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Murlocky

07-06-2006, 03:38 AM#1
Deathlust
I haven't actually played him, but from what I hear is he is quite underpowered.

Murlocs are usually associated with primitive structural technology and excel in defensive mechanisms and water properties in most people's minds. Unfortunately, the water elemental has taken the concept of excelling in water locations, so I decided to try and suggest to make the Murloc an excellent structure unit.

First of all, I would like to present to you RDZ's Murloc Bunker as a thing you might want to invest a small dose of filesize into. (It has a rather low filesize and poly count)

You can find it here.

Now then... onto the skills that I think would be suitable.

Build Bunker - Being an excellent artisan, the Murloc can construct a powerful defensive bunker which he can fling rocks from while he is inside. The bunker provides the Murloc an extra shelter from which he can absorb a decent amount of damage, while still fight back.

Geyser Trap - The Murloc can rig a trap within the ground that takes up no space since it is set beneath the surface. When a naga steps over the trap, it is hurled into the air as scalding hot water explodes from the surface and sends the Naga back 300 units in the direction it came from. This can affect more than one naga and deals decent damage.

Engineering Mastery - The Murloc has become so adept at building structures that he can build structures X% faster and they have Y% more hit points. Passive ability

This new build allows the Murloc to be a much more structure-themed unit and gives him a great amount of defensive potential, especially since he can repel the Naga back with his Geyser traps enabling him the potential to really annoy them. Geyser Traps balance are totally up to Kara.

Any comments?
07-06-2006, 04:40 AM#2
Mystic Prophet
We allready have a revamped murloc. the nightstalker, and he kicks ass. insanely powerful at night and has the daywalk skill to help him get by during the day when hes a bit weaker.

as for the ideas as a standalone for a fish.

Bunker: even when you're holing up in a tower base you need mobility for when it's finally broken into. once that bunker gets destroyed, you're a dead fishy. Doesn't promote a very good strategy for the fish.

Geyser: looks like it could be fun but it shouldnt do much if any damage as mines allready fill that niche.

Engineering mastery: this might be a bit overedpowered, currently you need to invest time and money into upgrades to get improve hitpoints. and improved build time would make invis towers a pain.
07-06-2006, 07:15 AM#3
Pheonix-IV
Well ovbiously you'd bail out of the bunker before the Naga reached it.

And abilities that work alongside with items are a good thing, not a bad thing.
07-07-2006, 08:58 AM#4
tannish2
a few comments.... if u never played the map why the hell are u making suggestions for improvment?
07-07-2006, 10:45 AM#5
Pheonix-IV
He hasn't played Murloc not the map. Read.
07-07-2006, 02:27 PM#6
Karawasa
Geyser idea could be an interesting item. Would have to replace one item in the Fish shop though for it. What gets the axe?
07-07-2006, 05:26 PM#7
Deathlust
Mines maybe? They both act somewhat similar on casting. I'm pretty sure it'd be kind've stupid to have mines and the geysers.
07-07-2006, 05:44 PM#8
Mystic Prophet
not really, They'd both have difference purposes. the geysers would push the naga back and delay them while the mines would damage them.
07-10-2006, 04:06 AM#9
Pheonix-IV
Negative Ions maybe, 100 mana burn really isn't enough to make it worth buying.

Or you could give the shop some form of "Morph" button which allows it to switch to a second lot of items.
07-18-2006, 01:41 AM#10
Karawasa
Ya Negative Ions isn't that useful. Geyser bombs could be interesting...