Hi guys. I’ve been neglecting Temple Siege for quite a while now, and I have to say, I’ll probably be neglecting even more of it. The reason being that I have full-time work and I’m taking a course tues – thurs every week… The only possible day in which I can do anything with the map is Saturday and Sunday.
Nevertheless, I have finally crystallized my thoughts and decided on what I will do for the final leg of v1.5 (it’s been so long I might as well call it v1.6
). In fact, I was planning to revamp all the heroes by adding a combo spell for each of them. But I decided against it in the end, because several heroes are intrinsically great with just these four spells (i.e. Assassin, Mutant). So I will only revamp a few heroes.. play them.. balance them.. and release the map.
DARK MAGEThe DM is not a popular hero due to the linearity and inflexibility of its spell, not to mention that most people literally depend on its L4 to win.
So the following spell changes will get the DM to use its strength more with the new summoning spell. I have also changed her L3’s focus into destroying spawns rather than irritating heroes (this can be swapped between L2 and L3, although I like L2’s focus on PvP)
L1 – Summon Dark Orb – same
L1 with DA out – Summon Disciples
– Destroys DA to create four Broodlings. Any spell effects like paralysis when the DA explodes is under consideration, possibilities include Teleporting + spawn broodlings, Drain mana + spawn broodlings, Stun + Spawn broodlings, or Kill Spawns + Spawn broodlings.
L2 – Curse of Weakness
– same, except Cursed Heroes’ summons will be stunned to p12 (DA and Phantoms will be killed)
L3 – Curse of Agony
– All p7/p8 Biological spawns (anything but battletank and goliath) will be stunned and set to 10-20% HP.
- Will only affect heroes for 15-20 seconds.
L4 – Curse of the Swarm
- Same except all enemy spawns near you will die and also become your broodlings.
Stats: The DM will probably be set to 4200-4500 HP and may suffer a decrease in damage up from 35+5 to 35+4 damage.
PSIONPsion has been very UnderPowered in terms of getting kills, so an semi-offensive spell has been thought up. I also wish to put in the old Banish idea… but that may result in the removal of Vortex.
L1 – Void – same
L1 – when Void is out – Void Rift
- Summons 1 immobile + invincible dragoon for 10 seconds. Whether the dragoon will be affected by spells is in consideration.
L2 – Negative Field – same
L3 – Either stay the same with Vortex or Switch to:
- Dimension Cleft – Removes spawns and Banishes players to an alternate dimension, disabling them and moving them out of play for 30 seconds.
L4 – same
*NOTE: Since all spells require the Void to use, the mechanics of the new alternate Spell 1 is currently not comboable with the other two spells…. So I am planning to make it so that the Void is still out when the spells are in play, will not stop/drain mana, and be removed at the end of the spells. This way, I’ll make it possible to use L1 and then L2 or L3. But NOT L2 or L3 then L1… or L2 then L3.
Engineer and AssaultEngineer will get max 2 sci-ves, and may have its HP back up to 4800 HP, so it will act as a good Defensive Hero. It’s damage will be 24+4
Assault’s L1 will be getting a 1.5 sensor time requirement (needs to be above an enemy for 1.5 seconds to blow) and spawns 3 wraiths that shoots once.
It’s HP and attack will either be 4000, 11+3, or 4500, 16+2… I’m leaning towards the first one. I have also been thinking about the FlashBang spell, but will probably settle for what it is right now.
Also, it will not be able to spawn max 2 ghosts, which cannot cloak, doing 50+7 damage (due to phantom).
Summoner and ArcherWith the new changes w/the spawn leader, the summoner is heavily underpowered early game. And for the archer, not enough people think its L3 is a good enough spell to use.
What I’m gonna do is make it so that when you have zero summons out in the arena, you have the ability to summon 2-3 of the zlings/companions. A cooldown will be implemented for this effect. For example, if you have 0 zlings out in the arena, and you haven’t summoned anything for 15-30 seconds, you will spawn 2-3 zlings instead of one. Same goes for the companions.
With this, the summoner’s zling cap will be brought back to 9, and the summoner’s stats (which I have changed recently) will return back to normal (except Consume will require 0 E)
Things/Ideas from Moose and Things to Fix. These are the things that I will fix in the next version…
- P12 Aldaris are now removed. (L1 + leave game = WALL OF LIGHT!)
- Removed L1 energy abuse bug. (Note: This ended up as "spawn with 60-something energy" somehow. Fix next version.)
- You can now level up while disabled.
- Death messages for disabled players are no longer delayed.
- Disable is now removed upon death.
- Charge of Courage (L3) now destroys player summons of the other team.
- P12 Scourge resulting from Volt's L1 in combination with other spells are now removed.
- P12 Science Vessels are now removed.
- Fix Mutant becoming Earth Demon at elimination
And of course, new terrain by MNeox and xYoshix .. which still have a few problems currently
*whips xYoshix*
None.