so i herd this wuz worth reeding?
Firebat:
I still like the det-pack idea for L1, especially given that building kills are becoming more valuable in new versions. (Drops a bomb that goes off in 30 seconds if not touched by an enemy hero. A nearby building is set to 100% shields, 10% HP, kills spawns, stuns Heroes for 8 seconds or so.) This, again, helps it set up its L4.
The det pack idea is good for the Lv3, NOT the lv1. I also like the idea of it weakening an enemy building, but not as much as %10.
Medic:
- L2 - Rally. Gives nearby allies +50 mana AND turns nearby medics into invincible marines (18+1) for 10 seconds or so.
- L3 - Increased duration disable. Should set energy of nearby units to 0, too, as well as stunning them for 3 seconds or so.
L4 - Heal medic to 100%. Heal nearby allies to level + 5 civs (20-30%).
Goal: Make it less L4 reliant by making its L1/L2/L3 much more useful and making the character more well rounded. Also, reduce the ridiculous effectiveness of L4. If possible, it would be nice if the Medic could shoot his own medics. (If this doesn't give killscore.) This means you would not force self-allying.
I never thought I could agree with so much you said here. Still, you went waaay overboard when you said that it should also stun, no way should it stun. One thing I'm not sure about is whether the rines should be invinc.
Also, I think the self-allying trigger is just stupid. You don't gain killscore by killing your own units, we should just remove it.
Assassin:
- No changes, he's very balanced if used well. The only thing I'd suggest would be a longer charge up on the L1, as I have said for a while. With the increased killscore for buildings in newer versions, he will have more diverse paths to choose from, with likely more emphasis on L3 in future games. It wouldn't surprise me to see a build develop that focuses on sniping a warp gate, if the game develops as I'd like to see.
I don't like the increased building killscore idea, although I have always said Warp Gate killing should give benefits. Make the Lv1 even longer? That's ridiculous.
Warrior:- 5200 HP.
- 150 Shields.
L1 still sets to 10%, still. L4 still sets to 100%.
Goal: This makes L1/L4, currently both underused, much more viable but reduces how ridiculous of a tank it is right now.I'm not sure if I hate this or not... I guess if I don't know that I guess I don't?
@moose: Don't touch his Lv3. If you do anything just make sure it kills summons.
Volt:
- I'm not good enough at this class to make suggestions about it. It seems pretty balanced, to me.
Well I don't think it should neutral all summons/spawns with Lv3.
Light Mage:
L2 - Turns the LM into a Scout (Shuttle? Whichever is faster.) for 4-5 seconds, allowing him to essentially teleport. He can still cast other spells while in midair, however, casting another spell should end the teleport. (A late-game LM flying in, casting L4, then flying away for only 170 mana would be ridiculously broken.) It needs to be reasonably hard to kill the flier, maybe 150/150, but killing it should end the teleport where it dies and stun the LM (a la Earth Demon) for a few seconds. This might need a 4-5 second cooldown. Potentially this could give it full energy, too?
L3 - 4 Reaver burst. Same as current L2, but with increased damage. 150+10, maybe?
L4 - Two options:
--------- 1.) Turn the LM into an invincible Reaver for 30 seconds or so and cast current L3 (Dragoons/Wall of Light). (Cannot teleport while in Reaver form)
--------- 2.) Cast 4-Reaver burst, then when those are removed cast Wall of Light. (Allows for some L3/L4 trickery.)
Goal: Give the LM options other than sitting just outside of its cannons and team splashing with L2/Storm. The new L2 would do this almost entirely by itself. Also, the LM would have pretty obvious split upgrades that would make it
All of this is just plain shit. You will have destroyed his 1 of 2 downsides. He's supposed to be slow and difficult to maneuver around. It's so bad I'm just going to give my own ideas because everything you just said should just be dismissed.
First of all, just having split upgrades does give it versatility. We just need to give more of an incentive to also level the ground attack. Make the Lv3 spawn 1 goon that can be helpful by itself, but when you cast lv3 again it explodes and wall of light is
CASTED at it. His lv4 should be the mech's OLD lv4.
Mutant:
- I think the mutant is diverse and balanced. I do however think that late-game L3 spamcasting can be slightly ridiculous. Perhaps lower the base damage on Lurkers so that keeping up with armor upgrades is more possible. Create even more of them for +2 damage, if it's necessary.
Beat my to it. When people say it's rigged and we tell them to get armor, it still isn't enough but I still like the idea of armor being its counter. It really should have the damage cut in half, and lurkers doubled.
Archer:
Increase damage to +6, lower HP by 200-300. It's an Archer, after all.
alright
L1 - Lower damage to 20+2. Let's be honest, these are kind of broken as they are right now. They deal 216+24 damage for a L1 spell, plus splash nearby enemies with a third of that.
no. Archer was still defeated a lot with +4 mutas, so nerfing it to +2 is not reasonable.
L2 - Archer's Companion: Less Life, slightly less damage (300 hp, 24+4?). Definitely needs a maximum, I just don't know what.
Yay! New summoner! Oh wait it's an ARCHER! Let's not do that. How about instead of a bunch of peons, how about just 1 strong and capable companion? Like whenever you use lv1, he spawns 1 muta as well over him.
L3 - Guardian that attacks 4-5 times. 100+10?
At first glance I thought you meant a group of gaurds, and had a wall of flame ready to post (I hope I'm correct). This still is kinda dumb because you will only be hitting cannons 4-5 times like this. I think it should be something like your stats, but only 1 shot. The core of archer play is player killing by tagging along side of them while they run back to base while spamming lv1. When the Lv3 adds to this experience, then you will have players moving beyond lv1.
Goal: No one uses the archer's camps. With increased score for razings, they will be even less productive. Making the Companion route a viable one and giving options other than L1 muta spam will definitely make this character more fun and more balanced.
I say scrap the Archer camp shit, and give the player solid companion and strong-lone-archer options.
Summoner:
L1 - Current, max of 6 zerglings.
L2 - Broodlings which have +6 damage. Max of 3. (Think on it, with 20 upgrades they are doing more than 125 damage per hit.)
L3 - Current L3. Simplified, though. Eat 6 low level or 1 ultra for Half HP. Eat 2 ultras for full HP.
L4 - Current ultralisk. Max of 2.
Goal: Make something besides going L1+Upgrades viable. I have not seen Infested Terrans do something useful in a game... Ever.
I would never touch this summoner with a ten foot pole. You want to add depth to him by just giving him another melee zerg summon? REALLY? This broodling idea takes the cake for your worst idea ever faz-. The fact is that even with just Lv1's the summoner is micro-intensive, fun, unique, and successful. Your solution to diversity is to take away the most popular build, when what you should be doing is giving the player better reasons and options to break away from the standard build.
Now for better summoner ideas from an actual summoner: Make the lv2 only create bombs for lings around the defiler, and make 2 for every 1 ling. Do away with the spawning pool. At Lv2 give the summoner a computer ling(somewhere obscured) with speed researched, and at lv3 give do the same thing with attack speed. Ofcourse it would still have some kind of Lv2/3 spells. Ultra is really only useful against bat, so that's bad. The summoners lv4 should be something that helps all his spawned units in some way, like constant 100% hp for 10 seconds. Just something global.
Dark Mage:
This character is balanced in the M versions, though it's definitely not even close to newb friendly. Obviously the L4 needs to change with the summoner change or it would be too powerful. I think that it should be a 1-hitter. Create 8 broodlings (drones? zerglings?) around any "cursed" hero. If there are none, create 8 around the DM. If people want to keep this spell similar to how it is now, lower the duration and make them zerglings. I'd like to see the L2 duration lowered and the L3 effectiveness increased, however. I also would like to see Feedback dropped to 60 mana.
Well thank god then that the broodling idea is terrible. 60 mana feedback is good.
Mech:
- Give the Mech Player a Machine Shop... Charon Boosters: 20. Vulture Speed: 80. Siege Mode: 40.
nonononono. Do the samething I outlined for summoner, this should be seemless. Keep vulture a lv2, but only when he gets lv3 does it gain speed. If you are going to make anything only cost 20, why not just make it researched to begin with. 20 is nothing.
Special Ops (Marine):
L1 - Single Cast Yamato Cannon. Explosive damage means it does 130 to most units, 195 to some, and 260 to Large Units/Buildings. Should DEFINITELY be killable, I'd say maybe 120 HP. (This is not upgradable.)
Other spells are hopefully balanced now, I haven't gotten much of a chance to play with them.
Goal: Reduce the current L1/L2 overlap of detection+scouting. This is probably the change that I'm least sure on, but I think the comsat is foolish and needs to go. Another possibility would be moving the snipe back to L2, the vessel to L1, and finding a suitable L3.
dumdumdumdum. I say spec ops gets his mines back for both lv1 and lv4. Disable mine capping by always killing all mines on beacons. Mines have 10 hp, but spawn with only 30%hp when placed via Lv1, and they are full hp when placed via Lv4. Do w/e with his lv2 because I really never liked that scv.
Phantom: and Psion/Physicist:
Add us!? The characters can be balanced, I think. Combining Protoss Air with the Dragoon Hero would be cool, the whole aura thing is pretty dull. To me, the Earth Demon is just too different of a hero to fit in Temple Siege.
I'd rather he didn't.
Everything not commented on is either too stupid to consider, or too obvious not to agree with.