Quote from UnholyUrine
Maybe...
But the teleporting spell just won't work...
Being able to teleport around will bump its reavers to L3. With that, it'll be hard for the Light mage to do any damage to heroes without risking with the L1... Knowing that the only choice for the Lm would be to escape, people will be more aggressive, and LM's only choice would be run away until he gets his L3 for reavers.. But even then, 80 mana is a lot, and for a spell that would not right away target heroes, but also target spawns, LM would be hard pressed to get any kills w/ it.
But the teleporting spell just won't work...
Being able to teleport around will bump its reavers to L3. With that, it'll be hard for the Light mage to do any damage to heroes without risking with the L1... Knowing that the only choice for the Lm would be to escape, people will be more aggressive, and LM's only choice would be run away until he gets his L3 for reavers.. But even then, 80 mana is a lot, and for a spell that would not right away target heroes, but also target spawns, LM would be hard pressed to get any kills w/ it.
That was an issue, the LM's power on the L1 might need to be bumped up in order to compensate for it not having a huge early damage spell with L2 reavers. I had considered suggesting teleport as the L1 instead so that it would be able to use it multiple times easier, but that would make it rather useless in the early game.
The teleport needs to go somewhere, in my opinion. maybe it can be combined with another spell, but that was my solution in order to keep the character at least somewhat similar to how it currently is. I don't know if it will work, but it can't really be worse than how abusive the character HAS to be now in order to be decent.
Quote from UnholyUrine
I know what needs to be changed... But as I've explained before, if the change decreases the gameplay, I won't do it... However, if there's a way to increase the gameplay AND fix the current problem, I'd do it.
I feel that the teleportation and the rallying will effectively ruin the character's uniqueness and make the game less fun, Which is far more detrimental to the game than imbalances :S...
I feel that the teleportation and the rallying will effectively ruin the character's uniqueness and make the game less fun, Which is far more detrimental to the game than imbalances :S...
I don't know what you mean by "decreasing gameplay." If you think the LM sitting 5 spaces away from his cannons casting reavers or storm on every spawn wave is fun gameplay, we're never going to agree on the hero. The only time it ever changes this pattern is when it has a ton of mana, and then nothing can go near it.
Here are some other possible thoughts that all have the same goal in mind:
1.) Channeling L2 for 3 seconds. When it's done, you turn into a speedy observer/shuttle for a short amount of time. After a bit, the LM spawns, as do 4 temporary dragoons.
2.) Casting L2 spawns 4 dragoons and a corsair. When you cast dweb the LM teleports there. If you don't in 3/4 seconds, the corsair is removed and you stay in the same place. It would take some ridiculous timing for this and the Firebat d-web to be confused.
3.) Casting L1 does the usual but after the 2-second cooldown it turns the character into a Dragoon with 3 life/255 armor for a short amount of time to move more quickly. If it dies, the LM is stunned. The L1 cannot be recast until the Dragoon movement phase ends.
4.) The reaver-abuse problem would still remain with the 3rd suggestion, though, so another option is to switch Reavers/Wall of Light and turn the LM into a Dragoon when Wall of Light is cast.
5.) Make one of the spells give the player an arbiter that can recall. If it's not within a certain distance of the LM (20x20?) order it to move towards the LM. This allows a partial retreat/flank. Obviously the mana cost and regeneration of this would need to be discussed.
I think any one of these could be viable. Anything that stops the teamkill-LM build from being the only viable option. Note that only the 4th (and maybe not even that one: does setting HP% = 0% kill invincible units?) of these changes would interfere with the addition of a Dragoon Hero class, because you'd need to distinguish between the LM in Dragoon form and his minions.
As for the Medic changes, no other character has any of those spells or anything remotely like them. They are already the Medic's own spells, with some changes to make that character less L4-based. Your suggestions might work equally well, I can't say anything for sure without trying them.
Post has been edited 1 time(s), last time on Apr 20 2009, 11:54 pm by FaZ-.
None.