Okay, this will probably be my final list of things that need to be improved on in Temple Siege. A lot of them are probably going to look funny, but if you look at my original balance suggestions 90% of them have been implemented by now, so I might have an idea what I'm talking about.
I'm going to give a lot of main issues that I see, for the most part these are the last things left in terms of class balance.
Assault: I think that to be an enjoyable character this needs to be able to set up it's nuke for hitting the temple. Not easily, but it needs to be possible. Right now he can only set up nukes with nukes, which really doesn't lend to "Assault" play. This makes the character kind of boring to play. I also feel that its L3 needs to be activated through a morph, so it can be done manually, not on a timer. Other than that, I can't say much as to the balance of this character seeing how frequently it is changing.
Medic: L4 is way too powerful, L3 is way too weak. I gave my suggestion on this issue somewhere in the last 10-20 posts. There are many possibilities for making the L3 more powerful, but making the L4 heal based on the level ups of a character +20-30% seems obvious.
Assassin: It's still the case that only poor players die by accident with this character. It's very easy for anyone with half-decent timing to escape. The way most people play this character is L2 night spams, which is interesting but somewhat disappointing. I think that if their was a bonus for killing structures this character would be one of the ones that gained
Warrior: I think that the warrior has far too much life. Now that every other character has been lowered, the Warrior is almost impossible to kill in the hands of a safe player. One thing that I think a lot of players don't realize is that the amount of life on a character doesn't affect how often you die, it affects how often you have to heal and thus how adventurous you can be. While the Warrior should definitely be among the highest of these, I think it's foolish to have it with such a significant advantage over all of the other players in the early game. A few HP upgrades off the start and it literally doubles other classes' HP values. This makes it a powerhouse, even for newbs, as it just soaks up damage. I would suggest lowering this to 5200 or so.
Volt: The L2 is controversial but I think that it's been pretty well balanced in this version. Not overly powerful or game ending, but strong enough.
Light Mage: L2 reavers are too powerful until teamkilling is fixed. That change will remedy the situation with the LM being godly.
Mutant: You rarely see L4 nowadays, because melee Mutants tend to not even bother with L3, so it's 6 (plus mana) civilians, which is a lot lategame. I'm not sure if that's a problem, it's definitely still an option for characters.
Archer: Still muta-spam heavy like hell. L2 needs 2 drones. I still think Companions->L2 and adding a Guardian-based L3 would be a good choice.
Summoner: I am still partial to my idea of giving Broodlings +8 damage or so, and making a cap of 3 of them as the L2. Make the cap on Zerglings 6. Leave the L3, make it more simple, and people will start to use it more frequently. The broodlings would increase the micro required by the summoner a ton, keeping the same upgrades. This wouldn't affect the spawns.
Dark Mage: The L4 kind of sucks, now that Unholy revealed that it only spawns 8 broodlings if you just stand still. However, giving the summoner the L2 broodlings such a big bonus would obviously transfer to the DM's Broodlings too. That means that it should be changed to ALWAYS spawn 8 broodlings. (If there are no enemies around, it should just summon them on the DM). This way newbs aren't so vulnerable.
Mech: The vulture is overpowered. I think your L2/L3 swap might be the best choice in order to fix this problem.
Special Ops: Can't really be judged, too many changes right now. I like what we've talked about and think that there's a lot of potential solutions.
General- I dislike the "big" bonuses when you get far up in leveling something. Heals become by 6%, for example, and mana becomes +50. I would like to see this balanced, it rewards people who focus on doing one thing, such as LM L2 Reavers or Zealot HP.
- Teamkilling needs to be fixed. It's ridiculous how much the game is affected by this.
None.