I know making rine+2 will cause a wave of rejection.
People always bitch when you take away the exploits they use to gain an advantage.
The rest of this is a copy and paste from the Temple Siege 2 Tournament thread. If you read it already there, it's the same here.Things I did like:- Temple HP seems about right. My team had a big lead in our first game, moved into their base, and took down the temple while both heroes were in spawn. It took a couple of minutes.
- Mutas seem balanced. See an equal number of people tech to L3 as spam L1.
- Ling seems balanced. (Definitely a more than viable option to go for melee upgrades, not ranged upgrades.)
- Maelstrom seems balanced, can be very useful if played well.
- Broodling life upgrade! Except double the life and their damage, ditto all other spawns
- No one used the spawn tricks.
- At least until the last match, players in the tournament were well mannered.
Things I didn't like:- Cannons have 2500 life now? The armor didn't drop either, seems like a pointless increase. Make the pylons harder to kill than cannons, but there's no reason for the cannon's HP to be raised.
- Spawned goliaths gave some ungodly amount of experience, I think it was like 20 each, even though the cap is supposed to be 16.
- Marine HP+Damage spam owns everything. I'd be willing to bet that the team that had the marine (and I'm 95% sure it was picked in every game of the tournament) won. It was true in the 3 games my team played. Since this still hasn't been fixed, my solutions: L2=Vessel, EMP=250 energy. L3=SCV, buildings=Gas. L4=S.W.A.T. Team (4 summoned marines, permanent. The upgrades on these are very important, they can't be too powerful. Probably 15+1 would fit, and that matches the Marine spawn's damage.
- Mech is still too powerful in my mind even without taking into account the L4. My tentative solution is to remove vulture speed, but I really don't know how much of an effect that will have. I just know that as a vulture I can completely dominate any Zergling, Zealot, Summoner, Firebat, or DM until they get L3/L4, and usually after that as well. AHA! Make Vulture Speed researchable. Raynor by default doesn't have it, so this will be a pretty simple change. I'd suggest 100 minerals or so, because it really is a huge difference. You can also make Charon Boosters and Siege Mode researchable for a lesser price. That will also fix the problem with the Mech usually having so many damage upgrades in comparison to everyone else, which may indirectly make the L4 less imbalanced.
- The DM's maelstrom is balanced, but the DM really isn't too useful other than that. I honestly don't even know what its L3 is because I've never seen it used effectively enough to cause me to take note of it. When I play as DM, I must read through it going "that's useless." The L4 is somewhat useful, but it's a L4, and DM's tend not to EXP well against a good team because it's more of an individual PK'er. So that really makes teching a DM kind of a waste. It would be nice to give it a teleport L4 I think( Current L4--->L3). A cloaked wraith which can move for maybe 6-8 seconds. Give it 200 life though and if it gets shot down kill the DM. If it ends up over a non-spawnable place, return the DM.
- I'm just going say that the Summoner's L2 is useless. Someone used it against my teammate and all three of us simultaneously went "lol dumb move" or variations thereof. I never see its L3 get much use either, making the character pretty straightforward, although difficult to use well.
- Medic goes from being awful, awful, awful, to being amazing in the exact moment when it gets its L4. Barring disable, which can be useful in some cases but requires the Medic to be pretty much standing on top of someone to use it, due to its charge-up animation, so it can't fend for itself against a solid hero. I'd honestly say that I don't think 20+6 would be rigged for the Medic if the L4 was toned down to healing to max upgrading life-level. If this isn't enough, perhaps give a LENGTHY charge-up to L3, maybe 10 seconds, and then give nearby allies AND the Medic itself +120 mana. It and Assault are the two classes which deal only concussive damage, and I'd hazard a guess that they are the two least used characters too.
- Volt definitely does a great deal of damage for having such versatile spells. He has two stuns, a significant mana drainer (plus L1), and a supermode, and is the only unit that can pull heroes off the heal. Plus, he has ranged splash damage, so he gets experience faster than most. More importantly though, when he uses his stuns he can't be manualed by melee heroes. Yes, EMP's fuck him. Not much else does, though. +4 please.
In the above I gave a lot of ideas. Use them or not, but either way, I think every problem that I outlined could use fixing. Any questions/comments, please reply. A lot of these solutions are tentative, there may be variations that would work better.
Thanks
Post has been edited 2 time(s), last time on Feb 24 2023, 12:52 pm by Decency.
None.