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Junior Member
Join Date: Feb 2008
Posts: 20
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mores!
Orcish Horde
Dare I say it, I do, Orcs are, *pause* perfect. Critical Strike is fine, at its worst is a critical headshot, but, after all, you did get a headshot, and headshots are the cornerstone of skill and/or spray and prey, which Critical Strike compliments rather well. Critical Grenade is also fine, the red streak further warns victims, I think the damage should be increase because they don’t seem to be used much anymore (effectively). Equipment Reincarnation is also good, would also be nice to check current equipment vs. “saved” equipment so you don’t lose silencers. Chain Lightning is good, a little underpowered, but that just means less people abusing it. My favorite variation of this was on a wc3 server no long up (clan issues). How it worked was when you activated it, for the next 10 seconds every time you hit somebody you had a 35% chance to do the same amount of damage to the closest person within a certain radius (I forget the number, but it was small). This complimented the rest of the Orc’s abilities very well because they were all geared for rushing and this helped weed out packs of campers. It used blue lines between players and flashed their screen blue when they were hit by the lighting, same color scheme for lines as human teleport, but of course, smaller. These changes would be nice, but they are more of an OCD/personal preferences than issues, in fact, they are 100% personal preference, nothing has to be done.- Critical Strike: Chance to Deal Double Damage
- Critical Grenade: Grenades Always Deal Extra Damage
- Equipment Reincarnation: Chance to Regenerate You Last Weapons, With Full Kevlar Vest
- Ultimate - Chain Lightning: Deals Damage to the Person You Are Aiming At, Also Less Damage to Those Around Them.
**NOTE: 50 damage for initial hit, 25 to anyone else.
Night Elf
On a skill by skill basis, much worse than humans, they win my coveted “WC3 Whore” award. Evasion is probably the only thing that works just right for elves because the % chance is mostly based on the specific server so the numbers have to be tweaked based on game play for that particular server. Thorns, however, is not. First off, just about nothing in wc3 should be 100% guaranteed, thorns, should be about 50% chance on hit to activate because returning 100 damage should be dam near impossible to do, when in fact, at the moment, its not. 3-4 hits with an ak can do around 90 damage, a headshot does around 110, without armor, it does even more, meaning that you can kill somebody and/or severely damage them using thorns. Who would have thought that not buying armor lets you do more damage? Trueshot Aura should be like vamp, more damage, but a chance on it. Entangle[ing] Roots should be nerfed to AOE radius. When you think about the ability, it wouldn’t be a single target long range sniping move, it would make more sense as roots “growing” out of players location and rooting nearby enemies for a few seconds, elves are very versatile but making them super snipers is very discouraging to new players, they’re running along minding their own business, then they stop moving, then they get headshot by a scout, very cheap, very easy, very bad. Yes, there are ways to block roots, but, first off, they are not used very often, and second off, they are 11 times out of 10, not known by new players.- Evasion: Chance to Completely Avoid a Damaging Hit.
- Thorns Aura: Reflects a Percentage of Damage Taken
- TrueShot Aura: Always Deals a Percentage of Extra Damage
- Ultimate - Entangle Roots: Freezes Enemy for 5 seconds
Blood Mage
Almost perfect, an alternative to current phoenix would be 30% chance at start of round to revive 1 person per level of skill, not including the blood mage, another alternative, is a 10-30 % chance whenever somebody dies to respawn them so long as you are still alive. Banish is a little overpowered because it destroys the targets accuracy as well as disorients them, I think it should be a mere 15% chance because of smg abuse, but I would rather revamp the ability completely. Siphon mana is good, but it’s superfluous because the original Blood Mage ultimate is not longer used. Originally, siphon mana would give you extra money, which you would use in combo with your ultimate to get health back, but now, you just light people on fire, which I think should be used instead of banish (COH to light somebody on fire for 2-6 seconds), or better yet, in combination with banish, making it a 15% chance to slap somebody around on fire for 1-3 seconds (1-3 slaps, 5-15 fire damage), could be named “Banishing Flames”, “Flaming Banish(ment)”, “Flames of Banish(ment)”, or just “Banish” with “Banish you enemy to a fiery hell (or with a hellfire)” as the description.- Phoenix: Chance to Revive the First Friend that Dies With 100 HP
**NOTE: This Effect Stacks. Eg, If There are 3 Phoenix Active it will revive the first 3 people - Banish: Chance to Slap Your Enemy Into the Air
- Siphon Mana: Steals a Percentage of Your Enemies Cash When You Shoot Them
- Ultimate - Flame Strike: Sets Your Victim on Fire For 10 Seconds
**NOTE: This affects armor first
Shadow Hunter
Another pretty balanced race. Healing Wave should be improved so that it surpasses rings, as with other shopmenu items, rings should be equal to level 2 not level 3 of the ability they imitate (although ankh of respawn has to because nobody wants to spend money for a chance to respawn equipment). I would suggest 2-6 hp per 2 seconds. Also, armor regen would be nice as well, have it heal same amount as health but only after health is full. Hex is good, I think it should disable dodge as well because its percent chance is low (and just about all ultimates because they are, for the most part, all offensive abilities). Serpent wards should have increased radius and do a little more damage but be limited to 1 minute life span to prevent warding up hostages (which is very cheap) or bombsites (though I haven’t seen that one done yet, it would be very effective at bombsite B on dust2). Voodoo is pretty good as well, increasing the time of it to 5 seconds would be nice but a warm-up should also be imposed, maybe 2-3 seconds, and it should make a power-up noise when the warm-up starts. Also, allowing knife damage to be dealt and received would be very nice, so if you hear somebody voodoo, u can take out your knife and rush, like a forced knife duel.- Healing Wave: Heals You and Your Near by Teammates Every 2 Seconds
- Hex: Chance to Slow Your Victim and Disable Their Offensive Skills for 6 Seconds
- Serpent Ward: Place a Vertical Ward That Deals Minor Damage to Enemies That Pass Through it. Also Flashes Your Screen to Let You Know.
**NOTE: Use the !ability command to place these. - Ultimate - Big Bad Voodoo: Makes You Invincible for 3 Seconds, But You Cannot Hurt Anyone.
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