Well cause I've time and energy now.
desert mirages.
Good job on fixing T8. Modes works somehow which is great. But random teams are not so great as I stated yesterday in game with Argos. Also some clans bugs out (grey?) and don't get ally cause some adressing issue (someome told me he is allied to player 8 but it don't work, 8 is the number of grey which didn't get ally too). IMO currently Pact of Blood + Call of War is just the worst composition cause you can die even before getting your hero, if you are unlucky. Maybe reverse it to 4vs4 instead of 2vs2vs2vs2? Or just fix teams like this: Red+Blue, Teal+Green, Orange+Purple, Grey+Yellow.
Map design also must change somehow. There shouldn't be 2 neutral bases between yellow and purple cause it makes it impossible to without getting damaged by neutrals, additionaly it makes interacting between yellow and purple too difficult and forces them too much on fighting their natural battlefront. For the same reason 1 of those bases should be moved between grey and yellow to seperate them little more. I think that neutral base placement should favour yellow in regard of getting boneyard and maintaining it. At the south, area between Green and warchief Kargath control point could be wider to enable easier movement as well better passability.
Regarding control point's placement:
- Crossroads should be moved further south so it would be more contested between Mountain and Direfury clans, (which should balance grey cause atm he has little too great start with one of the best defendable bases + 2 easy to take and maintain additional control points,
- I'm not completely happy with Seamerum CP, cause it is most of the time secluded from the rest of the world, blocked from 1 side by Direfury base, and on other by Neutral base,
Regarding bases:
- some clans have it better, some have it worse. I'm happy with Red and blue balance for reference cause while red has more cp nearby, he has 2 exits, while blue has only 1 exit but only 1 cp near base,
- Green lacks moat. The fact that you can travel that water on foot makes it the worst base for defending, cause enemy can just bypass your wall and towers,
- Purple has not so great base but with skullcrusher catapult addition I think it becomec managable. Still I'm thinking whether changing position of his entrance would favour Skullcrush clan. Cause now it leads straight into orange base. But with changing it, we basically hand Old Road CP to orange,
- Some people were complaining that Abandoned Plain CP is non defendable as orange. I disagree with this statement as I'm pretty sure you can move there with your "militia" troops from base,
- Yellow is kind of lacking in base department. Maybe if we gave him some addition like for purple he would be better. It doesn't have to be defence bonus. It can as well be offensive capability which would make out for his not so great defences. For example maybe ability to use transport ship to travel around?
- Bloodbane, Stormhowl, Direfury, Dreadfire bases are ok for me,
Regarding 9th Clan:
- As we are deciding on 9 players map, we must decide where do we squeze additional clan. I vote for old pink position for new clan cause the area between orange and red is kind of empty. But then Grey Pass Neutral base should be moved somehow,
- Simple solution for new clan idea - scrap old Warlock from teal as well as Undefeated with Deceiver from Orange to make, a Demon cult clan (maybe name them Dreadfire),
- Orange would get 2 new heroes (necromancy, death theme) as well as new name,
- clan focus should differ from orange,
- Demonic units for this clan, lack of Golk units,
- Event with opening Demon Portal,
Regarding our non finished talk about Heroes - Heroes which concept doesn't work as intented, or hereos need boost:
- Warlord (Red Blade Path Hero) - with removal of Human Bastions, the need for good chokepoint defence breakers plummeted. And even in this task Warlord isn't so great. His aura is great, makes that small difference in melee engangment. Out for Blood is cheap and kind of works in synergy by addind that extra armor. But as I pointed out in game, it is all for naught if enemy just targets instantly other unit, so I think that this ability should get taunting effect to make it more viable. Ultimate ability took me long time to work out what it is good for. With limited amount of units, this isn't exactly late game battle changer ability, so it should be used with only few but elite units, am I right? So most likely Warlord + Moving Fortresses (if they can be linked) is the best option you can have. It kind of increases hero survibality against hero sniping. So far not so bad, but last ability I'll touch is kind of out of place. War Stomp? It deals light dmg + stuns. But why would I want to melee stun around my hero, if he can have better armor, thorns aura and shares pain with rest of troops? It is kind of counter productive. If in this ability slot, Warlord had for example shockwave he would be so much better. Or maybe gave him so battle cry which taunts enemies while also aoe heal around hero. Warlord would work then so much better.
- Berserker (Blue Blade Path) - on paper he sounds great. But in reality with no items outside of human's supplies - not so great. The problem with him is that 2 of his abilities have visible flaws which I supposse are there to support his ultimate ability usage. But even with abilities maxed out this hero just don't do what he was intented to do. Which is making aoe frontline damage. Massacre working with every 5th kill means that in most fights it will be used 3 times max (if your hero isn't sniped at start of the fight) and needing extra micromanagment to actually deal deathblow with hero. Vicious Slashes kind of make enemies easier to kill but it don't chain combo well with massacre. Ulti is fine but it don't change general effectivnes of Berserker. He will be tougher to kill, but at the same time he won't kill faster when most of units will have around 50% dmg reduction. In effect Berserk lacks presence on the battlefield. My idea is to swap his massacre with Reaver Clash ability. Clash having % chance on every attack would synergise with attack speed bonus, while Massacre would be almost as good as Clash on Reaver cause he can hit harder on ultimate ability.
- Untamed (Green Blade Path) - overall he is great until he unlocks his ultimate. Make it castable on heroes, and he will be really great in eliminating other heroes, because I think it is kind of waste to cast ulti on normal units to just get corpse for healing (which will be knocked back...),
- Shaman (Green Wisdom Path) - he is just weird. If I'm getting it right he should be all about being support to army. For starters his basic heal should not be canceled by getting damaged. As it is heal over time (max 500hp over 30s) it isn't as strong as for example Paladin's Holy Light and with beinb easily cancelled it is almost unusable in battle. Then we move on the Wisdom ability which is IMO strongest cause it can replenish that precious mana on other casters for spells. Nature's Blessing I would change to just flat regeneration bonus (1,2,3,4 or 2/4/6/8) withouth any restrictions. Mass Entangle is out of place, as it doesn't work so great with usual composition for healer heavy armer (I tend to couple them with durable melee units which works wonders). Wouldn't it be better to change Mass Entangle for Tranquility, and Rejunevation for Entangle? This way we could have some offensive option on this hero earlier on, and get more healing presence in large battles.
- Trapper (Yellow Shadow Path) - my favourite hero which needs some kind of buff to stand up to rest of yellow's heroes. I really like her hidden skill synergy. ATM this is just to much bother to make her as usefull as rest of heroes though. Set Trap can deal great amount of damage in succession with Throw Nets but... It's range is poor (oh how much times did my Hero just circled around enemies to move in range to cast it while being slaughtered) and it can deal friendly fire (oh how much times did it blown in my hero face). If casting range would be increased then most of problems would be gone. No complaint about Chase and Throw Nets. Her ulti though while being really fun when you pull it off, is kind of too limited and I feel that without abusing her ultimate to get more stats, she can't compare to other heroes on the same level of experience. Maybe add neutral base demi-Heroes to list of targets which yields statistic bonuses? I rlly would love to see some kind of event for her (bounty list) for those demi heroes which would give her stats bonuses before level 6 though.
That are major heroes which in my opinions deserve some rework or boost. I'm not sure about Green Beastmaster (how those summons scale late game) as well as purple Seeker (If that Teleport on ultimate is game changer). The rest of heros are ok for me. Maybe not perfectly balanced atm, but they do what they were intented to do.
I can't promise anything right now.Yoh! Nice essay! I like your determination.
Could I call upon you for a review, at some point in the feature?
Good job +Rep
But spears and cleaving doesn't connect. Direfury starts with 450hp grunts cause this clan doesn't specialize in melee.brunner said:Nuul Goreblade - Leader of Spears
I would say this hero should get some kind of item like a artifact spear that has been passed down through the clan to each leader of the spears. Also I noticed direfury grunts start with 450 health and maybe one of thr perks for this path could be your grunts get +30 health but lose there poison ability. Since they use Spears maybe get cleave or a small bleeding effect
Maybe keep current Hunter hero?Gram the Wild - Slayer of Wyverns
Well this hero should be ranged idk if you was going bow or spear with him. But I know this path your grunts would keep the poison on them. You would get a elite ranged unit called a Wyvern hunter who also has poison or maybe crit. And for this paths final unit maybe a Wyvern rider or just tamed wyvern.
Why like every path must contain grunts change aspect xD? I'm against that policy. Also while thinking about desert Direfury clan I'm thinking more about sand dunes that healing totems. That is why this hero in my haed would use some wind based abilities like sandstorm (aoe dmg), wind shield aura (reduces ranged dmg) or Wind Acceleration (like current Chase on Defiler). Ultimate could be either some aoe long duration slow or something connected toGarakha - The Grandmother
I was thinking since this path is more like a magic based path the grunts would lose there poison and the direfury would erect a totem that gave all there units 0.3 life regeneration. Then they would get new magic units.
desert mirages.
I would see them more in Mountain Clan.Earthcaller=Shamans who spent time out in the abyssal desert and mastered the art of the earth. Maybe summon a earth/sand elemental
That one is definetely Mountain clan.Spirit callers=Shamans trained by grandmother herself they common with the dead of the clan. Maybe bring fourth spirits to help out the clan or attack there
Good job on fixing T8. Modes works somehow which is great. But random teams are not so great as I stated yesterday in game with Argos. Also some clans bugs out (grey?) and don't get ally cause some adressing issue (someome told me he is allied to player 8 but it don't work, 8 is the number of grey which didn't get ally too). IMO currently Pact of Blood + Call of War is just the worst composition cause you can die even before getting your hero, if you are unlucky. Maybe reverse it to 4vs4 instead of 2vs2vs2vs2? Or just fix teams like this: Red+Blue, Teal+Green, Orange+Purple, Grey+Yellow.
Map design also must change somehow. There shouldn't be 2 neutral bases between yellow and purple cause it makes it impossible to without getting damaged by neutrals, additionaly it makes interacting between yellow and purple too difficult and forces them too much on fighting their natural battlefront. For the same reason 1 of those bases should be moved between grey and yellow to seperate them little more. I think that neutral base placement should favour yellow in regard of getting boneyard and maintaining it. At the south, area between Green and warchief Kargath control point could be wider to enable easier movement as well better passability.
Regarding control point's placement:
- Crossroads should be moved further south so it would be more contested between Mountain and Direfury clans, (which should balance grey cause atm he has little too great start with one of the best defendable bases + 2 easy to take and maintain additional control points,
- I'm not completely happy with Seamerum CP, cause it is most of the time secluded from the rest of the world, blocked from 1 side by Direfury base, and on other by Neutral base,
Regarding bases:
- some clans have it better, some have it worse. I'm happy with Red and blue balance for reference cause while red has more cp nearby, he has 2 exits, while blue has only 1 exit but only 1 cp near base,
- Green lacks moat. The fact that you can travel that water on foot makes it the worst base for defending, cause enemy can just bypass your wall and towers,
- Purple has not so great base but with skullcrusher catapult addition I think it becomec managable. Still I'm thinking whether changing position of his entrance would favour Skullcrush clan. Cause now it leads straight into orange base. But with changing it, we basically hand Old Road CP to orange,
- Some people were complaining that Abandoned Plain CP is non defendable as orange. I disagree with this statement as I'm pretty sure you can move there with your "militia" troops from base,
- Yellow is kind of lacking in base department. Maybe if we gave him some addition like for purple he would be better. It doesn't have to be defence bonus. It can as well be offensive capability which would make out for his not so great defences. For example maybe ability to use transport ship to travel around?
- Bloodbane, Stormhowl, Direfury, Dreadfire bases are ok for me,
Regarding 9th Clan:
- As we are deciding on 9 players map, we must decide where do we squeze additional clan. I vote for old pink position for new clan cause the area between orange and red is kind of empty. But then Grey Pass Neutral base should be moved somehow,
- Simple solution for new clan idea - scrap old Warlock from teal as well as Undefeated with Deceiver from Orange to make, a Demon cult clan (maybe name them Dreadfire),
- Orange would get 2 new heroes (necromancy, death theme) as well as new name,
- clan focus should differ from orange,
- Demonic units for this clan, lack of Golk units,
- Event with opening Demon Portal,
Regarding our non finished talk about Heroes - Heroes which concept doesn't work as intented, or hereos need boost:
- Warlord (Red Blade Path Hero) - with removal of Human Bastions, the need for good chokepoint defence breakers plummeted. And even in this task Warlord isn't so great. His aura is great, makes that small difference in melee engangment. Out for Blood is cheap and kind of works in synergy by addind that extra armor. But as I pointed out in game, it is all for naught if enemy just targets instantly other unit, so I think that this ability should get taunting effect to make it more viable. Ultimate ability took me long time to work out what it is good for. With limited amount of units, this isn't exactly late game battle changer ability, so it should be used with only few but elite units, am I right? So most likely Warlord + Moving Fortresses (if they can be linked) is the best option you can have. It kind of increases hero survibality against hero sniping. So far not so bad, but last ability I'll touch is kind of out of place. War Stomp? It deals light dmg + stuns. But why would I want to melee stun around my hero, if he can have better armor, thorns aura and shares pain with rest of troops? It is kind of counter productive. If in this ability slot, Warlord had for example shockwave he would be so much better. Or maybe gave him so battle cry which taunts enemies while also aoe heal around hero. Warlord would work then so much better.
- Berserker (Blue Blade Path) - on paper he sounds great. But in reality with no items outside of human's supplies - not so great. The problem with him is that 2 of his abilities have visible flaws which I supposse are there to support his ultimate ability usage. But even with abilities maxed out this hero just don't do what he was intented to do. Which is making aoe frontline damage. Massacre working with every 5th kill means that in most fights it will be used 3 times max (if your hero isn't sniped at start of the fight) and needing extra micromanagment to actually deal deathblow with hero. Vicious Slashes kind of make enemies easier to kill but it don't chain combo well with massacre. Ulti is fine but it don't change general effectivnes of Berserker. He will be tougher to kill, but at the same time he won't kill faster when most of units will have around 50% dmg reduction. In effect Berserk lacks presence on the battlefield. My idea is to swap his massacre with Reaver Clash ability. Clash having % chance on every attack would synergise with attack speed bonus, while Massacre would be almost as good as Clash on Reaver cause he can hit harder on ultimate ability.
- Untamed (Green Blade Path) - overall he is great until he unlocks his ultimate. Make it castable on heroes, and he will be really great in eliminating other heroes, because I think it is kind of waste to cast ulti on normal units to just get corpse for healing (which will be knocked back...),
- Shaman (Green Wisdom Path) - he is just weird. If I'm getting it right he should be all about being support to army. For starters his basic heal should not be canceled by getting damaged. As it is heal over time (max 500hp over 30s) it isn't as strong as for example Paladin's Holy Light and with beinb easily cancelled it is almost unusable in battle. Then we move on the Wisdom ability which is IMO strongest cause it can replenish that precious mana on other casters for spells. Nature's Blessing I would change to just flat regeneration bonus (1,2,3,4 or 2/4/6/8) withouth any restrictions. Mass Entangle is out of place, as it doesn't work so great with usual composition for healer heavy armer (I tend to couple them with durable melee units which works wonders). Wouldn't it be better to change Mass Entangle for Tranquility, and Rejunevation for Entangle? This way we could have some offensive option on this hero earlier on, and get more healing presence in large battles.
- Trapper (Yellow Shadow Path) - my favourite hero which needs some kind of buff to stand up to rest of yellow's heroes. I really like her hidden skill synergy. ATM this is just to much bother to make her as usefull as rest of heroes though. Set Trap can deal great amount of damage in succession with Throw Nets but... It's range is poor (oh how much times did my Hero just circled around enemies to move in range to cast it while being slaughtered) and it can deal friendly fire (oh how much times did it blown in my hero face). If casting range would be increased then most of problems would be gone. No complaint about Chase and Throw Nets. Her ulti though while being really fun when you pull it off, is kind of too limited and I feel that without abusing her ultimate to get more stats, she can't compare to other heroes on the same level of experience. Maybe add neutral base demi-Heroes to list of targets which yields statistic bonuses? I rlly would love to see some kind of event for her (bounty list) for those demi heroes which would give her stats bonuses before level 6 though.
That are major heroes which in my opinions deserve some rework or boost. I'm not sure about Green Beastmaster (how those summons scale late game) as well as purple Seeker (If that Teleport on ultimate is game changer). The rest of heros are ok for me. Maybe not perfectly balanced atm, but they do what they were intented to do.