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Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
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Mar 30 2009, 2:46 am o0MaXX0o Post #261



Urine I know your the creator and all but i think Medic L4 is fine, L2 is godly in teamplays, L1 is suspect i guess but its good filler and Level3 is fine because it supports Power/HP builds with little mana pools so medic can give them that extra mana to make that critical PK/Play/assist whatever it is. L3 Volt shouldelaveit as it is,High Risk spellwith good payoff/Horrible consequences. I.e A missed L3 on a mech can spell doom for volt.



None.

Mar 30 2009, 9:31 am Crackhead Post #262



Anyone seen Phantom Spawn Zerg Devourers? Some homo used a glitch to summon a bunch and it caused my spells to stop working.

Edit: What happend to the Auto selection?

Post has been edited 1 time(s), last time on Mar 30 2009, 9:40 am by Crackhead.



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Mar 30 2009, 6:07 pm killer_sss Post #263



its precisely these kind of things which cause bad feedback.

Quote from o0MaXX0o
All I can say is wow to all the cries to nerf certain units which were not OP to begin with, time to open my big mouth for this one.

Medic:
-Nerf medic L4 are you serious lolz? Medic is pretty much a non-factor until she gets her L4 (Good medics will cloak and disable units for team kills), even then an effective team effort can knock her off before she can mana whore 120 for the win, FH'ing in 20% increments is stupid and makes he near worthless.

Its precisely why the L4 is over powered. shes so weak before her L4 and after her L4 it is as u say For The Win. Its too Game Changing which is why it is pending a nerf.

Quote from o0MaXX0o
Medic L3 is perfectly fine, great support spell. Why change it? It gives her unlimited cloak and can help her teamates with low mana pools keep pumping out additional spells. I.E failed nuke and lost ghost, L3 please. (220 mana is not easy to come by when your cap is lets say 200 or 180).

i agree it is a nice support spell but it doesn't allow for a medic to go any other setup than pure L4. Medic has no power without her team. this is why this skill needs a buff. along with that her L1 and L2 both have interesting uses and might be able to use a small buff but they are good as is pretty much.

Quote from o0MaXX0o
Volt:
-Someone said nerf His L2? Manual it,and kill him, seriously do you guys even think about what your saying? L2 is not broken in slightest, maybe at most reduce its pull time. Almost all units can manual him to death. Nerfing L2 will reduce his role in being a lurk bomb noob counter which 99.9% of people do. Im surprised no one cried for lurks to be nerfed...

basically this skill is overpowered against some heros. not everything can manual through it like u say and because it can be stacked its very devesating. its pretty much a guarenteed kill against characters that cant manual through it. and use on those that can manual is very very dumb.

Quote from o0MaXX0o
-Nerf L3? LOLOLOLOLOLOLZ this is way over the line, Urine made the startup up time on this spell long for a reason, its very easy to spot and dodge (how could not see a big blue orb rolling toward you with 3 carriers blowing up consecutively) if you cant dodge it than QQ more or lern2dodge k?

Its because you don't understand how to guarentee a guarenteed hit that you think L3 is fine. L3 could use a small nerf in mana drain because it does take a way a lot of mana. i have killed numerous full health medics with it and others who rely on mana but don't have enough to take that big of a hit. all one needs to do is fire of L1 and then L3 and boom huge mana drain and a great stun period. My favorite kill is L1,L3,L4. Works like a charm.

Quote from o0MaXX0o
Assault:

-No cloak for ghost is meh but i guess 3super ghost is fine
-Nuke is not overpowered carebears please stop crying about it :(

agree it is fine without cloak. its now a bit harder to get off a nuke quite as easily but you can usually get a pk out of a nuke shoot if u do it correctly.


As a side note to Unholy ive come across another bug with lurker.

while using my L3 any stun from the volt seems to unburrow me shut off my spell but doesn't kill the hydras. and if i unburrow on my own or from the dragoon L3 im fine. it just seems to be only affected by volt L1 L3. didn't have ne contact with L2 so i'm not quite sure. I believe this is all due to Volt Being a counter to the Lurk and shutting down his spells. I know my L3 has been interupted by other stuns and i just unburrow but my spell seems to go on. I'm sorry but i didn't grab a replay hopefully i will be able to grab a replay of it in another game. ty.

Post has been edited 1 time(s), last time on Mar 30 2009, 10:05 pm by killer_sss.



None.

Mar 30 2009, 10:03 pm o0MaXX0o Post #264



Quote from killer_sss
its precisely these kind of things which cause bad feedback.

Quote from o0MaXX0o
All I can say is wow to all the cries to nerf certain units which were not OP to begin with, time to open my big mouth for this one.

Medic:
-Nerf medic L4 are you serious lolz? Medic is pretty much a non-factor until she gets her L4 (Good medics will cloak and disable units for team kills), even then an effective team effort can knock her off before she can mana whore 120 for the win, FH'ing in 20% increments is stupid and makes he near worthless.

Its precisely why the L4 is over powered. shes so weak before her L4 and after her L4 it is as u say For The Win. Its too Game Changing which is why it is pending a nerf.


Noob Talk. Battle Medic counters 4 units LM,Mutant,Sin, and if your micro is good SpecOps. Shes an overall support character shes not a PK character. When are people going to stop complaining about this. She can PK when she wants, look at Mewuvmyselfs battle medic and tell me shes weak. She has some of the best team assists in the game maybe the best team Assists hands down.

Quote from o0MaXX0o
Medic L3 is perfectly fine, great support spell. Why change it? It gives her unlimited cloak and can help her teamates with low mana pools keep pumping out additional spells. I.E failed nuke and lost ghost, L3 please. (220 mana is not easy to come by when your cap is lets say 200 or 180).

i agree it is a nice support spell but it doesn't allow for a medic to go any other setup than pure L4. Medic has no power without her team. this is why this skill needs a buff. along with that her L1 and L2 both have interesting uses and might be able to use a small buff but they are good as is pretty much.


Read Above


Quote from o0MaXX0o
Volt:
-Someone said nerf His L2? Manual it,and kill him, seriously do you guys even think about what your saying? L2 is not broken in slightest, maybe at most reduce its pull time. Almost all units can manual him to death. Nerfing L2 will reduce his role in being a lurk bomb noob counter which 99.9% of people do. Im surprised no one cried for lurks to be nerfed...

basically this skill is overpowered against some heros. not everything can manual through it like u say and because it can be stacked its very devesating. its pretty much a guarenteed kill against characters that cant manual through it. and use on those that can manual is very very dumb.


More Noob Talk. Ready for the list of those who can manual L2: Everyone except medic and rine? Wow thats 1/6 the cast really overpowered huh? You sure we are playing the same game? Please know what your talking about or play with good people.


Quote from o0MaXX0o
-Nerf L3? LOLOLOLOLOLOLZ this is way over the line, Urine made the startup up time on this spell long for a reason, its very easy to spot and dodge (how could not see a big blue orb rolling toward you with 3 carriers blowing up consecutively) if you cant dodge it than QQ more or lern2dodge k?


Its because you don't understand how to guarentee a guarenteed hit that you think L3 is fine. L3 could use a small nerf in mana drain because it does take a way a lot of mana. i have killed numerous full health medics with it and others who rely on mana but don't have enough to take that big of a hit. all one needs to do is fire of L1 and then L3 and boom huge mana drain and a great stun period. My favorite kill is L1,L3,L4. Works like a charm.


Wow didnt I say Lern2Dodge. Anyways if a FH medic sat there and let you L1 her into an L3 your playing vs noob medics. No disable no nothing? Wow? But im glad you have to use L1 to to L3 a medic lolz wow. Please stop playing vs. noobs. PLEASE.

Quote from o0MaXX0o
Assault:

-No cloak for ghost is meh but i guess 3super ghost is fine
-Nuke is not overpowered carebears please stop crying about it :(

agree it is fine without cloak. its now a bit harder to get off a nuke quite as easily but you can usually get a pk out of a nuke shoot if u do it correctly.




None.

Mar 30 2009, 10:39 pm Crackhead Post #265



DM could use a decent boost. Since 1.5 it's been hell playing this class. Too many slowing or stunning abilities that have no purpose other than for being a support unit. Perhaps switching L1 with a queen for ensnare, remove it from DM(Is this possible?) and set DM's energy to 40 so it can use storm repeatedly for XP farming would balance it a little better.



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Mar 30 2009, 10:45 pm Lt.Church Post #266



Quote from Crackhead
DM could use a decent boost. Since 1.5 it's been hell playing this class. Too many slowing or stunning abilities that have no purpose other than for being a support unit. Perhaps switching L1 with a queen for ensnare, remove it from DM(Is this possible?) and set DM's energy to 40 so it can use storm repeatedly for XP farming would balance it a little better.

parasiting would be fun XD



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Mar 30 2009, 10:46 pm l)ark_ssj9kevin Post #267

Just here for the activity... well not really

Change L3 to a queen that has ensnare and also has parasite?



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Mar 30 2009, 10:52 pm Magicide Post #268

Sleeping wolves wake hungry.

OP against assassin unless medics have restoration.




Mar 30 2009, 11:00 pm Crackhead Post #269



It's cheap against everyone not just assassin. Perhaps queen+Snare+Site should be L4. Move current L4 to L3 and set it so that the curse steals spawns and summoned units so that it doesn't require enemy heroes to be around to use it. Have it last around 3-5 seconds.



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Mar 30 2009, 11:06 pm killer_sss Post #270



Quote from o0MaXX0o
see post above

I really have no idea why you quoted my post. You went on a rant/name calling and didn't even hardly reply to what i made comments on.

- L4 Medic. Too Strong. Y? Because when everyone{and by this i mean the majority of users 95+%} uses the same build that should be your first clue that something is broken. Once medic gets L4 and 120 mana its over, even a half competant team can finish most people even if there heros are directly countered. Its too overpowering the teamates can just horde mana and with full heal they can bombard the temple until its dead. And even those that haven't horded enough mana can ask medic to just pump them 120 mana to keep firing off any spell they wish. When both the maker and the main balancer of the game agree something is wrong with medic along with about everyone else except for you its broken.

- L3 medic. Its Strong but it really only has one use in its current design. It pretty much is only used to help bombard the temple by pumping up your teamates. It sees very lil use the rest of the game because the medic has to be right next to a hero for it to even work. this becomes quite annoying when your team is working on things all over the map. It would be better suited as a increased mana regeneration for full game play.

- battle medic/misc. The Ling can't be countered by battle medic as easily as you think. all the ling need do is chase another target. same goes for rine. if either one of them is letting you disable them they aren't very good. as for Typical medic i'm not saying it cant be shut down before L4 but after L4 its pretty hard to shut down. Hence another point Showing its weaker side Before it reaches L4.

- L2 volt. Not everyone can as u say manual through the L2. It requires a certain attack speed and just to let you know if the medic can't manual through neither can the other ghost (phantom). The dark mage, lurker and assassain cannot manual through and kill the volt either just to name some others.

- L3 volt. boy you sure are hilarious. I Didn't even say i used it on a medic. you assumed that because of what i was talking about and you know what happens when you assume? if not ask someone im sure theyll explain it to you. Anyway as i was saying. L1 Helps Set up L3 its an efficient way to make sure you get off L3 depending on what unit your fighting you may need it. As for the medic comments they couldn't use disable because if they did they lost full heal. and by the time they got it back i either drained them of mana or i dodged a disable. its not hard. i'm not saying ive killed all medics as most of them are virtually unstopable when they get L4 but i have caught a few off guard and unprepared using L3.

As a side note to Unholy ive come across another bug with lurker.

while using my L3 any stun from the volt seems to unburrow me shut off my spell but doesn't kill the hydras. and if i unburrow on my own or from the dragoon L3 im fine. it just seems to be only affected by volt L1 L3. didn't have ne contact with L2 so i'm not quite sure. I believe this is all due to Volt Being a counter to the Lurk and shutting down his spells. I know my L3 has been interupted by other stuns and i just unburrow but my spell seems to go on. I'm sorry but i didn't grab a replay hopefully i will be able to grab a replay of it in another game. ty.

Also can you look into the Goliath it still does not become invincible at the temple but it does constantly heal. ive brought this up before and i thought u would look into it and maybe you have but im letting you know its still not fixed.



None.

Mar 30 2009, 11:08 pm xYoshix Post #271



Quote from Crackhead
It's cheap against everyone not just assassin. Perhaps queen+Snare+Site should be L4. Move current L4 to L3 and set it so that the curse steals spawns and summoned units so that it doesn't require enemy heroes to be around to use it. Have it last around 3-5 seconds.


If it is cheap, why would it be used? I think this idea is a horrible idea. Keep in mind that parasite lasts as long that the unit lives. To make it worse, move spell 4 to 3? The dm is fine the way it is. I don't think brand new spells are needed. All that you need is to have small additions to them to make it useful against spawns.

I agree with killer_sss. Medic certainly needs a nerf. If a medic gets s4, then its basically over for the other team. However, i dont think volt needs to be nerfed. Spell 3 is fine the way it is. If it were any lower, it would be hard to kill the mana-dependant heroes.

Max, you dont need to be so harsh and think that you are the best person in the world. :><:

Post has been edited 1 time(s), last time on Mar 30 2009, 11:13 pm by xYoshix.



None.

Mar 30 2009, 11:11 pm Crackhead Post #272



Quote from xYoshix
Quote from Crackhead
It's cheap against everyone not just assassin. Perhaps queen+Snare+Site should be L4. Move current L4 to L3 and set it so that the curse steals spawns and summoned units so that it doesn't require enemy heroes to be around to use it. Have it last around 3-5 seconds.


If it is cheap, why would it be used? I think this idea is a horrible idea. Keep in mind that parasite lasts as long that the unit lives. To make it worse, move spell 4 to 3? The dm is fine the way it is. I don't think brand new spells are needed. All that you need is to have small additions to them to make it useful against spawns.

Hm, no.... Either post something constructive or not at all. DM needs upgrades. I'm hard pressed to find a reason to take you seriously.



None.

Mar 30 2009, 11:18 pm xYoshix Post #273



Quote from Crackhead
Quote from xYoshix
Quote from Crackhead
It's cheap against everyone not just assassin. Perhaps queen+Snare+Site should be L4. Move current L4 to L3 and set it so that the curse steals spawns and summoned units so that it doesn't require enemy heroes to be around to use it. Have it last around 3-5 seconds.


If it is cheap, why would it be used? I think this idea is a horrible idea. Keep in mind that parasite lasts as long that the unit lives. To make it worse, move spell 4 to 3? The dm is fine the way it is. I don't think brand new spells are needed. All that you need is to have small additions to them to make it useful against spawns.

Hm, no.... Either post something constructive or not at all. DM needs upgrades. I'm hard pressed to find a reason to take you seriously.

"Hm, no?" I wasn't trying to offend you. All I was trying to put out is my opinion about the spell. I'm hard pressed to find a reason to take YOU seriously. Anyways, how would it help in spawn killing? Parasite and ensnare doesn't really do much since Dm is a slow melee char. It doesn't need a new spell, it just needs something added to the spells to become more effective against spawn.



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Mar 30 2009, 11:33 pm Crackhead Post #274



Read the entire posts. I'm not going to take pessimism for the sake of pessimism seriously.



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Mar 30 2009, 11:40 pm Magicide Post #275

Sleeping wolves wake hungry.

Crackhead, take a chill pill. Yoshi was merely stating an opinion, one that I agree with totally. There is no need to insult him, even politely.




Mar 31 2009, 12:00 am Crackhead Post #276



Yoshi was stating that the idea is bad. You can state an opinion, but, I'm not obliged to take it seriously if you're not going to be constructive about it. It would be like me saying, "Well I think this game is horrible." Yes....and? Why is it horrible?

No offense or anything, but I've seen people give pessimistic comments and just spam with a little bit more subtly than your average spammer.

More importantly, he didn't read any of the earlier posts to find out why that idea was given. He merely assumed I suggested to add a queen for no reason than for parasiting people. More so, I didn't suggest adding parasite. I suggested to remove Ensnare from the DM and give it to a queen and replace L1 with the queen, then, add a constantly regenerating energy so that the DM could spam lightning for exp gains since it's normal attack is so weak and it lacks exp gaining abilities.

Now, I've had to repost everything said above, which is now spam. That's why you don't take pessimism seriously.



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Mar 31 2009, 12:28 am xYoshix Post #277



Quote from Crackhead
Yoshi was stating that the idea is bad. You can state an opinion, but, I'm not obliged to take it seriously if you're not going to be constructive about it. It would be like me saying, "Well I think this game is horrible." Yes....and? Why is it horrible?

No offense or anything, but I've seen people give pessimistic comments and just spam with a little bit more subtly than your average spammer.

More importantly, he didn't read any of the earlier posts to find out why that idea was given. He merely assumed I suggested to add a queen for no reason than for parasiting people. More so, I didn't suggest adding parasite. I suggested to remove Ensnare from the DM and give it to a queen and replace L1 with the queen, then, add a constantly regenerating energy so that the DM could spam lightning for exp gains since it's normal attack is so weak and it lacks exp gaining abilities.

Now, I've had to repost everything said above, which is now spam. That's why you don't take pessimism seriously.

I did read the previous posts. It was just unclear. Even though it is cleared up in my head now, still isn't good. There is no way to take off ensnare for infested kerrigan other than putting the energy to 0 or making it really high. Also, the queen is an air unit. It can be killed by certian units and not by others, which would make it overpowered. SETTING energy for storm won't work. Say a dm has 150 energy but is in need of a queen. It uses spell 1 and gets a queen, but its hp is set back to 40. That's a loss of 110 energy, which is a lot. People will have to chose between the energy or ensnare. It would just be better all in one. Also, dm is nothing without maelstom, so why remove the da? Enough reasons?

I don't think this is spam. We're on topic and debating wiether or not your spell idea is good or not. Isn't the whole purpose of the topic to provide suggestions and opinions? In my eyes, you are just being disrespectful, or maybe I'm just taking this the wrong way.



None.

Mar 31 2009, 12:34 am Crackhead Post #278



Yes yoshi, there are air units and can be killed only by some and not by others. That does happen. I'm trying to say to set the unit energy to always be at 40-60 depending on the energy cost for lightning. The point is to get the DM to have less snaring abilities and slightly more exp generation to balance the class.

That was the whole idea. I'm not sure you understood that.



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Mar 31 2009, 1:37 am xYoshix Post #279



Quote from Crackhead
Quote from Magicide
Quote from xYoshix
In my eyes, you are just being disrespectful, or maybe I'm just taking this the wrong way.

You know, at least Yoshi is stating an opinion about this map. Wanna spam less?

Edit: Actually, your right, I am being disrespectful. I still think both of you aren't trying to be very constructive here. And from what I can see neither of you took the time to really read and understand page 14.

Maybe our definitions of "constructive criticism" is different. What do you want from me? Want me to say "The spell idea is great! Maybe you can add ___ and ___ to it". I think i pretty much understand what the spell idea is. The spell will not look professional and just... won't work. Anything else to add? Not really. There is not much you can to a bad idea. :><: Why can't you accept it? :wtfage:



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Mar 31 2009, 1:38 am o0MaXX0o Post #280



Killer_sss, I found your post so disagreeable that I ceased my examination of it when you claimed that the Dark Mage and Assassin cannot manually attack through the Volt's Level 2 spell. You lose, sir, good day.

Yoshi, while I do not propose that I am superior to all other persons at Temple Siege, I am indeed have skill to be reckoned with. However, I do not like it when this gentlemen postulates ideas such as nerfing certain aspects of characters when he is unaware of what is (in my opinion) common knowledge, such as what units can manually attack while affected by the Volt's Level 2 spell. Then he proceeds, hypocritically, to complain about the Volt being reduced in power when Urine has done so several time. Volt is a strange unit such that it is as easy for him to kill the enemy heroes as it is for them to kill him.

On a tangent, I concur with Yoshi that the Dark Mage is swell in its current state. It is a formidable hero. If you think it needs balancing, then I do not think you are proficent at playing the map.

To those who claim that the Medic is overpowered, I offer my dissent. The high rewards associated with it are balanced by the high risks involved in getting those rewards. It also fills in the role of a support unit quite well. If you think the Medic is weak, I suggest watching the examplary playing of mewuvmyself, as he is quite skilled at playing as Medic.

Post has been edited 2 time(s), last time on Mar 31 2009, 2:15 am by Mini Moose 2707. Reason: Flamming, poorly written, etc.



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