Finally read the whole thread here are some of my thoughts now
On Ling being overpowered:Wow this is still being debated? Especially when mutant has been proven to be a low-tier hero and pubstar hero time and again??
Counters:
-Warrior: L3 rapes his L2, High auto-attack damage, Armor/Shields L1+L4 reduces any mutant threat to 0 sans Chaos Mutant. At 10 Attack, warrior 3-4 shots a 0HP ling at base HP.
-Volt: 3HP volt destroys anything he can do. L1,L2,L3 are guaranteed death for mutant unless he has SHIT tons of mana and L4. Ling cant farm in his lane.
-Assault: Bomber dodging Lurkers, Bombers rapes L2, Bomber chase L4. High HP and good armor hero as well. Ling is owned. Ling cannot farm in his lane.
-DM: Just rape, Ling cant farm in her lane. However his ultimate still negates her ultimate, but mael rapes his ultimate. Tongue twister. Still rape
-Medic: High HP, regens, disable, Concussive, Ranged. Owned.
-Spec Ops: Ling overall wins, despite sniper. Lings L4 2shots this guy. however spec ops gets an honorable mention for the fact that ling will never be able to lane with him.
-Ling is a godly staller. Though against anybody awake he will never cap.
Mutant only shines when its marines or above. when his godly farm mech kicks in and hes at 800 exp while you are still hovering at 400. If you let him live that long then you deserve to die. Mutant is a pubstar pick. Get over it.
Thoughts on the Proposed Spell Systems:I don't like the spell tree idea. Flat out. It does not fit TS's style of game play. You don't need multiple paths. Keep it simple, fast, however still adding depth and strategy. I don't think a spell tree system would be intuitive and newbie friendly. Shredder, touched up on this as well when you cannot tell what the other guy is going you can be completely blindsided. The four spell system is effective, fast, and fun.
Realize the effect of a spell tree system would automatically slow down the game play, we do not need that.
The Marvel Vs Capcom 2 Assist Groove idea was very good, this can be readily applied to TS2. This was mentioned earlier in the thread and shredder was advocating it.
MvC2 I loved that game, anyways in the context of MvC2 the Assist Grooves determine what type of action your tag partner will perform when you tag him in. In the context of TS2 we should apply this type of gameplay mechanic. Have it so you can choose from three types expansions/grooves when you pick your hero. It's simple, Fast, yet complex and allows for further hero customization and hero synergy.
A rough example, in my mind the Warriors/Hero expansion pool would look something like this, a screen like this would open you could pick from three options:
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Alpha Expansion (Offensive Expansion): His L2 gains additional attack properties or his stun has additional attack properties or both.
Beta Expansion (Defensive Expansion): L1 and L4 gain bonus armor properties, or gain a bonus of X amount on activation and the bonus slowly fades over time.
Gamma Expansion (Team Expansion): For example, a Global aura that grants bonus that grants bonus HP and Armor, so you can use this to give people who are terrible cappers I.E MUTANT and volt an edge when in the capping phase, or melee farmers who need to endure hits to farm ensuring they can stay in lane longer to farm.
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On paper they are pretty simple yet, when you factor in other heroes expansions to mix the combos can become limitless. This will create team synergy and hero customization strategies. It also adds a new element of game play and can further emphasize what type of specific hero role you want to play. This approach will also add a feature to the game while also adding a new layer of strategic depth.
Again I want to stress that it retains the fast, and simple yet complex nature TS is known for. However this system will be beginner friendly as well as pro approved.
I would like to point out you don't have to categorize strictly to attack, defense, support for each heroes expansion options. It can be other things, maybe even an active ability! I just believe it will be better this way while again being accessible to noobs and seasoned vets.
I HIGHLY advise against the spell tree system.
The Breakdown on items:As far as items, they should be consumables or no items at all. Make them have one-shot effect. Like a burst heal or clutch mana save. In addition, implement items that have AOE effect bonus that are very short term or have detrimental effects to counter the brief bonus. Impose a STRICT one item slot rule only.
There should also be cooldowns in the action of buying items, any item purchase and the cooldown is imposed. Duration I'm talking two minutes and up and should be a flat time across the board. This will promote critical thinking and strategic insight. With everyone on the team with a consumable item, with varied effects combos and team synergy would be seemingly limitless. I emphasize these items should be burst type effects.
Nobody does not want to play "Hey I just bought my holy sword of doom with its 1000+ atk I’ve farmed for 5hours, it’s now GG BADKIDZ ROFL!!!" type of game. Neither do the seasoned vets and fans.
Don't make this item centric like HoN and that nonsense. I am strongly against equippables that makes a game very farm centric, which TS is not about. One shot effects synergize with TS style of gameplay and pace. Some item choices to think about:
-One that reduces incoming tower fire damage could be singular/aoe.
-A teleport stone of course.
-A item that strengthens base defense or makes them immune to spawn for X amount of seconds.
-One that makes removes negative effects on you.
-One that can produce an aoe silencing effect for about 1 second
-Burst Heal or Burst Mana, must be strictly regulated
-One that grants bonuses to Spawn on the area for X amount of seconds
-One that provides true/clear vision in an aoe for x amount of seconds, not long
Theme and Thoughts of TS I thought about these things pretty hard. I think people would agree TS is about fast-paced action at the same time twitch decision making, and complex hero interactions, strategy and combos. Consumable items and Hero expansions add more to these layers , without breaking what we know is tried and true. They also compliment the nature and pace of TS.
Nobody really wants to read a bible of equippable items and skill trees. Leave that trash to HoN/DoTa/LoL.
Complexity doesn't always necessarily translate to fun. There is a reason why DoTa and HoN are niche games; the learning curve is simple ridiculous. The irony here is that for all those things that you have learned in those aforemented games, it is actually pretty linear progression in terms of gameplay.
The key themes of TS are the FAST, SIMPLE, yet COMPLEX system that made it such a wild success on SC1. We really don’t need DotA style shenanigans because in the end the player will say “This is a low-rent dotA why am I playing this?”
Keep it TS, stick to the core principles while adding some new features. I think the hero expansion system would suit it perfectly.
Post has been edited 10 time(s), last time on Feb 25 2011, 2:46 am by DoLLe.
None.