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[Suggestion] Visual: Dead Rosh

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  • [Suggestion] Visual: Dead Rosh

    The idea just stroke me:

    Currently the Roshpit is just empty while Rosh is dead.
    I think it would be really nice to have Rosh lying around dead/sleeping instead, maybe even with a "waking-up-animation" when he respawns.

    Definitely nothing gamebreaking, but a really nice visual i think.

  • #2
    I usually don't +1 threads, but for this one
    +1

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    • #3
      Hmmm... well, why not?
      Storm[HUN] ~~~ Sic itur ad astra, per aspera. | [Dotabuff]

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      • #4
        Roshan should explode into tiny pieces when he dies, and then reform very slowly over his 10 minute respawn period. Fragments of him will recombine to reform his limbs, torso and head; at the 9 minute mark his body is rebuilt but not reattached - his limbs slowly crawl towards his torso and reattach themselves, then from 9:50 to 10:00 he pulls himself off the ground, lifts up his head and reattaches it, then walks back to the back of his pit and is fully respawned.

        Guaranteed game of the year just for that animation.

        Comment


        • #5
          Originally posted by SlyGoat View Post
          Roshan should explode into tiny pieces when he dies, and then reform very slowly over his 10 minute respawn period. Fragments of him will recombine to reform his limbs, torso and head; at the 9 minute mark his body is rebuilt but not reattached - his limbs slowly crawl towards his torso and reattach themselves, then from 9:50 to 10:00 he pulls himself off the ground, lifts up his head and reattaches it, then walks back to the back of his pit and is fully respawned.

          Guaranteed game of the year just for that animation.
          Go Valve, implement this and the creeps spawning from thin air, and you have it.
          ModDota | My GitHub Profile | My Project's Page

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          • #6
            Originally posted by SlyGoat View Post
            Roshan should explode into tiny pieces when he dies, and then reform very slowly over his 10 minute respawn period. Fragments of him will recombine to reform his limbs, torso and head; at the 9 minute mark his body is rebuilt but not reattached - his limbs slowly crawl towards his torso and reattach themselves, then from 9:50 to 10:00 he pulls himself off the ground, lifts up his head and reattaches it, then walks back to the back of his pit and is fully respawned.

            Guaranteed game of the year just for that animation.
            I want this implemented nao D:<
            Originally posted by vladhood
            boy im glad all these qualified and educated game designers have come to the forums to help dota 2 grow

            Comment


            • #7
              The gradually 'recombining' roshan has balance implications. Taking a look at how complete he is would indicate when he is back again. Though the idea is great, simply having a shattered roshan in the pit and having him recombine in a 3-second animation at 9:57 would be great.

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              • #8
                Originally posted by TheWilder View Post
                I want this implemented nao D:<
                this... it reminded me of skeleton king.

                Comment


                • #9
                  The gradually 'recombining' roshan has balance implications.
                  C'mon man, grow some sarcasm sense.

                  having a shattered roshan in the pit and having him recombine in a 3-second animation at 9:57 would be great.
                  Now, that sounds funny.
                  Storm[HUN] ~~~ Sic itur ad astra, per aspera. | [Dotabuff]

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                  • #10
                    Originally posted by HMAN911 View Post
                    The gradually 'recombining' roshan has balance implications. Taking a look at how complete he is would indicate when he is back again. Though the idea is great, simply having a shattered roshan in the pit and having him recombine in a 3-second animation at 9:57 would be great.
                    It wouldn't have "balance" implications but I guess it might make pubs against lycan and ursa easier. Since the only games I can think where players even attempt to do Rosh more than once outside of games with a lycan/ursa, the players are knowledgeable enough to know when Rosh respawns.

                    But yeah I didn't imagine the extremely long and probably expensive animation I described would ever be a reality.

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                    • #11
                      I guess it might make pubs against lycan and ursa easier.
                      That's what called a balance implication LOL.
                      Storm[HUN] ~~~ Sic itur ad astra, per aspera. | [Dotabuff]

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                      • #12
                        Having a corpse you could mouse over to see the time left until he respawns/takes the aegis would be a great way for spectators and players on both teams to tell when he's coming back to life.

                        Comment


                        • #13
                          Don't ask for a Roshan respawn timer. It was discussed hundred times, and is a bad idea.

                          Look at your watch when he dies. He will respawn in exactly 10 minutes.
                          Storm[HUN] ~~~ Sic itur ad astra, per aspera. | [Dotabuff]

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                          • #14
                            Looking at previous discussion threads, I'm not getting the impression that it is a bad idea. Especially when it is as simple as looking at the time when he dies and adding 10 minutes. Putting your text in a large and bold font will do nothing to help you make that claim, either.

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                            • #15
                              Originally posted by Terin7 View Post
                              Looking at previous discussion threads, I'm not getting the impression that it is a bad idea. Especially when it is as simple as looking at the time when he dies and adding 10 minutes. Putting your text in a large and bold font will do nothing to help you make that claim, either.
                              It is exactly that - remembering when you killed him and remembering to kill him again in 10 minutes time. An experienced/alert player will notice and do this, an inexperienced/passive player will not. Adding a timer removes depth, and should not be implemented.

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