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- Jul 3, 2010
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- 536
Back when this project wasn't even hosted I brought up the question of balancing the Naga race.
The main reason for this is that the Naga (in my opinion) is just half a race and because when we will get to the Night Elf X campaigns last map and then Human X's fifth and sixth map, the obvious solution will be to allow the first player to control Night Elves/Blood Elves and the other player to control the Naga.
Because giving the first player a complete race like the Night Elves or a very weak race like the High Elves and giving the other the Naga is just insane, I propose we start brainstorming to fix the issues with the Naga race.
Please note that this thread was not approved by TheSpoon, what we come up with here might or might not get into the project.
Main issues with the Naga:
The main reason for this is that the Naga (in my opinion) is just half a race and because when we will get to the Night Elf X campaigns last map and then Human X's fifth and sixth map, the obvious solution will be to allow the first player to control Night Elves/Blood Elves and the other player to control the Naga.
Because giving the first player a complete race like the Night Elves or a very weak race like the High Elves and giving the other the Naga is just insane, I propose we start brainstorming to fix the issues with the Naga race.
Please note that this thread was not approved by TheSpoon, what we come up with here might or might not get into the project.
Main issues with the Naga:
- They do not have to construct a Keep or Castle to enable additional units and upgrades.
- They do not have to build any tech structure, they can research their weapon/armor upgrades in their Town Hall.
- They have one attack and armor upgrade for all units. All other races have two-two.
- They lack a drop-off point for harvested lumber.
- They can produce attack units from their Town Hall.
- They have instant access to Naga Myrmidon, a melee unit as powerful as an Abomination.
- Their Farm (Coral Bed) gives 15 food. Too much for their Farmish cost. (Which only grants 6.)
- They have only one caster unit.
- Two upgrades for Temple of Tides. (I will label them Temple of Tides II and Temple of Tides III for now.)
- Temple of Tides II requires a Spawning Grounds.
- Temple of Tides III requires a Altar of Depths.
- Temple of Tides no longer researches attack and armor upgrades.
- Temple of Tides no longer produces Mur'gul Reaver.
- Coral Bed now only grants 6 or 8 or 10 food and its cost is increased/decreased to fit this.
- Spawning Grounds no longer produces Myrmidon.
- Spawning Grounds now produces Mur'gul Reaver.
- A new tech building for researching attack and armor upgrades will be added. This building will also serve as a drop-off point for harvested lumber.
- Temple of Azshara now requires Temple of Tides II or higher.
- A new 'Mur'gul Caster' (Possible names: Mur'gul Shadowcaster, Mur'gul Snarecaster, etc.) unit with appropriate caster upgrades and three abilities will be added to Temple of Azshara.
- A new building will be added. (I will call it Myrmidon Trainer for now.)
- Myrmidon Trainer trains Myrmidons. (This is like the Tauren Totem for Orcs.)
- Myrmidon Trainer can research Ensnare and Hardened Skin. (Ensnare binds a unit to the ground, while Hardened Skin reduces the negative effects of spells and renders the Myrmidon immune to certain spells like Charm or Possession.
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