@CAFG:
1. It is a lot slower... Which'd numb the brain even more.
2. It'd need a lot of HP.. which doesn't fit with the Light Mage being a glass cannon
3. The Unit itself doesn't fit the 'Mage' Theme
4. It will have the same linearity as the current L2/L4 reaver blasts.
@everyone:
You guys are coming up with great suggestions.. (Including the ones in the v1 thread)... You have considered the many effects of each changes. But many of you haven't considered the intimate roles of each character... For example, the Light Mage with Teleport or an Arbiter just doesn't fit... Maybe for a Shadow Mage i guess... Plus, its weakness is Supposed to be its slowness and low HP. I don't wish to change that...
The same goes for the Archer. It's niche is supposed to be versitility. That's why he can build a camp. The only problem is that I fouled that idea up a bit, and I'm trying to repair it. I'm doing the exact same thing with Assault and Engineer, as I feel I've missed the roles in which I was planning for them. Thus, there're these big changes. Most heroes are meant to be polarizing, but some are, in effect, meant to be the middle-ground heroes. Additionally, the Phantom fills the PvP archer role nicely.
Finally, I think that people are too caught up in the PvP aspect of the game. It is not a 100% PvP game, there IS the sieging aspect and actual base killing, even though the game isn't truly equal on those terms. In that respect, I want you all to realize the potential of the spells in base killing/sieging too before you suggest to change it....
So, for the Light Mage, I will say no to the reaver transformation and any teleportation spells. L4 being 4 waves of 4 is somewhat deadlier before, but the fact that L1 is comboable at any time will make LM devastating at base killing during late-games. I'll leave LM for now until further balance
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On another note, I am now hiring a terraineer to either completely redo or revamp a new version of the terrain
... There're bits and pieces that I don't like about the new one, and since I'm clueless about blends, I'd need someone's help. Someone who knows the basis of storm/spell-gaying and walling...
And finally, the Medic... I'll pour some coffee and get some ashtrays, as I'm going for the +5 civ hp, which is 20-24% HP above its currently level. It's hard work, I know, but things just has to happen. Hell, it's about time. (lolol)
As for its L3, i'll toy around with mana regain speed + mana drain.... And I will also test whether a medic (unit) cap would be interesting..
Any notion of using medics turning into marines is unacceptable to the medic's theme IMO. So don't expect any talk about it by me
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