Hey Flash
Great work so far, but still lots of work ahead of you
There were
some bugs the last time I played them, but they were minor ones, so I don't remember them
What I'm gonna do is just talk about things that I worry about strictly from my experience of that one playthrough, and general problems with Ts1.5 and above
What's going On with the Psion?- Okay, so I fucked up when I created this hero. The 1/2 or 3/4 dmg to small units was more detrimental to the hero than I thought it would be.
- The way that I tried to mitigate it was insubstantial (with the l1b being dragoon @ void), as I tried as hard as i could to keep the "Void" area control Gameplay in tact.
- I think we need to change the dragoon hero to have more offensively geared spells so that it can be used as a crutch for balancing.
- Right now, i think making its offensive spell = more dragoons is... Iffy. Maybe we can change it to zealots/dts or protoss air units (which aren't really used right now). I was thinking that, instead of L1 being JUSt the void, let it already start spawning zealots/dts like the way Warrior's L1b is like currently (except much weaker, obviously).
- In fact, I think it'd be interesting to try a reversal between Warrior's L1b and Psion's dragoons. Make it so that Warrior's l1b spawns Dragoons. When I was playing the warrior, I felt that it was unecessary to have both L2 and L1b be offensive melee attacks, with both costing the same amt of gas. If we made L1b dragoons, it'd give the warrior a change of pace. On the other hand, Zealot's dmg is more dependable than dragoons, and giving zealots to Psion's L1 will help its farming deficit greatly, allowing us to lower Psion's rather large amt of HP and attack (making it a hard counter to Mech).
- Psion's l2 can be gravity well, making it so that Enemy can't escape the middle of the void, allowing the zealots to attack the enemy.
EDIT: nvm about phantom's needle hook..
Temple's HP- Too much.. Yeah, your mutant took care of it quickly, but that's what Mutant's good at.. The Spawns, at the time of our demise, should've been able to kill the temple quicker.
(Btw, spawns are looking great. The only thing that's worrying me is the increased speed at which the spawns level up (2 day/night cycles instead of 3). It becomes quite oppressive quite quickly, and even as the warrior, I couldn't do much. But I think we should leave it as it is for now... I feel that it is very close to the sweet spot.. just not quite there
)
Warrior's L2- I thought it felt a lot weaker than it used to be.. it was a lot Shorter... One of it's primary advantage was that it can trap heroes... I made it so that DT's die one by one so that heroes won't get "trap-locked", unless they were really cloes to the warrior. This probly requires further testing.
Aesthetically Speaking..- Terrain and everything looks great. I noticed a lot of details like beacon colors and such.
- I think some spell warmup effects can be more controlled.. For example, Mutant's L2's and L4's warmup is too excessive. But this stuff is pretty minor, and it really depends on one's opinion.. so w/e.
EDIT: - Oh yeah, make sure it is visible that pressing the [esc] key = spell description!!!
So far, it's awesome. I've only played it once, but everything seems well polished.
Post has been edited 2 time(s), last time on May 12 2011, 8:29 pm by UnholyUrine.
None.