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suggestions to improve the new race mod

02-17-2003, 12:31 PM#1
Guest
Hi Guys,

To begin with, great work for your mod. Thanks a lot for the fun.

But, some things seem weird to me.
I've got the 3.1 version of the mod and i tried each new race. The units are quite well balanced, though some tweaks may improve the game (i haven't played it with my friends yet, but when it happens i wil certainly have suggestions). Anyway, there are some problems with the heroes.
I think they don't look like heroes before reaching level 4, because lots of normal units do more damages. They've got spells? Well, some heroes are always short in mana (see the trolls). So it doesn't help very much.
I think putting the ultimate spell at level ten is awkward for two reasons :
- It's hard to bring several heroes to level ten, so it's hard to enjoy the ultimate power.
- Some of these powers aren't powerfull enough. Rain of fire for instance is an ability which can be used by an advanced Chaos unit.

I would like to add that :

- Mass teleport is the ultimate power of two troll heroes( at least in the unit description). Not very interesting.
- The elves have maybe too many units which can use entangling roots. That is to say, i like when units or heroes have special abilities on their own.
- The Lizardmen god unit is not as powerfull as the others.

I noticed several other issues i don't remember now. But what do you think of the previous commentaries?
02-17-2003, 02:01 PM#2
RightField
1 and 2. Yeah, for the 3.2 version there will be four heroes for each race and their ultimate will be more powerful.

3. It's just the description that is bugged, only one of them have mass teleport. And it's on the Lizard team, not trolls. In the 3.1 the Slann hero is the most powerfull one.

4. maybe, we'll see.

5. Oh yes he is. His strength is spells, not power. Anyway have you ever tried using his ultimate ability (strength of the odl ones) try it and you'll see what i mean. Anyway he also has many other abilities and he has a max mana of 1200. In my opinion he's the best one actually. Here's a hint: have several units guarding the slann king, then make him go into the enemies base and then use posion rain. See what happens after 30 seconds. ;)
02-17-2003, 04:49 PM#3
Guest
1.Ok, I tried to play the Lizardmen again and I understand easily that the Slann King is indeed a MONSTER. I was talking about an earlier version.

2.Now, his powers, except the 12 Poison (posion?) Elemental are a good example of really cool ultimate powers for level 6 heroes, I think.

3.By the way, these Elementals are quite a good idea, but maybe they last too long, and are a bit too resistant.

4.I have another suggestion about the Lizardmen : the scout ability of the new "moonwells" is cool, but they look like mana or health fountains, so maybe they could be urgraded to help regaining a little health or mana like the special building of the Chaos with Brilliance aura. The problem is : several fountains musn't cumulate this ability.
For instance : 5 fountains that give 5 points per second would be too efficient. It would be good they just give back one hit point per sec with an upgrade and one mana point per sec with another upgrade.
Well, that's just a feeling I had during my play with the Lizards (too few mana!).That may be an unfair advantage if the other races don't have such convinience.
But I remember that a Wood Elf hero has a good Brilliance aura;
Chaos have the special blue building. Trolls, well, I don't know.

5.The 3.2 version? I am impatient. When do you plan to release it?
03-07-2003, 11:18 AM#4
Dre
expect alot tweaking, balancing, fixing in 3.2. i'm doing my best on the unitdata to try to make everything perfect for 3.2