Quote from luzz
We are trying to keep most of the spells similar to TS1. I don't know where you heard we were making every single ability different, and most of the spells made are still nearly replicants of the original. With the sc2 editor however, we can do solo much more than just spawning a scourge that explodes after 5 seconds, or lays down mines. We can make abilities seem more like abilities that are on the hero, and not some detached ability that just spawns units.
All in all, we aren't changing that much... Just some of the abilities because making them the exact same would be a very weird idea considering how powerful this editor is.
Volts l1 does the exact same thing, just knocks them back half a foot and deals damage, unlike it's TS1 counterpart. Not much change here, it still stuns, and is terrible for chasing down enemies.
Volt l2 now requires more skill to capture an enemy, and an upgrade allows for capturing multiple units. This is opposite of the original where you just built a unit. We are trying to add micro to the abilities because we aren't using the building anymore, which means less micro in general, so we are making up for that with more skillful abilities with high skillcaps...
We are following TS1, unless the editor allows us to do something else, or the spell isnt possible in sc2 due to pathing (mutant l2). But most of te mechanics in the spell are the same.
I'm not very good at typing stuff up, but I hope you understood me
All in all, we aren't changing that much... Just some of the abilities because making them the exact same would be a very weird idea considering how powerful this editor is.
Volts l1 does the exact same thing, just knocks them back half a foot and deals damage, unlike it's TS1 counterpart. Not much change here, it still stuns, and is terrible for chasing down enemies.
Volt l2 now requires more skill to capture an enemy, and an upgrade allows for capturing multiple units. This is opposite of the original where you just built a unit. We are trying to add micro to the abilities because we aren't using the building anymore, which means less micro in general, so we are making up for that with more skillful abilities with high skillcaps...
We are following TS1, unless the editor allows us to do something else, or the spell isnt possible in sc2 due to pathing (mutant l2). But most of te mechanics in the spell are the same.
I'm not very good at typing stuff up, but I hope you understood me
Luzz you misunderstand what I am saying.
I never argued with volt's abilities, I think they are excellent.
I am not asking to keep the gateways to cast spells or anything like that.
My best example is to keep heros in the class they belong:
Damage
-is it melee? spell? straight dps?
-if it's dps then do it's other spells complement him? would adding a stun make players not choose a unit designed for stuns? would he be OP?
Support
-healer? buffer? (think of dark mage l2/l3 from TS1)
Stunners
-how long? whats the method? (compare volt stun to assaults grenade stun)
Combining classes makes no sense, why would we want every hero to be able to 'superman' the game?
Stick with 3v3... 5v5 soo hard to balance as this is NOT LoL and there is no jungle/carry/tank/etc...
Also a question.. When do you think assimilators will be implemented? And how so will they be implemented?
None.