deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,246
There are many tutorials and guides on how to make a proper melee map.
Not many emphasize the importance of neutral buildings and units regarding melee gameplay balance. However, we've seen in many ladder maps that many of the game's neutral features are either rarely used or not at all.
I want the community to suggest adjustments so ladder can become less limited and funner.
Issue#1 - Dragon Roosts:
I don't remember the last time I've seen one in ladder. It's a problematic building because of the tenth level dragon which can be bought from it is magic immune, has splash damage, Devour, chaos attack type, heavy armour, flies and attacks both air and ground units even though it is somewhat expensive and requires 8 food.
From the top of my head we could either:
-have it removed leaving the other two lesser dragons for use
-make it one time; whoever buys it has an advantage until the dragon is killed (might create balance problems)
-leave it with its cooldown but when bought it acts as a summoned unit in that it is temporary and not permanent although still requiring the 8 food until it disappears
Of course, roosts should maybe be placed where they aren't easily reachable (high ground requiring Zeppelins or flying units to get there), they should be guarded by antiair capable units, preferable other dragons, maybe even magic immune units. Maybe, the big dragon should only be hired by a hero personally (presence required).
The cooldown for the weaker dragons should be regulated accordingly too just in case.
Issue#2 - Mercenary Camps:
Reading mafe's guide it has come to my attention that there is something quite wrong with many mercenary camps and that is the reason why we don't see most of them in ladder. Every camp has 4 neutral units to be hired. They have to be mixed accordingly so no combos like Slow+Purge would exist in the same merc camp. Cooldowns and costs should also be tweaked so no player will benefit of slowing spells early on when armies are small and the only real defense/escape from a combo like Frost Arrows/Frost Nova+Slow+/-Ensnare. would probably be the Town Portal Scroll.
Please read the part of the guide I'm referring too so I would not plagiarize it here.
Issue#3 - Shipyards:
These buildings are also rarely if not at all seen (especially in 1v1) melee ladder. If the issue is the Transport Ship's life, armour and sail speed, then they can be adjusted.
The building's utility would be furthered by the combat ships (Frigates and Battleships). The only problem is which ones should races buy? Maybe, there could be a way for the ships to appear as the night elven ones for the night elf player who buys them, orcish for the orc player and so on. These ships should have a decent cooldown (with a limited stock of 1 like the usual mercenaries?), price and of course they should occupy food slots.
SaveHighKing suggested the transport ships to take damage if they are not repaired and attached a test map: Making Neutral Melee Assets Viable for Ladder+Others
Naga mercenaries could be an idea for maps with boats.
Issue#4 - Fountains:
Fountains are controversial, especially the ones for healing. Calibrating the restoration values would make them quite viable in ladder.
They should either regenerate a fixed value so units with higher hit points won't regenerate faster. Of course, they should always be protected and placed somewhere every player can access in the same amount of time. If we tone the regeneration down, we could even include the Fountain of Power in which restores both mana and health.
Maybe, to avoid the Blademaster and other invisible units benefiting without the camp creatures being eliminated first, the fountains could have true vision (detection of invisible units).
@Nudl9 gave me an idea (post) that fountains could either have a cooldown period for regeneration (an AoE spell that would need to be clicked) and/or it should cost to use this ability.
Issue#5 - Certain Neutral Hostile Units in Camps:
Undead only neutral hostile camps are not good for undead players because they can't use the Rod of Necromancy as the creatures leave no corpses. The workaround is for critters to exist nearby.
But how do we balance units like revenants/skeletal orcs with Death Coil and treants/mutant murlocs with Disease Cloud? These spells only affect the living and surely the undead will have an easier time on looting camps with such creatures.
Removing these neutral hostiles from melee means removing content. However, I guess, there are some sort of compensations as there are more revenant and murloc types but probably not at the same level/visual aspect as those mentioned earlier.
Issue#6 - Random Neutral Buildings/Creeps:
I'm not sure how much these options are used but regarding buildings, well, rarely if at all. I don't think this should be considered a problem and be excluded from ladder matches. It's actually a fun way of playing as the random option won't be a cause of imbalance if properly thought out, especially when we have the Marketplace in normal games (and it in some way generates "random" items).
Issue#7 - Campaign Units and Items:
These aren't used since they turn maps to non-melee (in the editor). However, what bad would say, neutral hostile towers do or some naga units here and there in hostile camps? About heroes, it could possibly be done but there might be issues to solve regarding experience given by them as neutral hostile units.
When it comes to items, some are very powerful or have selling value issues. They could potentially be used with care. Say, if a hero is killed, they would drop off them or there would be enough of these items on the map to make it balanced. Of course, items like Tiny Great Hall shouldn't be used as neutral hostile loot.
Maybe, we should see some Goblin Mines from time to time, possibly with a Gem of True Seeing on the same map.
Runes, especially of Rebirth are a neat addition to the gameplay when placed adequately and so could gold coins and lumber bundles.
Also, the Crystal Ball should be changed as it's permanent and makes Far Sight useless. I think it should only be cast once like charged wands (e.g. neutralization, lightning shield etc.).
Issue#8 - Custom Doodad (+Imports):
I see no reason why this should not be allowed in melee ladder as it does not break the balance of the game. It's understandable that it's more of a legal problem on the imported material's copyright but there should be a way for some resources to be proven lawfully, e.g. the resources come form a trusted site like Hiveworkshop (I'm definitely not referring to a microtransaction system like skins for StarCraft II; not saying official stuff would be bad but we have so many free artists out there; maybe hire them).
If imports still could be so much of a problem as not to include them in ladder, then at least the allowance of custom made doodads with the game's own resources should be accepted.
I want you to contribute making melee ladder funner and less restrictive.
Link to the post with the attachment of an edited melee map considering things from this discussion:
Making Neutral Melee Assets Viable for Ladder+Others
Not many emphasize the importance of neutral buildings and units regarding melee gameplay balance. However, we've seen in many ladder maps that many of the game's neutral features are either rarely used or not at all.
I want the community to suggest adjustments so ladder can become less limited and funner.
Issue#1 - Dragon Roosts:
I don't remember the last time I've seen one in ladder. It's a problematic building because of the tenth level dragon which can be bought from it is magic immune, has splash damage, Devour, chaos attack type, heavy armour, flies and attacks both air and ground units even though it is somewhat expensive and requires 8 food.
From the top of my head we could either:
-have it removed leaving the other two lesser dragons for use
-make it one time; whoever buys it has an advantage until the dragon is killed (might create balance problems)
-leave it with its cooldown but when bought it acts as a summoned unit in that it is temporary and not permanent although still requiring the 8 food until it disappears
Of course, roosts should maybe be placed where they aren't easily reachable (high ground requiring Zeppelins or flying units to get there), they should be guarded by antiair capable units, preferable other dragons, maybe even magic immune units. Maybe, the big dragon should only be hired by a hero personally (presence required).
The cooldown for the weaker dragons should be regulated accordingly too just in case.
Issue#2 - Mercenary Camps:
Reading mafe's guide it has come to my attention that there is something quite wrong with many mercenary camps and that is the reason why we don't see most of them in ladder. Every camp has 4 neutral units to be hired. They have to be mixed accordingly so no combos like Slow+Purge would exist in the same merc camp. Cooldowns and costs should also be tweaked so no player will benefit of slowing spells early on when armies are small and the only real defense/escape from a combo like Frost Arrows/Frost Nova+Slow+/-Ensnare. would probably be the Town Portal Scroll.
Please read the part of the guide I'm referring too so I would not plagiarize it here.
Issue#3 - Shipyards:
These buildings are also rarely if not at all seen (especially in 1v1) melee ladder. If the issue is the Transport Ship's life, armour and sail speed, then they can be adjusted.
The building's utility would be furthered by the combat ships (Frigates and Battleships). The only problem is which ones should races buy? Maybe, there could be a way for the ships to appear as the night elven ones for the night elf player who buys them, orcish for the orc player and so on. These ships should have a decent cooldown (with a limited stock of 1 like the usual mercenaries?), price and of course they should occupy food slots.
SaveHighKing suggested the transport ships to take damage if they are not repaired and attached a test map: Making Neutral Melee Assets Viable for Ladder+Others
Naga mercenaries could be an idea for maps with boats.
Issue#4 - Fountains:
Fountains are controversial, especially the ones for healing. Calibrating the restoration values would make them quite viable in ladder.
They should either regenerate a fixed value so units with higher hit points won't regenerate faster. Of course, they should always be protected and placed somewhere every player can access in the same amount of time. If we tone the regeneration down, we could even include the Fountain of Power in which restores both mana and health.
Maybe, to avoid the Blademaster and other invisible units benefiting without the camp creatures being eliminated first, the fountains could have true vision (detection of invisible units).
@Nudl9 gave me an idea (post) that fountains could either have a cooldown period for regeneration (an AoE spell that would need to be clicked) and/or it should cost to use this ability.
Issue#5 - Certain Neutral Hostile Units in Camps:
Undead only neutral hostile camps are not good for undead players because they can't use the Rod of Necromancy as the creatures leave no corpses. The workaround is for critters to exist nearby.
But how do we balance units like revenants/skeletal orcs with Death Coil and treants/mutant murlocs with Disease Cloud? These spells only affect the living and surely the undead will have an easier time on looting camps with such creatures.
Removing these neutral hostiles from melee means removing content. However, I guess, there are some sort of compensations as there are more revenant and murloc types but probably not at the same level/visual aspect as those mentioned earlier.
Issue#6 - Random Neutral Buildings/Creeps:
I'm not sure how much these options are used but regarding buildings, well, rarely if at all. I don't think this should be considered a problem and be excluded from ladder matches. It's actually a fun way of playing as the random option won't be a cause of imbalance if properly thought out, especially when we have the Marketplace in normal games (and it in some way generates "random" items).
Issue#7 - Campaign Units and Items:
These aren't used since they turn maps to non-melee (in the editor). However, what bad would say, neutral hostile towers do or some naga units here and there in hostile camps? About heroes, it could possibly be done but there might be issues to solve regarding experience given by them as neutral hostile units.
When it comes to items, some are very powerful or have selling value issues. They could potentially be used with care. Say, if a hero is killed, they would drop off them or there would be enough of these items on the map to make it balanced. Of course, items like Tiny Great Hall shouldn't be used as neutral hostile loot.
Maybe, we should see some Goblin Mines from time to time, possibly with a Gem of True Seeing on the same map.
Runes, especially of Rebirth are a neat addition to the gameplay when placed adequately and so could gold coins and lumber bundles.
Also, the Crystal Ball should be changed as it's permanent and makes Far Sight useless. I think it should only be cast once like charged wands (e.g. neutralization, lightning shield etc.).
Issue#8 - Custom Doodad (+Imports):
I see no reason why this should not be allowed in melee ladder as it does not break the balance of the game. It's understandable that it's more of a legal problem on the imported material's copyright but there should be a way for some resources to be proven lawfully, e.g. the resources come form a trusted site like Hiveworkshop (I'm definitely not referring to a microtransaction system like skins for StarCraft II; not saying official stuff would be bad but we have so many free artists out there; maybe hire them).
If imports still could be so much of a problem as not to include them in ladder, then at least the allowance of custom made doodads with the game's own resources should be accepted.
I want you to contribute making melee ladder funner and less restrictive.
Link to the post with the attachment of an edited melee map considering things from this discussion:
Making Neutral Melee Assets Viable for Ladder+Others
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