Quote from Sacrieur
Rating TS Heroes by Tiers
A trick from D&D, tiers fits certain classes into tiers to help gauge their power and put everything into perspective. And contrary to popular belief, the heroes are not balanced in the slightest. Just because a specific build can be countered or beaten by another does not make that build or hero balanced.
Tier 1: Tier 1 heroes are those who can perform well in almost all situations, and nearly invulnerable to all other builds. In addition, the various builds available to these heroes enable them a wide range of versatility and flexibility, and grants them an option in nearly every situation.
Mech
-Mech is a very powerful unit but it is not unstoppable. If you have Archer, then harass it early on. If you have splash units then make them train with Mech to prevent it from getting too strong. Use teamwork and gank Mech at night.
Tier 2: Tier 2 heroes can perform well in most situations with excellent versatility. They have powerful attacks and spells with only minor setbacks.
Archer
-Same thing as above.
Tier 3: At tier 3, heroes can be useful in most situations. They have good versatility and can shine in a few areas. They can easily be beaten or out-shined by tier 1, however, and are vulnerable to number of strategies or attacks.
Special Ops
Volt
-Volt is awesome. It farms great and it is a stunner and hero killer. It's L2 counters a lot of units and if you are up against Archer/Mech then get some HP and use teamwork. Its L3 is arguably the best stun in the game.
Warrior
-Warrior can stun, has great DPS, and is a tank. This is hardly a "Tier 3" hero.
Light Mage
Assassin
Mutant
-Mutant is actually a very powerful and versatile unit and is a great team player. Night vision is very useful for ganking and Mutant/Volt combo is super deadly because of their respective L2s. Its L3 is great for splash training and its L4 can get it out of sticky situations (e.g. running from stuns).
Tier 4: Anything here is vulnerable to most attacks, and only shine in a very limited capacity. They may be able to contribute a thing or two to a team, but can have a lot of difficulty taking on tier 1 or 2 units.
Alchemist
Assault
-This hero is a pure stunner and with a strong DPS hero like Mutant or LM you can demolish the other team.
Summoner[
-Summoner is an extremely powerful unit and unless you are up against something like Special Ops/Mech (and Archer a bit) then you should be able to power train at night, get a fast exp boost, and start ganking the other team and killing buildings.
Dark Mage
-While I personally do not like DM, this unit counters every organic unit in the game besides Assault and Medic. If the other team has a Classic Medic then try to feedback them when they spawn to get easy exp. If not then save up mael and double mael when they try to restore. Ensnare is also an incredibly useful spell.
Tier 5: These are one-trick ponies. Any other abilities they have are done better or more effectively by higher tiers. They are weak and can only perform one or two tasks well. This leaves them in a dreaded support capacity, unable to do much of anything on their own.
Medic
-Obviously this is pure support hero but if you are patient and get L4 then your team is pretty much unstoppable. The other team is pressured to either killing you or your team mates before 180exp because afterwards it becomes very difficult to win.
Magician
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Mage needs a new l1. A permanent observer would be excellent.
1) Special Ops l2 is a permanent detector.
2) Mage is too vulnerable to too many types of things (fast units, cloaked units, large units).
3) Mage l1 is underpowered.
4) Mage l1 is less effective than Mutant l1.
In all above cases a permanent observer would fix the problem.
-Terrible idea and LM's L1 does insane DPS and it can be combined with its L3; at late game L3 L1 kills every hero that are trapped inside. If you are getting tricked into L1ing other units needlessly and then getting killed during the cooldown then that is your fault. By having a perma observer it pretty much makes Assassin obsolete against it (and Assassin already has a hard time killing LM if you play it smart - cannon hug at night and use L2 to splash train). If you are overextending yourself with LM or not cannon hugging in the early stages of the game then you are playing the LM wrong.
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Mage l3, despite its uses, is more fitting of an illusionist's l1. Furthermore, summoner l1 is more powerful and far cheaper than Mage's l3. Putting this into the perspective of other l3s, it is far more than simply underpowered, it's actually at the bottom rung in terms of useful l3s in the entire game. He needs more spells that can combo better. His l2 is nice, but does not play the role of magician well. When one thinks of magician one thinks of dozens of magical tricks and abilities, some powerful, some flexible.
But imo, all heroes need to be reworked.
A trick from D&D, tiers fits certain classes into tiers to help gauge their power and put everything into perspective. And contrary to popular belief, the heroes are not balanced in the slightest. Just because a specific build can be countered or beaten by another does not make that build or hero balanced.
Tier 1: Tier 1 heroes are those who can perform well in almost all situations, and nearly invulnerable to all other builds. In addition, the various builds available to these heroes enable them a wide range of versatility and flexibility, and grants them an option in nearly every situation.
Mech
-Mech is a very powerful unit but it is not unstoppable. If you have Archer, then harass it early on. If you have splash units then make them train with Mech to prevent it from getting too strong. Use teamwork and gank Mech at night.
Tier 2: Tier 2 heroes can perform well in most situations with excellent versatility. They have powerful attacks and spells with only minor setbacks.
Archer
-Same thing as above.
Tier 3: At tier 3, heroes can be useful in most situations. They have good versatility and can shine in a few areas. They can easily be beaten or out-shined by tier 1, however, and are vulnerable to number of strategies or attacks.
Special Ops
Volt
-Volt is awesome. It farms great and it is a stunner and hero killer. It's L2 counters a lot of units and if you are up against Archer/Mech then get some HP and use teamwork. Its L3 is arguably the best stun in the game.
Warrior
-Warrior can stun, has great DPS, and is a tank. This is hardly a "Tier 3" hero.
Light Mage
Assassin
Mutant
-Mutant is actually a very powerful and versatile unit and is a great team player. Night vision is very useful for ganking and Mutant/Volt combo is super deadly because of their respective L2s. Its L3 is great for splash training and its L4 can get it out of sticky situations (e.g. running from stuns).
Tier 4: Anything here is vulnerable to most attacks, and only shine in a very limited capacity. They may be able to contribute a thing or two to a team, but can have a lot of difficulty taking on tier 1 or 2 units.
Alchemist
Assault
-This hero is a pure stunner and with a strong DPS hero like Mutant or LM you can demolish the other team.
Summoner[
-Summoner is an extremely powerful unit and unless you are up against something like Special Ops/Mech (and Archer a bit) then you should be able to power train at night, get a fast exp boost, and start ganking the other team and killing buildings.
Dark Mage
-While I personally do not like DM, this unit counters every organic unit in the game besides Assault and Medic. If the other team has a Classic Medic then try to feedback them when they spawn to get easy exp. If not then save up mael and double mael when they try to restore. Ensnare is also an incredibly useful spell.
Tier 5: These are one-trick ponies. Any other abilities they have are done better or more effectively by higher tiers. They are weak and can only perform one or two tasks well. This leaves them in a dreaded support capacity, unable to do much of anything on their own.
Medic
-Obviously this is pure support hero but if you are patient and get L4 then your team is pretty much unstoppable. The other team is pressured to either killing you or your team mates before 180exp because afterwards it becomes very difficult to win.
Magician
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Mage needs a new l1. A permanent observer would be excellent.
1) Special Ops l2 is a permanent detector.
2) Mage is too vulnerable to too many types of things (fast units, cloaked units, large units).
3) Mage l1 is underpowered.
4) Mage l1 is less effective than Mutant l1.
In all above cases a permanent observer would fix the problem.
-Terrible idea and LM's L1 does insane DPS and it can be combined with its L3; at late game L3 L1 kills every hero that are trapped inside. If you are getting tricked into L1ing other units needlessly and then getting killed during the cooldown then that is your fault. By having a perma observer it pretty much makes Assassin obsolete against it (and Assassin already has a hard time killing LM if you play it smart - cannon hug at night and use L2 to splash train). If you are overextending yourself with LM or not cannon hugging in the early stages of the game then you are playing the LM wrong.
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Mage l3, despite its uses, is more fitting of an illusionist's l1. Furthermore, summoner l1 is more powerful and far cheaper than Mage's l3. Putting this into the perspective of other l3s, it is far more than simply underpowered, it's actually at the bottom rung in terms of useful l3s in the entire game. He needs more spells that can combo better. His l2 is nice, but does not play the role of magician well. When one thinks of magician one thinks of dozens of magical tricks and abilities, some powerful, some flexible.
But imo, all heroes need to be reworked.
Post has been edited 4 time(s), last time on Aug 15 2011, 5:58 am by Loading.
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