Things to change.
1. Name the Tentacle attack to Fury Swipes and put it at "W" hotkey.
2. Double check the damage on Banelings please. I don't think they are 40+8.
3. Please remove the bushes around the south base cannons and smooth out the terrain for the bottom paths. Don't want cannons to hit people who cannot see them.
4. Try to put in the Nuke as Spec Op's L4. Gizmo is the unit that deploys it.
The rest are all ideas. We're moving along nicely so let's keep the momentum up. I'm almost going to be doing my exam (in 2 days.. holy shit) so I'll be able to give more attention to this.
Mutant
- L3
There're a few ideas I have floating around.
Basically, L3 should be Mutant's answer to Spawns. It also the only way Mutant can do ranged damage.
After a short charge time, the mutant will produce:
1. Ground Spikes spawn concentrically (around a circle, outwards), stun + extra damage to spawns.
2. Ground Spikes spawn around a circle as well as in a cone shape outwards towards the target area. Stun + extra damage to spawns.
3. Creep in a large area where small ground spikes spawn underneath enemies and hurt them over time.
4. (Luzz's idea) a Lurker that attacks things near it. It can be killed and will stay burrowed (cannot be moved).
5. Ground spikes in a small area around the mutant And towards the target area. These ground spike spawn creep which will spawn smaller spikes to attack any enemies on it.
All of this would require the mutant to have a short immobile period as he performs his spell.
The Pros for the first two is that it will look cool and are relatively easy to make. The con is that it is a one time attack (only one damage output), so it is harder to balance (the spell will always be doing its max damage). It is also somewhat a lazy design
The pros for the 3rd one is that it'll allow varying max damage - only stunned opponents will stay long enough on the creep to take full damage. It also doesn't require the mutant to look like it's spawning the ground spikes. The con is that it isn't as exciting and it doesn't reflect the Prototype theme we've got going for mutant. It would may also be hard to make a large area covered in creep very quickly.
The pro for the 4th one is that it gives the player micro ability. The con is the same as the third one, plus the fact that it is also hard to balance, as there're many ways to kill the lurker, so it is too weak against heroes, but too strong when left unchecked (uber feeding machine).
I think the last one may be the best balance out of all these ideas.
Keep in mind that it needs to deal about 500-600 damage. This is why if it is a Single AoE, it may be too strong and difficult to balance. It also needs to give the mutant some sort of range. I believe a spell that requires the player to target an area will balance the mutant out (aka the 2nd and 5th area.
- L4 - Chaos Mutation
When morphed into ultra, the ultra will have decreasing HP. Once the ultra reaches zero HP, it reverts to the Mutant. This way, players can try to kill the ultra sooner to mitigate damage.
I think in TS1 the L4 is about 15-20 seconds long. To replicate it, we can make the Ultra 2500 HP, decreasing 50 HP per half second.
We can also have the Ultra HP affected by HP upgrades (in which case, we'll make the HP decrease by percentage, so the max time is still the same).
It needs to be Fast, and do 150+12 damage.
It cannot be stunned but certain knockback/up should affect it as well as spells like Fungal Growth and Crippling Strike MAY be exceptions.
Make sure you throw in a lot of blood effects.
It should have a long cooldown time (like Volt's L4)
It should not allow mana regen during the duration of spell
Also, is it possible to make it do that RAWR action when it transforms?
- Innate ability (aka Passive. We shouldn't be calling it passive)
Aberrant Mutation
(Luzz's idea)A toggle-able ability. Once toggled, the mutant gets + speed + attack speed, but loses HP over time. Again, throw in some blood.
Not too sure about this as it doesn't give the player another playstyle option - though it definitely fits the theme.
Medic
L3 - Satellite thing that heals.
Medic targets an allied hero/herself and calldown a satellite that automatically follows the target hero.
It will have a rapid laser attack that is upgradable (probably not split upgrade?) and heals the hero it is following.
It should lag behind the hero it is following.
The laser attack range should be small (distance approx. equal the lag distance it is following)
A special upgrade can get the satellite more HP and/or give mana.
Innate ability (aka Passive. We shouldn't be calling it passive) - Psionic Snipe
Sniping ability that drains 12% of foe's max mana and deals a scant 40+3 ish damage. It should be like Assault's Rocket Jump where charges are slowly recovered, but are recharged once you go next to temple. Max charge two
Sniped foes should have some effect on it so player knows they've been drained of their mana.
A special upgrade can give the medic more charges.
Warrior
- L2/L3 - Charge of Courage
in TS1, this is warrior's way of decimating spawns.
Player targets area (range approximately = 10) and the warrior charges towards it.
Make a pathfinding trigger for it (similar to Assault's L4) so that the spell ends after some time OR the spell cannot be deployed if the pathfinder finds the path to target area is too far. This is to make it so that clicking on the other side of a cliff doesn't allow the player to charge to the nearest ramp all the way to target area.
It should knockback all foes and stun them for 4-7 seconds (depending on if it's L2 or L3) and do damage. It should do Extra damage to spawns.
Spec Ops
-Nuke should be made separately in a silo or building, one at a time and one max
-Nuke was generally only used for sneak temple killing so I'm not sure how well this will work on a unit that can't even backdoor the main base.
-I like this spell though!
Mutant
-It sounds like mutant needs some sort of ranged ability that sends out spikes originating from either the mutant himself or the ground around mutant, maybe look into implementing some sort of spikes in 8 spots around mutant that could attack twice each. The spell could be aimed in a similar as to spec ops grenade, or it could just spawn and attack whatever it likes unless you select and control if for yourself
-L4 looks really familiar to TS1.... I thought we weren't trying to replicate TS1??
Medic
-Yea cool idea with the satellite except for the part where it can attack and you can upgrade it
-Medic is a healer not a damaging unit so why give it so many attack abilities..?
Warrior
-Why should l2 and l3 both knock units up or stun? better to pick one and have the other as a damage spell
My concerns...
-Why do I feel like every unit has a stun or knockup ability? Why is this happening...
-Spells are becoming theoretically too complex? Do we really need additional passive features and effects for every single spell?
-Catering the game to only a noob audience is harmful, button mashing is not very fun for competitive players.
It offends me whenever it is said that this game is catering to SC2 players and not SC1 players. I am an SC2 player and I speak for the audience of gamers who have never even played this map, I understand what they want and what they feel makes a great AoS. Please no hypocrisy in saying we are not trying to replicate TS1 and then go make an ult like Mutants L4.
There once was a game on the Atari 800. It's name was M.U.L.E.
M.U.L.E. is arguably one of the most influential games of its time because of its simple yet profound step in strategy gaming and economic simulators.
It's a simple idea that was implemented perfectly
Ideas are easy, implementing them is the hard part
Why spend so much time reinventing the wheel when we have such a great foundation already in place from TS1?
The more that is changed the less this game will look like what Temple Siege was as an AoS. It will just become another dota knockoff.
I apologize for such harsh criticism, but I've spoken with many players from SC1 and SC2 and surveyed ideas and nearly every single one always chooses the idea from TS1 than not.
Recap and Final Statements:
-Terrain is badass, few fixes here and there will be great
-UI looks sweet, very friendly and easy to use
-Spawning system is definitely improved from TS1, can't wait to see what more happens from additional spawn features, like building or upgrading
-Heros are so critical to this game, changing every spell and adding unnecessary, overly complex features to them is deteriorating to what this game is:
An easily playable, highly competitive AoS
-It took years to balance the old TS, and it will take even more years to balance this TS because of more complex spells. Small changes will be beneficial but reinventing the wheel is detrimental.
-Ideas are cheap, implementation is difficult.
-I speak for all players regardless of prior experience of this game
Have at me.
Post has been edited 3 time(s), last time on Jul 5 2012, 4:20 am by Vortex-.
None.