Quote from Sacrieur
The characters are all balanced and the gameplay is pretty fast paced. Making mountains out of molehills, this bunch is.
Quote from Azrael
No, I don't think even the most die-hard fans would agree with that.
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I'm fairly sure you have little to no experience actually playing this, so I'm not sure why you'd gloss over the multitude of legitimate concerns people are discussing and make a vague statement that doesn't really pertain to the map or the current development at all.
Quote from Sacrieur
Not at all, I've extensively played ts2.
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When I brought up balance issues with individual match-ups the answer was a resounding, "It's a team game, deal with it." I insisted that there should only be soft counters but the hardcore TS crowd said they wanted to preserve the original gameplay (Mech vs. Medic). Now they're complaining about hard counters? I am having trouble understanding this line of flip-flopping.
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There are some good ideas to improve gameplay, but it's not like the game is broken in its current state (mutant l3 is bit ridiculous, but the game isn't falling apart at the seams because everyone is picking mutant).
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There are plenty of utility spells. Mutant l1 and l4 (doesn't deal direct damage), Warrior l1 and l4, Assault's vanilla l1, l2, and l4, LM's l3, and there are plenty more. Also, most l0s are utility only.
If you're reading this Azreal, you will be happy to know that you are right about him having limited experience, as assault's l4 has been switched with l3 for a while. Credibility down the drain. Inventions of interesting and new L0's seem to have been more focused on than core spell-sets for heroes.
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Quote from Sacrieur
I'm not saying there shouldn't be more utility. There definitely needs to be in order to add depth to the game, but the idea that almost every spell deals damage is plain wrong.
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I'm pretty sure the only l0 that actually deals damage is Dark Mage's spell.
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And even for spells that deal damage, you'll find that most have utility purposes as well as a side effect or deal only minor damage, with the main effect being utility (warrior's l2, assault's vortex)
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I believe items that are bought with minerals can add utility and solve the hard countering problem (like an AA missile). It's up to you guys whether or not you decide to implement this, since it shies away from core TS, but it would be nothing but beneficial to gameplay.
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I've suggested spell changes in the past that would have created more utility/synergy. But those were rejected, which is fine. Really it only added my own flavor to the game (hard counters are part of the game, deal with it sort of thing). That's fine really, I'm not trying to push anything on the developers if it's merely my opinion how things should be.
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I don't really know why you're bashing the strength of ts1 summy though. He really was a force to be reckoned with and a pure terror. Sure you can go reaver but that's not an instant win without sufficient backup. With summy it rarely ever was where he was stick with everyone else in exp. Either you had mech or some other strong anti-summy character or an extremely skilled player who could deal with him and keep him underfed or he was overfed and a death sentence to most characters. Except you know, warrior, lm, or mutant who could snap summy back so hard it'll leave the player's head spinning. But 1v1 summy had the upperhand with someone who could do multipronged attacks. Once the other guy is on the defensive the game is yours.
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You know with mutant's l4 he can also sit on the temple and guard pretty ruthlessly. I enjoy these little synergies. Teamwork is and should be rewarded. This IS the impression that I get from both the devs and the community. It seems silly to attack it. I do hope you also realize that Medic's l4 to consistently heal l4 Mutant is going to cost massive amounts of mana. It's no different than volt staying in l4 form for extended periods of time, although perhaps worse because of the required teamwork component.
Medics l4 is HP regen for a period of time, not a one time deal. A medic with 600 mana can use L4 indiscriminately. Volt L4 is time based, not hp based. I'm not bashing the synergy of units, I'm criticizing the inconsistency of gameplay between TS1 and TS2. The current players who play TS2 have their heads up their asses, they aren't knowledgeable.
@Luzz
You aren't in this alone, don't assume full responsibility for creating heroes and spells. This isn't a dictatorship it's a democracy. No one wants new heroes, they want better heroes.
Multiple people have provided input, including myself... We have offered to help re-organize the game. Adding more to an already flawed hero pool/game won't help fix the situation.
It's not up to what you want, it's up to what the community needs. The current hero pool is flawed, denial won't help change that, and neither will backroom deals.
I am also not sure what the big deal about not letting others see the map. Can't this be done without granting access to make changes? People want to learn why the game is what it is now and how to approach fixing it.
None.