Commence Double Post
I believe I've found a solution to your alchemy problems
Taking from what I've said above, I feel that a dragoon hero's main problem is its dmg output - namely it does 1/2-1/4 (??) dmg on small units. And since almost all spawns and heroes start off being small, the dmg output becomes greatly varied as the game progress. Therefore, I feel the best way to remedy this is either have summons, or have attacking spells (that's not a dragoon
)
L1 - Human Transmutation - The Alchemist will summon, Permanently, one of the following - Zealot (ice gremlin), Dark Templar (hero's sword), High Templar (light essence in v1.7, but probly nothing in your versions), or (maybe) Dragoon (mystic fighter).
- The summons will not be random. Rather, it will be in turn. So maybe if you summoned a zealot last time, next time you'd summon a DT, then a HT, then dragoon, then back to zealot, and the cycle continues
- In order to differentiate from the Summoner, the alchemist should have a summon cap of 2-3, and have more specialized summons.
- The summons will be under the affects of your HP upgrades. Meaning that in the beginning, they should have really low HP. As you upgrade HP, their HP also rises. To make life ezier, you can probably make HP adjustments per 2-3 levels of HP upgrades. To balance, make the Alchemist below avg in HP (about 4200 max HP should do it)
- In order to balance everything, the DT will probably need to have really low HP, as it must be shared between Warrior's L2, i.e. its dmg can't be changed, and it's cloaked at night.
- The zealot will have a huge reduction in damage. Since the only two protoss ground units spawned are zealot and dragoon, one can change the damage output of both to make their base damage and bonus damage low, but give computers more protoss ground upgrades.
- This spell will now have great synergy with L2 because...
L2 - Gold Transmutation - Sacrifice 1-3 of your summons for gold. each one giving 10-12 minerals.
- Why this is a lot better than sacrificing spawns is b/c spawns do not matter as much. Spawns are abundant, and normally do not contribute enough to the game to create any choice/conflict in using this spell. Meaning that the player will just continually up mana and spam this spell in order to make use of it.
- But when the player needs to sacrifice its own summons, all of a sudden he's hit with a choice. Does he keep his summons alive in order to kill things, or rape it for money?
- Moreover, it allows the player to create a the team of summons he wants, as he can sacrifice the summons he doesn't want for money.
L3 - Elixir of Life - same as above. Set all stuns and afflictions to zero ^.^. Maybe even heal summons that are around you to the max HP level they're at.
question.. what about Disable?
L4 - .... don't know :C
- One idea is this: Perfect Transmutation
- Instead of having dragoon as one of the possible summons for L1, make it an L4, and make it rape ass. L2 can sacrifice it for even more money (30-50 bucks?)
- Hallucinations probably need to be turned off.
- You can rename the summons to one of the 7 sins
. Zealot can be greed/pride/wrath... DT can be sloth.. High Templar can be wrath/envy
- You'd also need to fix a lot of the stunning spells so that they also work for these summons.
Post has been edited 2 time(s), last time on Mar 25 2011, 10:18 pm by UnholyUrine.
None.