| 10-04-2006, 09:05 PM | #1 |
I figured I'd push all that old stuff aside and give my thoughts on what needs to be changed. As well as go over some of the old stuff again. Sea Dragon needs to be found when using tracer or crystal ball, if you do that, the exploit areas won't matter as much. Maybe we should still get rid of that throne though. Earth elemental should have his land speed changed to 75% evasion on land. No one really needs to run faster when they're inside a base, which is what most of the land spots with the exception of the left side of the map, are. The -Unstuck command needs to be listed both in the quests and in the pop up tips. Also the tips need to be updated, The aura horn still comes up as one. The temporal wizard needs to have domino effect check to see if he still has the buff, (remove the buff via triggers when the illusion dies) because there are ways to get the illusion not to appear, and it messes up the spell. REVEAL needs to be changed to increase in duration rather than decrease in cooldown, this would make it better against those pesky invis towers but not as good at being able to track fish for all eternity. I suggest the following. Level 1: Dur 5.0 CD 10 Level 2: Dur 7.5 CD 10 Level 3: Dur 10 CD 10 I think this would make reveal much more useful for what it's actually meant for and less of a limited maphack. Invisable Towers need to be weakened. I believe we decided on having the upgrades only give 50hp, so it's 100/150/200 hp respectively without any hp upgrades. I also think that they should all have the same vision as the invisable tower. It's easy enough to set up a sentry system with invis towers, doubling their vision when you upgrade them to sentries seems a bit much. ICE WALL or the crushers ultimate. I've talked about this skill with fellow clannies and I think I've come up with something a little more useful. Rather than a wall, the crusher could have a targetable aoe, (750 area maybe? should be a decent size) that makes an ice coating on the ground for the duration of the spell and slows down anything that passes through it. It should be larger than time stop to compensate for only slowing the fish and not stopping them completely. The Sea Giant's Maelstrom Aura reveals his location to fish he's chasing, not really much we can do about that, but I thought I'd point it out. makes it hard to spear fish with that aura on as well, because they keep moving. The two abilities dont syncronize very well. |
| 10-05-2006, 01:52 AM | #2 |
maelstrom aura should be replaced with cleave, its kinda imba totaly fucks up sentry nets or hidden bases, makes health auras absoluteley neccisary (maybe add in one of the items like boots or something has a non-combat heal over time, doesnt even need to be fast, and thats nmot just for this thats for lots of shit) make sure it dispells on com bat (ANY damage, and i think attacking 2) or increase aura range (or both) remove the tip about the flags, also ice wall sucks , MP is right sorry but u gotta make a decent sized change kar, the map isnt quite finished yet, but u could add a fix version and fix the big stuff, maybe give earth elemental a thing like DHs ult that that gives him an extra 50 HP or something, but only for like 10 seconds and dispells if he touches water (would improve his base fish ability) make the trees in his ring look like rocks if u keep the tree ring and add an immolation reducer maybe if u add evasion (turtle is a good abse fish because the ability to take 1 or 2 hits is gauranteed, a 75 percent evasion would be a bit whatsticalled but dwefinetly cloak resistance, make dragon get a small speed boost and get undermine everywhere, remove submerge, it sucks unless u make it uber imba |
| 10-05-2006, 02:56 AM | #3 |
I honestly don't think maelstrom aura is much of a problem to sentry nets. The hp degen is so low and the time spent in one spot so little that you won't need to be replacing the sentries very often. The only reason I would have for replacing maelstrom would be because of the fact that it reveals the sea giants location and messes up spear, which I don't think is worth the minor DOT. Honestly don't think we need a healing item, it's only practical use would be to repair sentries in a sentry net, having a single target heal at a base would be completely useless. We have healing auras for a reason. Ice wall... well I've allready said how that should be changed, as another part to the aoe slow effect though, it should only effect fish, unlike time stop which effects everyone but the caster. Um metamorphasis on earth elem? no. as for the tree ring, we allready have a ring of rocks, the sea giant uses it. being resistant to immolation? ya i suppose he should have the same properties the crab did. Sea Dragon. yes submerge is somewhat useless, I don't know if being able to use undermine everywhere would be overed or not though. as for speed boost. don't really think he needs one. especially if you make undermine all terrain. |
| 10-05-2006, 04:48 AM | #4 |
not JUST sentrys, hidden bases (any opf the middles ones that ur using as a hider base) are fucked, and reason i thot of it was cuz i make tower bases sometimes, and they a pain in the ass to rebuild just cuz the healing tower doesnt quite reach the one on the very end corner also burrowstrike should be instant, right now it is NOT instant, >< found out the hard way |
| 10-06-2006, 12:18 AM | #5 |
Yes, Ice wall needs a rework. Also, I think Maelstrom would be BETTER if it didn't pull, because like he said, you can't spear the fish. I agree, nerf invisible towers I would like to suggest removing collision for a short period of time whenever a unit is moved randomly on the map... That way, you have a few seconds (like 5) to get out of an area that you will be trapped in, without having to type -unstuck. |
| 10-06-2006, 12:25 AM | #6 |
I'm pretty sure I had that idea for the turtle port and other such random jumps. Wonder if I suggested it though. |
| 10-06-2006, 03:41 PM | #7 |
only like 20000 times |
| 10-06-2006, 10:12 PM | #8 |
Probably just never posted it in the forums so Kara forgot about it. |
| 10-09-2006, 12:26 AM | #9 |
The reveal rework is a bad idea... It isn't worth upgrading it for more duration... Thats too big of a nerf. I originally agreed, but when I step back and look at it, it's a bad idea. |
| 10-09-2006, 01:59 AM | #10 |
im with MP, cool buff is good area buff is good duration buff is BAD |
| 10-09-2006, 09:19 PM | #11 |
If you think cool and area buff is good, but duration buff is bad, then you are against MP's idea. |
| 10-10-2006, 02:47 AM | #12 |
Ugh, reveal is for killing INIVS TOWERS, not for tracking fish all the way across the map as if you were maphacking. As it is it sucks for killing invis towers and assaulting bases and its only good use is to track fish. (which is does WAY too well) it should be the other way around. |
| 10-10-2006, 08:14 AM | #13 |
Reveal's purpose is to let you rapidly scan small areas of the map to find entrenched enemy bases. |
| 10-11-2006, 01:08 AM | #14 |
ok im not getting words happy, i cant think recently (c my sig for the reason) |
| 10-11-2006, 03:59 AM | #15 |
eh, reveal is ok for bases. but tracers and crystal balls do that much better. It definitely shouldnt be able to follow a fish indefinitely. Sheesh why does everyone always shoot down my naga suggestions. They're usually more nerfs than buffs. and everyone knows I like naga more than fish. In this skill however I notice one area where it's way too powerful and another where it's lacking. I don't see why we shouldn't fix the balance. and having twice as long to attack invis towers and aim hooks/daggers is quite a big buff, plus the aoe still increases with level as usual. |
