Thank you for all the feedback Decency, although I'd like to give some responses to the points you made.
- You need to be able to see what units your team has selected at the start of the game. This is key.
This has already been implemented, but I've made a few changes that should make this more noticable in the next version. When you are still selecting your unit it shows a dialog in the top two corners displaying what characters people have already selected. When you've already selected your unit, you can pretty much just look around you to see what your allies picked.
- Ranged units are too strong because they can just hammer everyone. Make it so that units which don't have the ball take less damage from attacks, to prevent this from being such a dramatic thing.
Ranged units actually have to pause between each attack to move, whereas melee units will move to attack again quickly after they have made an attack. I do agree that ranged units are slightly more powerful in terms of basic attacks than melee units, but I've hoped to balance around that. I like your idea of making it so that units that don't have the ball don't take as much damage from attacks, and I'll probably implement something like that soon.
- Units in general that just seem like they only autoattack (Thor, Immortal) are dumb for the game, I don't think many people would want to play those heroes. Defenders need to have offensive capabilities, too.
The Thor isn't made for auto-attacking by any means and is actually better suited as an offensive midfield player to kick the ball a good distance down the field with his "Power Shot" ability. That ability has a short loading time that allows opponents to actually move in front of the Thor to intercept the ball. The Thor's main attack also has a short delay before it initiates the first attack, which hampers his ability to kite down units.
The Immortal is basically a fighter, yes. He's meant to balance his damage reducing shield with his movement speed increasing ability, but after tweaking him and still seeing people never use the shield I think I'm going to redesign his playing style. He was actually one of the first units I built when I was still learning the new editor.
- It's very hard to receive passes because you can't tell when the ball will stop. It needs to gradually slow like a real ball does or at least change color to indicate how much inertia it has.
- I like the way that passes are skill-demanding, don't change that.
You can tell which direction it is going, and a smart passer will usually kick it as far from enemy units as he can. I plan on implementing some unit abilities (on existing units or new ones) that allow for "better" passes, like a homing pass.
The reason the ball moves quickly and stops rather suddenly is because when I initially tested the ball physics at slow speeds, some units were moving almost as fast as the ball moves. It seemed to make passing kind of pointless. And if the ball moved fast and stopped slowly to counter this, you could kick the ball practically across the entire arena.
- One thing that you could do to prevent the "max distance" complaints with kicking the ball is to implement separate keys for shooting and for passing. Passes go to where you click, shots go to max range. That way shots won't stop short of the goal. This is really something simple to avoid, though, I figured it out really quickly and don't have a problem with it, but a lot of people did.
I've seen other soccer maps in WCIII where separate buttons for shooting/passing just seemed to confuse players more.
- Shove should be more effective when used by big defensive units. It doesn't make sense that the best offensive heroes are equally good at stealing the ball.
Bigger units push units in a bigger radius, although the distance from the edge of the unit is about the same. The main thing is that they are harder to steal the ball from by pushing, but then again you can steal it from them by simply running over the ball.
Probe
Most imbalanced unit as far as I've seen so far. Graviton Beam ability is ridiculously powerful because it's an automatic steal on a very short cooldown. Offensively you can do this and then just shoot or pass right away, superbly powerful. My suggestion would be to make this target an area rather than a unit, so it's not a guaranteed steal. Just clicking the ball is very, very simple, and too rewarding. Possibly make it so you can't target the ball at all, then it might be balanced?
There are a couple of units that counter the Probe's beam, and players with quick reaction times and fast movement speeds can be in the Probe's face before he even has a chance to go anywhere with the ball. The main thing is to be mindful of the Probe's position and be ready to counter its steal. What I am thinking about doing is reducing the strength of the steal overall, but making it better when in range of a Pylon. That way, the Probe will have to use the ability more defensively (because you can't plant a Pylon on the opponent's side and have it stay there between rounds).
Stalker
Blink is ridiculous. Just knock the range down a bit, the Stalker's other ability is garbage so that's really all he has going for him, but Blink is still too strong as is, it gives tons of utility.
I may reduce its range, but if I do I'd also like to reduce the duration of the phase in debuff.
Reaper
This guy is good, his mines are essentially useless but the speed boost is all he needs. I'd like to see another ability but he'd probably be too good, then.
I've actually seen mines stun enemy units to prevent them from scoring a goal on a breakaway. The idea is that they can help the defense without the reaper actually being there.
Zergling
If people actually start "dribbling" his first skill will be much weaker, so that's something to consider. Other than that his second ability is meh, he doesn't need attack speed because his attack is very weak. He's still good though because he's so fast.
His first skill increases movement speed while holding the ball (passive) and his second skill increases movement speed while not holding the ball (casted). If you learn to combine them at the right moments then you'll see he's actually a rather strong player right now.
Post has been edited 1 time(s), last time on Jan 13 2011, 9:30 am by Chirus.
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