-I'm thinking of adding more effects for DM and Medic's spells, making them more powerful to balance its difficulty of use... some suggestions for this'd be nice.
-I'm also thinking of changing summoner's L3 since it's barely used. I NEED help with this one ><".
I suggest for medic to make its L3 a channeling spell with around a 15 second cast. Allow it to give that 120 mana to itself, too, however, so it's useful even outside of a support role. I'd also suggest giving the Medic +5. Its slow movement speed and concussive damage type make it very poor against non-mages/mutant. All of the medic's spells are useful, but at this point it really is just a mage counter until you get L4, and the assault does that part better.
DM's L1 is balanced, in my opinion. It's L2 is somewhat useful, but because of how slow the DM is it's really hard to deal damage with it.
Its L3 is rarely worth the mana; if any spell is changed this would be the one. Perhaps make it a complete mana drain; set cursed target's vespene = 0. However, give it a very very small range and around a 2 second charge-up that can be seen. I think that would be better than the slow/mana drain curse, because I really never see that used.
Its L4 is very powerful if used right, but against splash classes you just feed. It's pretty balanced.
Summoner's L3:Teleport. Give it a cloaked wraith to pick a destination and allow a 10-12 second duration. At the end of it, the summoner is teleported to the new location. This will allow summoners to do more than sit inside the base, because they'll have a way to escape when engaged, if they are smart about mana usage. Another option would be to give the player a mutalisk and a Greater Spire and let the player morph to a guardian when he wants to teleport, or just teleport him when the 10-12 second timer elapses if he does not morph. This allows far more flexibility than a cloaked wraith, though it's slightly harder to trigger.
Basically this would make the summoner an offensive class too, rather than just being an EXP whore.
As for what classes I see chosen most:
1. Spec Ops --> Easy to play, little or no spell usage required. Mines make EXP and capturing easy. Can overpower almost anything with pure rate of fire/damage type.
Warrior ---> High damage, hard to die, most don't get more than L2. Either his HP or his damage should probably be cut. I'm in favor of HP--> ~5000.
Mech ---> Vulture destroys anything melee with an ounce of micro. In my opinion still overpowered due to versatility. Easy to escape, just change form.
Mutant ---> Lurker bombing is easy, but a lot of people like going L2 now too. Seems to be a balanced class.
Volt ---> All useful spells, mana whoring as it makes playing against it annoying as hell.
Summoner ---> Some people like it, some don't. Not much to say.
Archer ---> Explosive damage leaves people clueless if they don't know to muta spam. I'm back to rarely see anyone going L3 (due to the Companion nerf?).
LM ---> Easy to die, defensive role.
Assassin ---> I don't know, I like it a lot... =p
DM ---> Slow character, useless against Volt/Mech. Requires teamwork to use maelstrom well.
Medic ---> Boring to be support.
12. Assault ---> Hard to play well, but it's definitely balanced to me.
Finally: one small bug, on the first cast of my L1 as Assault my Corsair did not have enough energy for Disruption Web. Strange and annoying.
Thanks, look forward to feedback on my ideas.
Post has been edited 2 time(s), last time on Jan 9 2009, 2:24 am by FaZ-.
None.