That said, an object small enough to be carried by mage hand and high enough up to cause damage would be so easy for someone aware of it to dodge that I think I still wouldn't require a saving throw to avoid it unless the caster were hidden from the target (or under similar circumstances). The idea of just stopping concentration I think does get around the need for an attack roll. With the caveat that I'm definitely not trying to get into an argument and am just sharing my own thoughts on things:Įvery one of those spells is an AoE, which, to my mind at least, very intuitively should require saving throws rather than attack rolls. There are plenty of spells that drop something from above and it requires a save (besides catapult): hail of thorns, call lightning, conjure volley, transmute rock, meteor swarm.Īnd if dropping something is too much like throwing, you can always just stop concentrating on the hand and let the item drop that way. gravity) the mechanics of aiming are the same, which is why I feel this is much more like an attack roll. Really the only difference between dropping something from 30 feet above their head and throwing the thing at them is the source of the propulsive force (thrower’s muscles vs. It’s certainly not the case that there’s no precedent for something like that requiring a save ( Catapult comes to mind), but conversely giants’ rocks are ranged attacks. The onus isn’t on the victim to get out of the way but on the caster to drop the thing accurately. Rocks falling from the ceiling aren’t being controlled by a spellcaster. In that sense, you can drop stuff to try and do damage without it going against the rules of the spell. When rocks fall from the ceiling, it doesn't make an attack to hit you, you make a save to avoid it. Armor formula adjusted from 0.06×Armor/(1+0.06×Armor) to 0.05×Armor/(1+0.I sort of disagree with the others, but only slightly.Lane Creeps upgrade amount is now capped at Mega Creeps (previously, if a game went on for over ~4 hours, it was possible for creeps to be stronger than mega).Fixed extra lane creeps spawning a minute too late (the ones at 15/30/40/45 minutes for melee/melee/range/melee).Extra siege creep now spawns at 30 minutes instead of 40 minutes.Glyph now causes your creeps to be invulnerable for the glyph duration.Removed Shrines from the base (replaced by filler buildings).Heroes now start with a TP Scroll (TP scrolls start on cooldown at the beginning of the game).Tier 1 tower HP increased from 1400 to 1600.XP required to go from level 2 to level 3 increased from 360 to 400.XP required to go from level 1 to level 2 reduced from 240 to 200.Base hero-kill XP bounty (non-assist portion) for level 1-5 reduced from 100/120/140/160/180 to 30/60/90/120/150 (You still get extra XP for hero kills from the assist formula).First neutral creep spawn changed from 30 seconds to 1 minute.Range creep bounty increased by 12 (overall total gold per wave increased by 24).Range Creeps XP reduced from 90 to 69 (result of both changes is 240).Melee Creeps XP increased from 40 to 57.Total Wave XP (the 4 creeps) increased from 210 to 240.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |