[*]Add a stronger defense turret for Marine's 2nd spell
?? Just keep the SCV and make the buildings not suck. I'm in favor of ditching Supply Depot completely, it just feeds.
Chaos Mutation (Mutant's final)
Now that I've actually played around with Mutant a lot, you might want to decrease the upgrade damage on Chaos Mutation. Maybe from 15 to 12. ;o
While you mention the Archon's L4, why is the regular Volt the hero archon? That makes it give a shit ton more points.
I'll settle for adjustments to current terrain.
[*]Raise Mech's normal mode's Attack
Why are simple numerical changes on the to-do list?
[*] Elementalist/Alchemist
- 3rd spell = Golem = Goliath summon.. (it's about 200 hp right now)
The class sounds good, the Golem sounds weak.
What unit will this class be?
[*] Ussopp (Yes from One Piece)
This class sounds interesting. (though I'm disappointed he isn't really original. Eh, your map.) Perhaps a bit involved for most B.netters. Good luck triggering the third spell though.[/quote]
[*] Spirit Bear
- This unit will be a critter Ursadon... I want this unit to be completely dependent on its team's spawn..
I started laughing here.
and its enemy's spawn.. For example.. he uses "spirits" as attacks.. and the only way to gather spirit is from his team/enemy's broodlings and etc... Altho I have no idea what mechanic i should use.. some spells should be like:
- Turning enemy spawns into spirits that he can use
- Turning enemy spawns into critters?
- Making his team's spawns around him evolve into the next one (So like broodling -> Zling.. Zealot -> Hydra)
etc. . . .
Too vague. I wouldn't add classes you haven't completely planned out yet. I would especially make sure spawns are better balanced out before basing an entire CLASS around them.
[*] Fortress
- A Floating Command Center... with LOADS of HP.. (~8000)
- Again.. no attack.. must use his spells
- Planning so that whenever it creates a scv.. it turns into a wraith turret that shoots for a limited time...
- Spells can only enhance its movements/speed/attack? like the following:
- Shields -> Observers which will need to be killed to make the CC uninvincible (Kinda like astrogears)
- Walker of some sort which spawns under it.. the CC shall follow it (again kinda like astrogears.. oh noes I'm copying :C)
etc. . .
- I Dislike this idea because this is a building.. all my triggers fail with this unit :S... I either have to change alot of things or just make spells ineffective against this hero
Could always use Reaver and give the Mech a new L4.
This class will REALLY suck for anything that can't attack air if you keep the CC.
And if that wasn't enough, the Observer spell will make it practically invincible at night.
So there u have it.. :C I need some help with the last 2.. or if u have an entirely better idea.. go ahead and tell me =)
To be honest, adding 4 classes is doing way too much. I just want to see small updates and better balancing. The balancing only gets more complicated with all these new classes put into the mix.