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03-12-2008, 04:18 PM
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#1 (permalink)
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Member
Join Date: Jan 2008
Posts: 41
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Ultimte Suggestions
I personally think each ultimates should have different cool downs.
I think offensive skills like ChainLightning/Roots/Swarm should have a slow cool down compared defensive Ultimates like Big Bad Voodo/Blink. I put Big Bad voodoo as a Defensive thing because it doesn't help you much when your rushing into someone and only having invulnerability for 3 seconds. If it lasted for 5 secs or more.. I would have put it along with offensive. But 3secs is more like "last stand" move before you die. I think Teleport is fine as is since its both a defensive and offensive ultimate.
I think ultimates should be slightly more improved. Roots cool down should be increased slightly. But I think to justify the CD being longer, maybe add a poison effect on the victim.
I think Chain Lightning should have a slowing affect on its victims.
Big Bad vodoo needs either a buff with extra attack power or it needs the duration to be alot longer. If not those two its cool down should be significantly increased. The class itself is some what useful, but doesn't help you rack up the scores in kills.
Blink is annoying but its something that is pure defensive ultimate, it's cool down should be lowered.
Suicide Explosion needs to do a poisioning effect on people it hits. Cuz the damage it does to people is very weak to massive... it needs to leave something extra to the people who survives through the explosion.
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03-12-2008, 04:58 PM
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#2 (permalink)
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Senior Member
Join Date: Jun 2006
Posts: 820
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The cool down on ultimates are all the same to ensure balance in the mod. While you may think that a defensive ultimate is weaker in nature, that doesn't change the fact that it's controlled. Unlike most skills, you have control over your ultimate's activation. This gives the power to you. Being able to activate a skill on command is a very powerful ability. This should not be taken lightly.
We had a problem before where every ultimate had it's own cool down. This caused serious problems with the balance of the mod. Some races have more powerful skills then others, and the ultimate helps to make up for it. Others the reverse. Some are powerful all around, but are tough to activate. All these factors are taken into account when designing the races. For example... Orc. Now here's probably the most powerful race in the game. Extra damage galore, plus free weapons/armor. On top of that is a damage dealing ultimate. What brings this back down to earth? We add a visual effect for the nades, so you know when to run, and the ultimate requires a target in the crosshairs, making it difficult to activate. If we were to add a slowing effect to that, it would surely give them a huge advantage.
In short, the ultimates are more like an added bonus. Not the be-all end-all of the races. This shouldn't be what determines if you use the race or not. It should not be too over-powered or cause unbalance in the mod. Teleport is a good example of this. By giving it the same cool down as all the others we have made it more balanced. To ensure it hasn't lost its usefulness we removed the white line of baitness.
For the record... Blink isn't an ultimate.
__________________
--Bombcode.
"It's you and me, it's 1 on 1, so 1 must die... Now I'm zooming in my retical, so baby it's good bye!"
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03-13-2008, 05:34 PM
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#3 (permalink)
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Member
Join Date: Jan 2008
Posts: 41
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I dunno man.. you might say things are balanced, but as a guy who plays almost 5 hours a day.. i think classes are not balanced at all.
I realize that SH are supposed to be support classes. Now that I find out that while you are under Big Bad Voodoo you can't do damage, the class itself has no offensive ability which means when you are up against people with lvl6 classes, you are good as useless. Don't say "oh you heal people 5 hp per second". But when someone gets shot while you are standing next to them, its gonna do nothing. Even if he manages to survive for with 10hp, its still going to take at least 18 seconds to get him back up to 100hp. But your argument might be "oh but he can heal more then one person at a time" but how often do you have 3-4 people around you at a time ? Majority of the time you might run around solo or have 1-3 people around you if you run in a pack.
Take my opinions with a grain of salt and I would like to just state that I agree to disagree with you. I think there are classes which are way over powered in the mod as it is right now. If you haven't noticed majority of the people play Human/NE for a reason.
you say "oh orcs are the most powerful race in th game" but honestly.... thats what you think. if it was true.. I only see a handful of regulars who play Orcs. If your statement is true.. why do we see barely any Orcs ?
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03-13-2008, 07:44 PM
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#4 (permalink)
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Senior Member
Join Date: Jun 2006
Posts: 820
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Our players used to play Orc a lot, but we have tried very hard to expand their minds. If you look at the stats, orcs are by far the most powerful race, hands down. It's also 1 of the most boring races to play, and often causes the most crying and frustration (orc nades). Review the stats, and even try them yourself. You will see what I mean.
Trust me, I don't care how much you say in here. Your opinions are always reviewed and taken into consideration for future updates. You're entitled to your opinions, but I'm the one who has to make the final decision as to what "balance" means. I don't design the game to played rambo style. It's a team game, and objective driven, and therefore I write the mod according to that style of play. I can't help it that on pubs a lot of players prefer to play for themselves instead of as a team.
__________________
--Bombcode.
"It's you and me, it's 1 on 1, so 1 must die... Now I'm zooming in my retical, so baby it's good bye!"
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03-13-2008, 07:48 PM
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#5 (permalink)
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Member
Join Date: Feb 2008
Posts: 32
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They are balanced. UD->NE->HM->SH->Orc->BM->CL->UD. That is the chain of killing. UD kills elves because of the health steal, it occurs even if evaded. NE gets human due to Trushot+Thorns+Evasion leveling the field. HM kills SH's due to teleporting through wards. SH gets orc due to the orc being completely offensive, and if he has no ammo ( due to Voodoo) crit strike can't do shit. Orc gets BMs due to lack of defense. BMs get CL due to the slap and the fire. CL get UD cuz of Locust and the extra armor. Ya, there ya go. It's just that NE and HM always work, SH is kinda conditional on small walkways, etc.
__________________
Frvwfr2 - Human/Shadow Hunter/Night Elf/Undead
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03-15-2008, 08:24 PM
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#6 (permalink)
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WC3 Admin
Join Date: Apr 2007
Location: California
Posts: 905
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Quote:
Originally Posted by frvwfr2
They are balanced. UD->NE->HM->SH->Orc->BM->CL->UD. That is the chain of killing. UD kills elves because of the health steal, it occurs even if evaded. NE gets human due to Trushot+Thorns+Evasion leveling the field. HM kills SH's due to teleporting through wards. SH gets orc due to the orc being completely offensive, and if he has no ammo ( due to Voodoo) crit strike can't do shit. Orc gets BMs due to lack of defense. BMs get CL due to the slap and the fire. CL get UD cuz of Locust and the extra armor. Ya, there ya go. It's just that NE and HM always work, SH is kinda conditional on small walkways, etc.
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