Just joking :)  I agree that a 3 sec lock wouldn't be an oak buff... I don't quite get how that makes sense.  Any increase in lock time would mean that he isn't guaranteed a safe exit. 

I don't think I'm following your point, hedgie. 

 

Reply #25 Top

Quoting pacov, reply 24

right now he can just barely lock and TP safely
poor guy... can barely lock and tp to safety as it is.  Just joking   I agree that a 3 sec lock wouldn't be an oak buff... I don't quite get how that makes sense.  Any increase in lock time would mean that he isn't guaranteed a safe exit. 

I don't think I'm following your point, hedgie. 

 
End of pacov's quote

Situation: The game comes down to whether or not I can re-lock my opponent's portal flag. Their citadel hp is down to 5k. Level 10.

I am TB. I use Deep Freeze (2 second). I try to lock (3s)... oh damn interrupted

I am Beast. Grasp-Break lock... oh damn, interrupted

I am Rook. Boulder-Roll, lock. DAMN OAK'S PENTITENCE GOT ME DAMN INSTANTS

I am Erebus. Mass Charm. Lock. DAMN OAK'S PENTITENCE GOT ME. DAMN INSTANTS

I am Sedna. Silence. Yay for 4 second. <Wins, but is then killed by autoattack>

I am Oak. Shield. Lock. LOLOLOL NO DAMAGE RUN AWAY.

With a 1 second cast...

I am TB. I use Deep Freeze (2 second). Yay! Win!

I am Beast. Grasp-Break lock... Yay Win!

I am Rook. Boulder-Roll, lock. Yay Win!

I am Ereb. Mass Charm, lock. Yay Win!

---

Oak still can secure the win. Sedna can, but will probably die. Now, NO ONE ELSE CAN. That is a buff, because he does something that only ONE other demigod can do, instead of FIVE.

Increasing the cast by 2 seconds makes HALF of the demigods no longer have a secure way of locking, without affecting Oak, who you all said is too strong in that regard. A 1 second increase in cast makes it easier to interrupt. However, it buffs Oak (having an instnat-interrupt) because if they use one of their stun skills, if you combine latency with cast time... Oak will be the only one who will be able to interrupt people with 2 second stuns. 1.5 seconds makes it easier to for new players to interrupt without wrecking the ways of guarenteeing a lock (people with 1 second stuns exempt from Pounce/Pentitence).