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Shared Team Damage Done Intellegently

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Forum » General Discussion » Shared Team Damage Done Intellegently 3 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kyfoid » September 19, 2015 1:02pm | Report
In diablo shared damage is done with Unity Rings

In warcraft 3 it was called spirit link


I wonder though, if those shared damages are not necessarily done intelligently...

What if teams shared damage but if a hero with a low life pool and low armor / resists was attacked and even though the damage is shared between everyone, everyone will take more damage collectively because of it because, a weaker target is being attacked....

And... what if the amount of life pool lost by the whole team equals the amount of the life pool of the weaker target, as if the hero would normally be precisely dead at this point...

And then if that target is continued to be attacked, then it takes on the armors and resists of the nearest hero to that location for the team once the 200 life threshold is crossed for everyone on the team assuming this hero has 1000 life pool for example.

if you take 100% and divide that by 5 to get 20%

Make all damages done by team -20%, as if to account for what would have been the loss of a player

I would like to see this done as a custom game because I would play that game over dota 2 any day of the week

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Kyfoid » September 19, 2015 1:16pm | Report
Then keep a number at the top of the screen to show, during team fights, whether there is essentially a player lost that would cause the -20% damage output for the team...

So for example... a team fight is going on and you see the number 5 at the top of the screen, then you see it drop down to 4, everyone knows to start backing up and away from the fight because their damage is now -20% for all skills and natural attack.

But if your team has an opportunity to still focus the weaker targets in order to the stronger ones, then your team still might decide to stay and fight...

Sorry for double post

I think there would need to be some way to also figure out what total damage or dps the particular hero is capable of outputting and then convert that in to a percentage to decide how much % damage would be nerfed to the whole team.

Kyfoid


Notable (9)
Posts: 625
Permalink | Quote | PM | +Rep by Olsenbb » November 24, 2015 11:55pm | Report
Makes sense... I would want to try it too

Olsenbb


Notable (1)
Posts: 53
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