Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1.6
Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
Pages: < 1 « 18 19 20 21 2270 >
 

Apr 10 2009, 11:14 am Iceman16 Post #381



Just an idea to add more depth to the game and spell systems that could work in maybe a v2.0 (since this would completely change game play). You could add spell upgrades (maybe 3 levels?) which would basically increase time, damage, decrease cooldown etc. depending on the corresponding spell. For example: Assassin's L1 could originally have a 10 second wait with maybe a cooldown, Level 2 would be 5 seconds, level 3 would be 1 second. Its L2 could increase in stun duration and area of effect. L3 would be spell time increase, L4 damage/duration etc. This could help the balancing and game play as you will have two paths to choose from, either improving your current spells or obtaining new ones. This would make very linear heroes more strategic as well as improving the balance possibilities because the spells are more free and open.




Also I'm interested in the current plans for the Medic, when I first stated months ago that its L4 is by far the most powerful spell and needs to go by hp level the idea seemed to be ignored. Hopefully now, it seems like the idea to change the spell is going to be implemented. Most people think this would make the Medic useless, but even with a spell change it would still be insanely powerful, especially with both the L2 and L4 together. I do agree that the Medic would require a bonus to its own Hp from the spell, since most people use the L1 to heal anyway.

Medic's L3 is the last thing that needs to be improved, the mana spell would actually be 10x more useful now that the Medic's allies will be getting Hp upgrades for maximum benefit. Before all the civs would go into mana, making the spell useless unless a hero wanted to spam a spell over and over. If any changes should be implemented to the L3, enable the mana to go over the maximum of its current level (I don't mean the 450 max). This would allow heroes to rush their L4 (or any other spell) with only their starting 60 mana which for 9 civs worth of spells, giving an alternative route of strategy.

Another idea is to swap L2 and L3 and to change the mana given to something that would be suitable for an L2 spell. The Medic's current disable spell is definitely one of the most useful spells in the game, right behind its own L4, Assassin's L1 and Mutants L1. I don't see much of a problem if it were to be 80 mana for the same spell, unless you felt it needed to have a slightly longer duration.

The main problem with these ideas is that people are already complaining that Medic isn't too powerful. I know people that call it a useless hero in 2v2, but even then it is hugely too powerful as I have played many 2v2 where I would be Medic and the enemy had no chance because most heroes have a heavy reliance on spell casting and as long as we played it safe and their heroes didn't directly counter me and my ally, the game would already be won.

Post has been edited 1 time(s), last time on Apr 10 2009, 2:30 pm by Mini Moose 2707. Reason: Page distortion.



None.

Apr 10 2009, 3:38 pm Lt.Church Post #382



your spell idea is basically just like custom hero wars, also assassin with 10second wait for escape makes it utterly useless because a ranged unit with good micro can kill you from full start health before that...



None.

Apr 10 2009, 4:22 pm ShredderIV Post #383



In response to previous comments, don't just assume ppl have no idea what they're talking about. You have no idea about their level of experience, and this is an open forum to everyone, even if they don't play a lot.

Also, about making it so you can simply level up a spell instead of getting new spells, it won't work. With the upgrade system, you can basically already do this, and changing this would be a balancing nightmare, even more than the game already is.



None.

Apr 10 2009, 4:35 pm Decency Post #384



Quote from Iceman16
Just an idea to add more depth to the game and spell systems that could work in maybe a v2.0 (since this would completely change game play). You could add spell upgrades (maybe 3 levels?) which would basically increase time, damage, decrease cooldown etc. depending on the corresponding spell. For example: Assassin's L1 could originally have a 10 second wait with maybe a cooldown, Level 2 would be 5 seconds, level 3 would be 1 second. Its L2 could increase in stun duration and area of effect. L3 would be spell time increase, L4 damage/duration etc. This could help the balancing and game play as you will have two paths to choose from, either improving your current spells or obtaining new ones. This would make very linear heroes more strategic as well as improving the balance possibilities because the spells are more free and open.




Also I'm interested in the current plans for the Medic, when I first stated months ago that its L4 is by far the most powerful spell and needs to go by hp level the idea seemed to be ignored. Hopefully now, it seems like the idea to change the spell is going to be implemented. Most people think this would make the Medic useless, but even with a spell change it would still be insanely powerful, especially with both the L2 and L4 together. I do agree that the Medic would require a bonus to its own Hp from the spell, since most people use the L1 to heal anyway.

Medic's L3 is the last thing that needs to be improved, the mana spell would actually be 10x more useful now that the Medic's allies will be getting Hp upgrades for maximum benefit. Before all the civs would go into mana, making the spell useless unless a hero wanted to spam a spell over and over. If any changes should be implemented to the L3, enable the mana to go over the maximum of its current level (I don't mean the 450 max). This would allow heroes to rush their L4 (or any other spell) with only their starting 60 mana which for 9 civs worth of spells, giving an alternative route of strategy.

Another idea is to swap L2 and L3 and to change the mana given to something that would be suitable for an L2 spell. The Medic's current disable spell is definitely one of the most useful spells in the game, right behind its own L4, Assassin's L1 and Mutants L1. I don't see much of a problem if it were to be 80 mana for the same spell, unless you felt it needed to have a slightly longer duration.

The main problem with these ideas is that people are already complaining that Medic isn't too powerful. I know people that call it a useless hero in 2v2, but even then it is hugely too powerful as I have played many 2v2 where I would be Medic and the enemy had no chance because most heroes have a heavy reliance on spell casting and as long as we played it safe and their heroes didn't directly counter me and my ally, the game would already be won.

You're playing the wrong version, or you're playing newbs. In 2v2 the Medic is next to useless for the simple reason that it's slow concussive damage. Perhaps I'm biased as primarily a Mech player, but I find no difficulty whatsoever in taking map control against a Medic. The only thing that you can really actually beat is a LM and a Mutant early game, which means that you should have no chance at taking more than 1 warp gate. With that being the case, assimilators (that you CAN'T kill without spending minutes) become game-ending. A smart team is also denying you experience by moving their spawns' path or just forcing you to remain near the cannons and have your kills taken. At that rate, they will have 20 upgrades by the time you get L4 and it will not have as huge of an impact.

The only scenario where a Medic is at all viable in a 2v2 in my mind is when you're partnered with a Warrior or a non-L1 Archer. Archers make surprisingly good tanks and can take out cannons faster than any other class, especially at later spell levels. This would allow you to base assault. Being partnered with a Warrior is good simply because 6000 HP is imbalanced to begin with.

I agree with Disable being very useful but feel that it should stay as an L2. I would prefer to see a new L3, though I have suggested the cap being removed, as you did. That would lead to a pretty ridiculous Volt/Mutant/Medic combo at around 110/110/70 experience, though.

As for the L4, I've said HP level + 5 civilians worth (20%-30% more) would be fair, with full HP for the medic. I'll agree with you that the medic is imbalanced due to its L4 on some versions because playing defensively lets you gain as much or more experience than playing offensively does.



None.

Apr 10 2009, 6:08 pm killer_sss Post #385



Quote from name:FaZ-
You're playing the wrong version, or you're playing newbs. In 2v2 the Medic is next to useless for the simple reason that it's slow concussive damage. Perhaps I'm biased as primarily a Mech player, but I find no difficulty whatsoever in taking map control against a Medic. The only thing that you can really actually beat is a LM and a Mutant early game, which means that you should have no chance at taking more than 1 warp gate. With that being the case, assimilators (that you CAN'T kill without spending minutes) become game-ending. A smart team is also denying you experience by moving their spawns' path or just forcing you to remain near the cannons and have your kills taken. At that rate, they will have 20 upgrades by the time you get L4 and it will not have as huge of an impact.

The only scenario where a Medic is at all viable in a 2v2 in my mind is when you're partnered with a Warrior or a non-L1 Archer. Archers make surprisingly good tanks and can take out cannons faster than any other class, especially at later spell levels. This would allow you to base assault. Being partnered with a Warrior is good simply because 6000 HP is imbalanced to begin with.

I agree with Disable being very useful but feel that it should stay as an L2. I would prefer to see a new L3, though I have suggested the cap being removed, as you did. That would lead to a pretty ridiculous Volt/Mutant/Medic combo at around 110/110/70 experience, though.

As for the L4, I've said HP level + 5 civilians worth (20%-30% more) would be fair, with full HP for the medic. I'll agree with you that the medic is imbalanced due to its L4 on some versions because playing defensively lets you gain as much or more experience than playing offensively does.

faz im not going to argue if you can or can't win with a medic in 2v2 but i will argue this not all your points are as valid as you think.

Yes the medic wont be able to kill your assims as easy but his partner sure can. Especially the lurk. I can't tell you how strong the lurker is for slaughtering those things. not to mention he gets double exp from the lane hes feeding.

Also along with this is the fact that lurk can both stun you and pk you. combine this with disable and you really dont have a prayer. At night you have to be very careful. Granted there are a few counters but the medic in general counters them and the others arent annoying enough to be a bother to the lurk.


As for the cap being removed on the L3 of medic unholy has said it before it affects to many things and changing it would mean finding and changing everything it affects making it nearly impossible to do. I too would like to see a new spell in the medics aresenal. The current L3 just doesn't seem to cut it. the problem is coming up with one that both is useful and fits into Unholy's idea of the medic's role so that he feels its suitable to implement.

I personally would like to see his L1 and L4 work together for a heal because of the fact the medics are pretty useless after they spend there energy and are either fed to cannons or left somewhere to either regain energy or let you know when someones taking a certain control point. However this leads more to the fact the heros can still pump mana. It would great to combine both of these somehow. If only someone knew of a way...



None.

Apr 10 2009, 10:47 pm Iceman16 Post #386



Quote from Lt.Church
your spell idea is basically just like custom hero wars, also assassin with 10second wait for escape makes it utterly useless because a ranged unit with good micro can kill you from full start health before that...
I think you are completely missing the whole idea, and suggest you re-read what was written. Giving that my assassin spell levels were only EXAMPLES I don't see your point of arguing over the wait time of the spell. Yes the point of having it take 10 seconds is for people to need to upgrade it if they wish to play a safer game, or to go up the tech tree of spells and be more offensive.

Quote from ShredderIV
In response to previous comments, don't just assume ppl have no idea what they're talking about. You have no idea about their level of experience, and this is an open forum to everyone, even if they don't play a lot.

Also, about making it so you can simply level up a spell instead of getting new spells, it won't work. With the upgrade system, you can basically already do this, and changing this would be a balancing nightmare, even more than the game already is.

Once again, read carefully. I pointed out that I would never imagine an idea so game changing to be in any 1.# version of TS. I also never said that it would REPLACE getting new spells, it just adds a more horizontal leveling to go with the already vertical leveling for spells.

Quote from name:FaZ-
You're playing the wrong version, or you're playing newbs. In 2v2 the Medic is next to useless for the simple reason that it's slow concussive damage. Perhaps I'm biased as primarily a Mech player, but I find no difficulty whatsoever in taking map control against a Medic. The only thing that you can really actually beat is a LM and a Mutant early game, which means that you should have no chance at taking more than 1 warp gate. With that being the case, assimilators (that you CAN'T kill without spending minutes) become game-ending. A smart team is also denying you experience by moving their spawns' path or just forcing you to remain near the cannons and have your kills taken. At that rate, they will have 20 upgrades by the time you get L4 and it will not have as huge of an impact.

I think you are confused between 1v1 and 2v2. Also what you have stated can already said about nearly half the heroes and is what we already know. Of course it's going to lose in MT, nearly all those games are ended before the second night because one team will have the better heroes for base capture. According to your statements, almost half the heroes are useless in 2v2 because of their weak map controlling capabilities.
Quote from name:FaZ-
The only scenario where a Medic is at all viable in a 2v2 in my mind is when you're partnered with a Warrior or a non-L1 Archer. Archers make surprisingly good tanks and can take out cannons faster than any other class, especially at later spell levels. This would allow you to base assault.
So Warrior and L3 Archer (even when a muta archer would be better when combined with medic) are the only good heroes for base assault with full hp? Okay.

Quote from name:FaZ-
Being partnered with a Warrior is good simply because 6000 HP is imbalanced to begin with.
Says the Mech player.

Quote from name:FaZ-
I agree with Disable being very useful but feel that it should stay as an L2. I would prefer to see a new L3, though I have suggested the cap being removed, as you did. That would lead to a pretty ridiculous Volt/Mutant/Medic combo at around 110/110/70 experience, though.
Considering it's 'ridiculous', I don't see how people can claim that it is too weak.
Quote from name:FaZ-
As for the L4, I've said HP level + 5 civilians worth (20%-30% more) would be fair, with full HP for the medic. I'll agree with you that the medic is imbalanced due to its L4 on some versions because playing defensively lets you gain as much or more experience than playing offensively does.
So you claim that Medic is too strong on M3 but too weak in MT?

Another idea is to prevent being disabled while at temple. I have won 2v2s with a Medic, one including a Spec Ops ally. It was over by mid-game because we sat near the temple while disabling and using full heal over and over while the Spec Ops just shot at the temple.



None.

Apr 10 2009, 11:03 pm Moose Post #387

We live in a society.

Quote from Iceman16
Quote from name:FaZ-
Being partnered with a Warrior is good simply because 6000 HP is imbalanced to begin with.
Says the Mech player.
FaZ- will tell you the Mech is overpowered as well.

Quote from Mech:">http://www.staredit.net/104833/]Mech: Because of its versatility, the Mech is a hard counter to multiple classes. The life on a Mech with even just two forms and a few +4%'s is extraordinary. A solution is beyond me, other than the obvious lowering of HP which would make the Mech very vulnerable early game. As it is, though, the Mech can easily have 10000-12000 life
Quote from Balance">http://www.staredit.net/106250/]Balance
- The Mech is still too good. Level 4 is rape, it's an auto-kill the first time you spring it on someone and you can get a few more afterwards. Vulture + Micro counters most classes, and Tank + Micro counters the others. On top of that, the L4 is easily the best damage doing spell in the game. (As for the 4000--->2700 calculation, consider he was discussing Temple damage, where you fired on a Zealot. Tank damage > Vulture damage, Explosive > Concussive.)
Quote from Mech">http://www.staredit.net/119734/]Mech ---> Vulture destroys anything melee with an ounce of micro. In my opinion still overpowered due to versatility. Easy to escape, just change form.

Apr 11 2009, 2:10 am ShredderIV Post #388



Ok iceman, faz is right med is not op, and her l4 makes any hero 100% better just because they don't have to spend money on hp ups. Also, I doubt unholy will ever release a 2.0 before scII comes out, and ever then, I doubt he'll change the basic game mechanics dude.



None.

Apr 12 2009, 3:16 am Iceman16 Post #389



Quote from ShredderIV
Ok iceman, faz is right med is not op, and her l4 makes any hero 100% better just because they don't have to spend money on hp ups. Also, I doubt unholy will ever release a 2.0 before scII comes out, and ever then, I doubt he'll change the basic game mechanics dude.
What are you talking about? You first disagree with the person you are trying to agree with, then you agree with me when you think you are countering my argument. Also, I have stated SEVERAL times that the idea was directed towards a very distant 2.0 as an idea, which judging by the '2' (which, by the way is a larger number than 1) at the start of the version number, it would suggest a pretty large change in the original game mechanics. I'm also going to completely drop the pursuit of that idea since the current replies I have gotten are just people taken them far too literal and close minded, as though as they just skimmed through the post reading the keywords. I don't know how someone can be so confused about such common sense, 'dude'.



None.

Apr 12 2009, 3:44 am ShredderIV Post #390



Ok iceman, you obviously have a small mind and can't comprehend that medics l4 can be good and still have her not be op. I was responding to an erlier comment that medics l4 is only good for warrior and archer. I was also alluding to medic not being oped, however, due to her inability to pk and her inability to kill assume well. Maybe I should quote every single little comment that's ever been made about this and take up half the page so you can understand it, my 'mutual aqcuaintance of which I choose to use a shortened pronoun to describe'. This is also a forum for the advancement of 1.5. If you have an idea fir a distant version, hold it in your small memory and comment on it when unholy opens up a forum for it. If you post it on the 1.5 forum, don't get pissed when people assume you're talking about 1.5. You also only mentioned it being in a 2.0 one time. You never used the number 2.0 the second time, so it would be quite easy for someone who doesn't want to read an essay about your ideas to miss it XD.

Post has been edited 1 time(s), last time on Apr 12 2009, 4:14 am by ShredderIV.



None.

Apr 12 2009, 4:17 am Iceman16 Post #391



Quote from ShredderIV
Ok iceman, you obviously have a small mind and can't comprehend that medics l4 can be good and still have her not be op. I was responding to an erlier comment that medics l4 is only good for warrior and archer. I was also alluding to medic not being oped, however, due to her inability to pk and her inability to kill assume well. Maybe I should quote every single little comment that's ever been made about this and take up half the page so you can understand it, my 'mutual aqcuaintance of which I choose to use a shortened pronoun to describe'. This is also a forum for the advancement of 1.5. If you have an idea fir a distant version, hold it in your small memory and comment on it when unholy opens up a forum for it. If you post it on the 1.5 forum, don't get pissed when people assume you're talking about 1.5. You also only mentioned it being in a 2.0 one time. You never used the number 2.0 the second time, so it would be quite easy for someone who doesn't want to read an essay about your ideas to miss it XD.
1. So I have a small mind because I 'can't comprehend that medic's L4 can be good and still be not op' even though my whole argument was to make it so it's not OP? Okay.

2. Here's a tip, when you respond to MY comment by using my name at the beginning of the sentence, generally you don't direct it to someone else halfway through the sentence to something completely different. Oh, and by the way you pointed out the exact reason it's so OP (which everyone else but you have FINALLY realized is true) as a reply to it be too being weak in a 2v2, even though the argument was about how much less useful it was in a 2v2.

3. Okay, so the Medic cannot effectively kill quite a few heroes as well as assimilators. Do you even know what the spells are for? If you haven't forgotten, the idea is that it makes it's allies pretty much invincible, not to destroy the other team. The L4 skips the mid game transition for the entire team, literally. It's a complete jump from Early game to End game, and the Medic requires the mid game, so it can remain balanced. As I have said MANY times, the decrease of power in the L4 only weakens the nature of the mid game but keeps it's power COMPLETELY intact late game.

4. Oh, what's that you say? People are confused what I'm talking about after numerous attempts of pointing out a little number on the version that I have mentioned? Okay, so you pretty much lost all your remaining dignity from your last two sentences. Nice work, I'll be sure next time I want to give out an idea to 'hold it in my small memory' for two years. This thread is a discussion about the advancement of Temple Siege, you seemed to 'cleverly' point out that it says 1.5. The last version was 1.4 and there have been DRAMATIC changes in that .1, so I wouldn't be surprised IF a 1.6 was a complete overhaul of the game. OH WAIT, I forgot, 1.5 already is as of now, because of new terrain being implemented.

Quote from ShredderIV
You also only mentioned it being in a 2.0 one time. You never used the number 2.0 the second time, so it would be quite easy for someone who doesn't want to read an essay about your ideas to miss it XD.
Quote from Iceman16
Once again, read carefully. I pointed out that I would never imagine an idea so game changing to be in any 1.# version of TS.

5. By the way, all that time I did not make one cheap comment about your intelligence or vocabulary, so next time you make claims concerning my 'small mind' and 'small memory', I would probably think twice if I was you, before I decide to point out the amount of irony contained in your posts.



None.

Apr 12 2009, 4:36 am ShredderIV Post #392



First of all, saying medic's l4 makes it's allies invincible is crap, and is also the reason you can destroy the temple to win the game. Numerous times medic's teams lose in fact because they rely too heavily on the fh and recklessly endanger themselves, or are simply still beaten by better players. I will, also, admit that I was only making certain comments to intentionally degrade you, in response to your rudeness about my simple comment beforehand, that you did not quite understand. I also remained focused on you during my last post iceman, which is why I don't understand why you think I wasn't. Also, the reason I don't think med is op is because of those countless times I have played as her and lost, and seen her beaten, even in 3v3s. A medic, as well as most other heroes, are only as good as those who are controlling them. I would also like to point out thatone of the reasons med is not op is because of the exact statement you made above. Early game in a 3v3, med is useless, as well as in some midgames. If you're not playing against noobs, she becomes very hard to lvl up and dies easily to most other heroes. Watch yourself iceman, before I point out all the 'irony' in your posts as well. Btw, do you even know what irony is?



None.

Apr 12 2009, 5:20 am Iceman16 Post #393



I swear I'm just repeating myself over and over, SO HERE WE GO ONCE AGAIN!

Quote from ShredderIV
First of all, saying medic's l4 makes it's allies invincible is crap, and is also the reason you can destroy the temple to win the game.

Exaggeration: A tool that I use to get my point across and should not be taking literally. Obviously they are not invincible, I KNOW that if they were invincible they would not have any HP, so don't use that as an argument.

Quote from ShredderIV
Numerous times medic's teams lose in fact because they rely too heavily on the fh and recklessly endanger themselves, or are simply still beaten by better players.

Okay, so bad players are generally bad. Nice point. I don't see how judging a player's skill level should depend on how powerful a spell should be.

Quote from ShredderIV
I will, also, admit that I was only making certain comments to intentionally degrade you, in response to your rudeness about my simple comment beforehand, that you did not quite understand.

If other people do not understand something it is generally because of two reasons. The first being the receivers fault of not being able to understand, and in this situation, your fault, where you failed to present your argument in a coherent manner where the listener is able to fully understand.

Quote from ShredderIV
I also remained focused on you during my last post iceman, which is why I don't understand why you think I wasn't.

Quote from ShredderIV
I was responding to an erlier comment that medics l4 is only good for warrior and archer.

So I'm not the only person to not understand your posts, it's also yourself.

Quote from ShredderIV
Also, the reason I don't think med is op is because of those countless times I have played as her and lost, and seen her beaten, even in 3v3s. A medic, as well as most other heroes, are only as good as those who are controlling them.

As I said previously, stop using people's skill level as a point of reference for Hero balancing.

Quote from ShredderIV
I would also like to point out thatone of the reasons med is not op is because of the exact statement you made above. Early game in a 3v3, med is useless, as well as in some midgames. If you're not playing against noobs, she becomes very hard to lvl up and dies easily to most other heroes.
I have never considered a Medic useless before mid game, the Disable is by far one of the most useful spells for using offensively as well as defensively.

A hero being agile is no excuse for it to die. The big mistake I see EVERY player do is to be too risky when they are only moments from death. If you know that a hero can easily kill your Medic, don't take the risk and stay near cannons where it is safe. Being countered by another hero is no excuse for being eliminated, you obviously play it safe. It would be like a Warrior trying to kill an LM head on, when the Warrior dies it was his own fault for attempting, it had nothing to do with the LM being a general counter to the warrior, which is what I see as an excuse from many players when they die. Normally, the more a player dies for a bad reason, the less skilled that player is. I know many players that are considered 'pro' but yet are destined to die three times before second night because they are quite the opposite.

Quote from ShredderIV
Watch yourself iceman, before I point out all the 'irony' in your posts as well. Btw, do you even know what irony is?
Hey SHREDDERIV, do you know:

-How to correctly capitalize and punctuate?
-How to check for correct spelling?
-How to proofread your posts?
-How to intelligently present arguments in your posts where it is coherent to the reader?
-How to paragraph?

I don't claim that I can do any of these perfectly, but I know for a fact that I attempt to give 100% in my posts so they are fully understandable with the best grammar and spelling that I can provide.

Oh and the 'irony' in your posts is that you wouldn't expect the person to be demeaning another person's intelligence to be one of the least educated people in the thread. Nice try at attempting to back door your way to winning an argument though.



None.

Apr 12 2009, 5:39 am ShredderIV Post #394



Ok this is the last time I'm arguing with you. For one, I'm doing this on my phone since I don't have a comp right now, so its kinda hard to do any of the stuff you mentioned in your last part. Also, you seem to be the first who can't understand my posts, so there. Also, I was only trying to make a point by saying that a LOT of people who say something is op are just inexperienced and don't know how to counter it, so they say it's op, not saying that you're a noob, but that has been a general trend on this forum. Also, as a note, while I was typing that specific post that I agree, was slightly incoherent, my coherent post was erased, so I just shortened it, not expecting anyone to reply angrily to it. Iceman, I respect your arguing powers, but cut it out. This has been blown way out of porportion. If you don't understand a post, ask for it to be explained or ignore it please. And also, calling me inexperienced??? I've been testing this map like a fiend, and have found many areas for improvement, helping the cause, such as the mutant's lurks after death glitch which no one had posted before. Play someone on the map before you call them inexperienced.

Post has been edited 2 time(s), last time on Apr 12 2009, 5:46 am by ShredderIV.



None.

Apr 12 2009, 5:59 am Decency Post #395



Holy shit walls of text completely unrelated to Temple Siege.

Summary:
- Medic is NOT overpowered, if you look at the bigger picture.
- Medic's L4 is much better than many L4's, and in 95% of games with good Medics, they rush to L4 immediately.
- A Medic's L4 completely changes the game the instant they get that, and any team with a Medic revolves entirely around the Medic getting L4 and them winning because of it.

MY CONCLUSION:
- Lowering the usefulness of the Medic's L4 and increasing how useful it is during midgame (L3 in particular) would be better for balancing the Medic.
- Saying that the L4 is OP does not mean that the Medic is overpowered, it just means that it leads to incredibly linear character development.
--- This is obvious: look at mana-Archer, or HP+Damage Marine in MT, and now Reaver LM. Those are the only smart ways to play the character, which is boring to the game.

I'm going to put together a big post of what I think would be some smart changes for Temple Siege character balancing. Not necessarily all for balancing the CHARACTER, just for balancing the development of the character.



None.

Apr 12 2009, 7:32 am Iceman16 Post #396



Quote from name:FaZ-
Holy shit walls of text completely unrelated to Temple Siege.

Summary:
- Medic is NOT overpowered, if you look at the bigger picture.
- Medic's L4 is much better than many L4's, and in 95% of games with good Medics, they rush to L4 immediately.
- A Medic's L4 completely changes the game the instant they get that, and any team with a Medic revolves entirely around the Medic getting L4 and them winning because of it.

MY CONCLUSION:
- Lowering the usefulness of the Medic's L4 and increasing how useful it is during midgame (L3 in particular) would be better for balancing the Medic.
- Saying that the L4 is OP does not mean that the Medic is overpowered, it just means that it leads to incredibly linear character development.
--- This is obvious: look at mana-Archer, or HP+Damage Marine in MT, and now Reaver LM. Those are the only smart ways to play the character, which is boring to the game.

I'm going to put together a big post of what I think would be some smart changes for Temple Siege character balancing. Not necessarily all for balancing the CHARACTER, just for balancing the development of the character.
Medic isn't OP from the bigger picture? The bigger picture makes it MORE op. Including disable, it basically shuts down 11/12 heroes with the right allies, with not more than 5 of them with a weak tech path around it. The Medic has already has another, but less common tech path concerning its high concussive damage. The only way to solve the "rush to L4 for Medic" is to make L2 or L3 more useful then its Full Heal, which is definitely not what I want to see. This whole "Medic needs to be more useful mid-game" is completely the opposite of what decreasing the power of its L4 is supposed to do. The whole idea is that mid-game Medic is too much power too early, which completely skips the mid-game process for the entire team. By taking away the Full Heal with no HP ups, it completely keeps its power late game, but yet people want a super powerful L3 to make up for the fact it was OP. Sure, go ahead with the added +5 civ bonus added with FH. I just don't want the Medic having its all powerful spell finally balanced, only to have a new super powerful L3 just because you don't want L4 to be rushed.

I don't see how a mana-archer or power marine is comparative to a Medic at all, many people don't take those tech paths. yes the HP+Damage Rine was over the top, but having another tech path means another way to effectively counter different situations. Manarine did this perfectly, actually more than perfect since the L4 was too powerful even though people claim the Spec Ops to have weak spells. Also, notice the most linear heroes all happen to be the three major spell casters: Medic, Dark Mage and Light Mage. They obviously can't take an effective HP path for obvious reasons, so of course they are going to be more linear, also add in the fact they are heavy support heroes (with the more supportive a hero it is the less of a tech path it has open).



None.

Apr 12 2009, 7:50 am ShredderIV Post #397



1. Walls of text, exactly why I tried to end the whole shebang.
2. O and medics l4 countering all l1/2? What about.... Lm, engineer, psion, and especially summoner. Personally, I've killed a fh assassin in one shot using lm's l2, and lm's l1/2 combo is even more killer.
3. How is lm a support hero? Ok can actually solo mid to late game.
4. If you wanna talk about linear tech paths, why exclude summoner? I don't think I need to explain...

Post has been edited 4 time(s), last time on Apr 12 2009, 8:16 am by ShredderIV.



None.

Apr 12 2009, 8:05 am Iceman16 Post #398



Quote from ShredderIV
1. Walls of text, exactly why I tried to end the whole shebang.
2. O and medics l4 countering all l1/2? What about.... Lm, engineer, psion, and especially summoner. Personally, I've killed a fh assassin in one shot using lm's l2, and lm's l1/2 combo is even more killer.
3. How is lm a support hero? Ok can actually solo mid to late game
4. If you wanna talk about linear tech paths, why exclude summoner? I don't think I need to explain...
5. FaZ said nothing about a super powerful l3
1. He was referring to you.

2. Once again stop judging by skill levels, I really doubt any decent players would actually charge at an LM, let alone die to one. By the way, good luck as LM against a Medic's L2.

Also I really don't know what you are trying to say here:

"O and medics l4 countering all l1/2? What about.... Lm, engineer, psion, and especially summoner."

3. Its lack of mobility and and map control makes it horrible relative to the heroes that are actually considered solo heroes.

4. I have already put forward my idea of using broods or drones for L1, moving its L1 to L2 with a 6 ling cap, Archer companions to L3 with a max of 4, while keeping the L4 with a max of 2. Since FaZ- did not present any comparisons of a Medic to a Summoner, I had no reason to include it in my discussion.

5. I said I didn't want a new L3 that is overdone, not that FaZ- wanted a super powerful L3. Read carefully.

Post has been edited 1 time(s), last time on Apr 12 2009, 8:16 am by Iceman16.



None.

Apr 12 2009, 8:14 am ShredderIV Post #399



You said medic's l4 with the right partner made hero's l1/2 useless, basically. I'm saying those are examples of units who can still fight high hp med partners quite effectively with l1/2.

And skill level has nothing to do with it. I'm just saying that that's what I'm basing my claim on. Personal experience. It's really the only way you can test who is op and who is not, because if people never play it op, then there must be something that makes it that way. I don't go by theoretical stuff.

Get me?



None.

Apr 12 2009, 8:26 am ShredderIV Post #400



1. Actually, I think he meant both of us.
2. See my explaination post. And lm l2 plus slow medic equals dead medic before she reaches lm for disable.
3. Lm may not be able to 1v1 very well, but don't say he's a support hero. He has nothing that works very much as a support move. He's in between, like archer or assault I guess.
4. You just talked about the most linear characters above, and you mentioned lm and dm without faz mentioning them.
5. Uhhhh. Took it off after you quoted, but before your new post.

Major side note, I just realized this thread was started on my b-day.

Post has been edited 2 time(s), last time on Apr 12 2009, 8:35 am by ShredderIV.



None.

Options
Pages: < 1 « 18 19 20 21 2270 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[05:41 am]
Ultraviolet -- 🤔 so inf is in you?
[04:57 am]
O)FaRTy1billion[MM] -- my name is mud
[04:35 am]
Ultraviolet -- mud, meet my friend, the stick
[2024-5-16. : 10:07 pm]
lil-Inferno -- nah
[2024-5-16. : 8:36 pm]
Ultraviolet -- Inf, we've got a job for you. ASUS has been very naughty and we need our lil guy to go do their mom's to teach them if they fuck around, they gon' find out
[2024-5-16. : 5:25 pm]
NudeRaider -- there he is, right on time! Go UV! :D
[2024-5-16. : 5:24 pm]
lil-Inferno -- poopoo
[2024-5-16. : 5:14 pm]
UndeadStar -- I wonder if that's what happened to me. A returned product (screen) was "officially lost" for a while before being found and refunded. Maybe it would have remained "lost" if I didn't communicate?
[2024-5-16. : 3:36 pm]
NudeRaider -- :lol:
Please log in to shout.


Members Online: 8oliviae792rb3, 1milac481te5