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- Apr 24, 2012
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I love my old project so much that I made 4 pastebins with a timeframe of ~ a month just for it. xD
One thing i did like about the sc2 flyers is that some can shoot whilst strafing sideways but thats completely another story.
How did you add a Poll to an existing Thread?
You haven't enabled Local Files?
I was with you until Crypt Lord (and to a lesser extent, the Mountain King).Paladin's fundamental problem is lack of killing power compared to other 3. It doesnt matter for the opponent if a hero is running around invulnerable aslong the only thing he can do is throwing around weak burst heals and (generally) being a zero threat.
As for Far Seer's, well Chain Lightning is awesome, however with TFT came a shitton of magic immune stuff into the game and ofcourse those are exactly the type of unit(All with above average HP pool for his role) youd like to see getting hit with the spell.
The whole point of Force of Nature is the tree requirement, otherwise you could use anything else like bears.
Crypt Lord is just an lacking implentation of an otherwise thought out solid idea.
He was supposed able to Burrow, in order to fulfill his brawler purpose properly since otherwise it has to rely on itemization ( HP and vamp potions) or external means (DK nearby with deathcoil) to heal up during combat besides creep regen (out of combat).
One of his audio lines say something along the lines of "taste the poison of nerub"(atleast on the german client), implying the strong poison passive was originally his.
Another line says "i devour the living and the dead", implying he had cannibalize at one point(however it may got scrapped in favor of burrow regen, which then again didnt get implemented due to .. whatevs...)
Another thing worth mentioning is the similarity between Impale skill and the way SC zerg Lurker attacks. It may have been used to be available during burrow only.
Whats currently in as spiked carapace may have been intended to be an more complicated passive: The spikes was to come out only when burrowed(suggested at his morph anims), however the +armor part would be active at all times.
Mountain King.. the true berserker. He works IF can get nearby things to hack and smash. However anyone with an functional brain will snare and gun him down on the way there before he can start getting shit done. For longst i thought about giving him an 'combat leap' initial skill to help him with bridging the gap between, i believe that way he can atleast kill something before dying instead just scratching on the armor of things.
Another impopular idea was to give an slight resistance (about 20% - 30% someth) against ranged only attacks to precisely help him with this survivability issue.
if there was forever instead the ... i could have agreed. Every hero needs to be able to stand ground on his own(scaling proportionally to his level), in order to remain functional entities. For the original intent was them to be troop-leader figures, in almost every strategy game that sported a party system(referring to titles like Homam,Disciples,AoW, hell even Dragonshard, okay Spellforce is an exception but technically you arent in a party there, i mean its not forced,oh...) the leader figure always is able to kick any basic troop's regular ass by default(pre gaining any level that is).No Hero should be able to survive solely on their own... That is to say, I believe each Hero has definite strengths & weaknesses, and that those (especially weaknesses) are intentional so as to encourage partnership & support.
Kyrbi0 said:Anyway, saying "The Crypt Lord is great, except he can't heal himself"... I would argue that's kinda the point. He can sit & tank damage, but eventually must be healed, necessitating teamwork
You could replace Thunderclap with a jump that berserks on landing.
aple said:As for the Mountain King, would replacing one of his abilities with a Jump ability be too much? I wouldn't quite know which one to replace but, that sounds like a way to help him out. Or maybe some kind of Berserk ability (Like the Troll Berserker's ability).
But what if I just replaced Holy Shield with another spell?
Ideas for spells to replace it could be:
A knockback spell.
A damage or AoE damage spell.
A stun or slow spell.
That "Lack of Killing Power" for the Paladin can be more then made up for by having an AoE Heal ability, keeping more then 1 unit alive using it could EXTREMELY turn battles. It's AoE range could scale up with levels too.
Eagle XI said:He has a ranged stun, an self-use aoe stun, passive chance to stun and an berserk button as ultimate. His skillset goes "stun-stun-stun" minus the ultimate. That said berserk is covered at the ultimate thus you can discard adding another of same purpose and tweak that a lil bit instead.
As for the leap, well replace any of those micro-stun's and you break the way he functions. Maybe he could gain an 'dash' innate that hurls him towards when engaging the target. (see. SC2 protoss zealots skill)
Eagle XI said:Nothing in the game has knockback at the moment and i dont really see how it could be of use to him. You probably thought would help with keeping him alive via throwing back the melee attackers, however mostly its the ranged dps that melts an hero with melee units used to keep the victim in control.
Besides i dont find it that hilarious inside an RTS.
In order to add him a stun you'd need to substract one from the stun-machine. (MK that is) Thats because no other faction ingame sports an hero with that many disables, thus to add another one upon that would be truely overkill.
Slow purpose could be added over an Judgement/Exorcism spell however would overlap with another faction's hero's (Warden's) skillset. (since you will probably have to base it on shadowstrike)
Maybe an self-aoe 'pillar of light' type spell that slows nearby hostiles for some seconds on use would function.
Think ive figured out something for Holy Light: What if on each use heals a lesser amount on himself too ? And when used on an Undead to damage him would buff Paladin's dmg temporarily.
Footnote: Could give this minor dmg buff to that 'pillar' one above instead.