I've been helping Luzz test today, here are the notes I have.
My credibility comes from my skill, knowledge, and understanding of TS1.
Please take time to read this, as I will be editing it OFTEN after more testing.
@CAFG: If you have any time I'd like you to test with me, thanks just PM me if you're available so we can set up a time
Temple Siege 2: List of Questions/Concerns/Comments
Key Points to keep in mind when further developing this game:
1.) Temple Siege has always been and needs to remain a high skill ceiling game
2.) Do not make it easy on the players by auto selecting spawned units for them with triggers
3.) Make the game easily playable, but hard to master; Fun for newcomers, and competitive for pros
4.) I know this is extremely hard to adhere to, but the closer you keep the game to how it was in SC1, particularly in versions made by CAFG, the more successful it will be to start.
5.) Remember this baseball analogy: “Before you can throw the ball and make the great game winning out, you first have to catch it in your mitt.” This means don’t get ahead of yourself while making new heros and spells before even adding the traditional, time-tested, favored spells in SC1TS.
6.) A lot of people are resistant to change, and too much can be a terribly altering experience. You definitely don’t want your dedicated players to say “Hey I remember this game! This is the most badass map I ever played on SC1, I can’t believe it’s on SC2,” and then join the map and say “Wow this is nothing like TS1…”
7.) Please avoid reinventing the wheel.
8.)
General:
-Hero kills give barely any exp/minerals, full experience and minerals should go to player who kills the hero, assist experience given through the shared experience system will be given to anyone who damages the enemy hero.
-Too many units have too high DPS basic attacks
-Very happy that spawn can hurt heros
-Stim needs to only cost 10 hp, this is so important
-Shared experienced is a must, it was 1/3 the amount of exp teammates got in sc1 ts
-Splash feeding, I cannot begin to describe how important and how much depth this adds to a game
-Assault as a reaper instead of fbat..? No
-Cannons need stronger damage, way too weak as they are
-Much too easy to push, capturing outposts really mean nothing now that cannons get wrecked so easily
-I enjoy the new terrain except too much shit can be distracting
SpecOps:
• Why 3 mine limit? Now I can’t control map against units like summoner..
• Why do all my mines detonate at same time? Waste of mana if I place mines for visibility
• At night my mines don’t give vision (not talking about seeing invis units)
• Mines shouldn’t be invincible
• Gizmo is interesting, still feel nostalgia for sci vessel in L2 spot, though to provide detection and utility
• L3 for vessel? And you can only have 1? Seems weak. Sniper was better
• L4 as weapon change is very interesting but maybe implement as L3, and keep L4 as mine spawning scourge
Volt:
• L1 knockback? Return to scourge l1 spawn please, knockback backfires in teamfights
• Volt is ranged splash damage, meaning all rules that a ranged units are subject to apply
Summoner:
• Don’t like the leash on lings… While it does encourage better summoner micro, it discourages players from micro-ing groups of lings across the map out of summoners reach, making it really easy for any unit to find summoner at night if lings aren’t losing hp
• I really like his spells, especially the swarm as a spell instead of consuming lings, good way to limit the usage.
• Not sure why L2 isn’t instant
• He is visible while burrowed at night by spawn and enemy heros
Assault as Reaper:
• Way too strong
• Is a support unit meaning stuns, sim, anti-light, tanker
• Reaper seems more of a chasing unit, heavy damage, basic attacks make it arguably highest DPS
• Consider remodeling to restore assault as fbat
Light Mage:
• He’s a glass cannon, his l1 is strong but when it’s finishes he gets killed easily (good). L1 is now un-selectable, making it harder for him to kill who he wants in a tight situation. What if a tank unit runs in first, followed by DPS’er you have no chance if your ai auto targets the tank?
• If L1 auto targets champions, how can any units hope to get close enough to even kill him, especially with increased L1 range? Also much, much, too easy to trap melee units now with that force field
•
Assassin:
• He’s so fast, now he can kill LM with ease at night, and escape even more easily at day, consider reinstating full tele to base and slower speed.
Post has been edited 1 time(s), last time on Jun 25 2012, 10:18 pm by Vortex-.
None.