Quote from samsizzle
well... i played sandbox and to be honest the samurais spells are pretty bleak. You use dark templars in different amounts for like three of them... and the auras are just different units dying over and over again. You should try spicing the spells up.
If you would like, I can teach you how each of them is significantly different (the spells using DT's). One other person has had this misconception and it just takes a few seconds to learn how each is used.
Offensive2 = Ranged Homing Sword attack. It also doubles over as a defensive move for nearby allies.
Offensive4 = Melee attack that pulls enemies close and had an added blinding effect.
Even though both use DT, they are very different in function. I can show you in later tests if you are interested in learning how I put my spells together - a way which is much more complex than you assume with that post.
Then there are the auras: These are support auras that give you (and allies, if they are in range during the cast) passive bonuses. My map uses a common color theme where Scantid death (Green puffs) correlates to MP gain. Ragnasaur death (orange sparks) correlates to increased $$ earnage. The artifacts, special situations, and spells that are related to these themed effects have the same type of animation. This is like this so that when an enemy sees you with the green puffs, they can realize that you have that aura on. When they see you have the Dust clouds when you make kills, they know you have the Orb of Medina because that is the effect that goes with that passive augment.
Quote from fat_flying_pigs
Use toss units dieing. the blue wisp effect makes it look cooler
Toss deaths are only used for offensive techniques, I don't want to confuse players that will play their characters based on animated cues from enemies. Knowing if an opponent is using an attack or just gaining increase MP from an aura can dictate whether you're going to run or confront them. Knowing what artifacts they have based on the passive bonuses they gain will help you decide if it's worth killing them to try to jack whatever they're carrying.
@Everyone: I can only ask that you trust me in the ways I approach this project. Once a finished product is out, everything SHOULD fall together perfectly. Of course, BETA testing is going to be the next step (really soon actually) in reaching a maximum level of balance that (As said at the very top of the OP) is a goal that no SC AoS map has ever achieved. Thank you for your patience and contributions.
p.s. Anyone up for testing tonight?
None.