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Feedback for Version 3.50

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Jul 8, 2005
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Hi there,

I can see that you are working on version 5.00, so this feedback might be a bit out of date, but I'll give it anyways.

For the Imperial Guard, the Bone'ead unit (upgraded Ogryn) has a special ability that gives it, according to the tooltip, +20% damage against bosses. It's denoted with the "Bash" icon (the on for the Mountain King, in regular Ladder games).

I've noticed that the Bone'ead seems to actually Bash and stun bosses. This doesn't seem to happen against normal units, but I have seen bosses get permastunned by Bone'eads.

I know that the Imperial Guard is a relatively stun-heavy race, but the Bone'ead is already both extremely cheap (it costs 7 for the Guardsman, 10 for the Stormtrooper Upgrade, 65 for Ogryn, 80 for Bone'ead, totallying only 162), and can Bloodlust a large portion of your army; giving it the ability to singlehandedly stunlock bosses may be a bit much.

My suggestion would be to remove the +20% damage against bosses entirely--the Bone'ead's Bloodlust alone makes it a worthwhile investment, at least in 3.50.


Thanks again for a great map.
 
Level 21
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Jan 5, 2005
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3,515
yeh u dont really need to worry about many bugs, if youve seen the work ralle and mastif have been putting into the new and improved 5.0 then youre gunna be excited. however i have noticed the perma stun from the bone eads even in 5.0 when i played with ralle.
 
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GST_Nemisis";p="5739 said:
yeh u dont really need to worry about many bugs, if youve seen the work ralle and mastif have been putting into the new and improved 5.0 then youre gunna be excited. however i have noticed the perma stun from the bone eads even in 5.0 when i played with ralle.

Well, I'd love to see the work Ralle and Mastif have been putting into version 5.0...
 
Level 2
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Jun 15, 2005
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well if everything that stuns bosses is a bug, then the tau firewarriors and chaos noise marines are the cheapest units in the game for that, cause they can perma stun everything from normal units to Bosses/Burning Cows seperately but together they are unstopable
 
Level 5
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Well if you aren't supposed to stun them normally, how on earth are races like orc going to deal with late game? Mazing only helps to a point and their only slow is the warboss...

Have you guys considered putting the mad dok in the TD and give him some ability to boost towers? Some kind of skill that isn't like the daemon prince's, deceiver's, tech priest's.
 
Level 5
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I'm not sure how he works in tabletop either, but in Dawn of War he has a healing aura and an ability that makes a group of orks invulnerable for a short duration called fightin' juice.

I'll edit this post when I find out what he does on TT.
 
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Im pretty sure the tech priest doesn't make units attack faster in table top, so why don't you just transform the ability? It doesn't HAVE to make them invincible, it can do something else, like a super short duration bloodlust (just an example). Instead of the healing aura you could make an aura that (just example) slows the creeps.
 
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