[UMS] (AOS) City of Tempest - Page 24
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0mar
United States567 Posts
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Honker Jones
United States4 Posts
Honker.907 - Add me | ||
Eliwadee
5 Posts
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NamelessZero
United States41 Posts
This is what I'm gonna propose now. Going into a mode gives a debuff to counter the amazing power of it. I'd recommend letting them keep the killing power but making them take increased damage in their mode. 25-50% increased damage taken would be enough to help counter a mode but let them keep the speed increase and damage. They could still help to counter this later by spending gas on cards so it wouldn't be a complete loss but they really need to have a weakness. I've had many pub games where I destroyed "good" 3 man teams all on my own with just spamming all of my archons out and then sending them in to tank and attack while I pop Rampage and then go kill everything in a matter of seconds with a single potion. At the moment, even some of the highest level players I've interviewed have agreed that a Genesic of mediocre skill is absolutely ridiculous and if you look over this whole thread, it seems to be the common thought process about modes in general, not just Genesic. To add in one last supporting clause, Assa just mentioned that a mode player devastated in a tournament in Korea. That should help support the fact that all modes need drawbacks to counter their insane buffs. At the moment, there's no reason to not have a good Genesic in your team composition due to the power of all modes and his mode being ranged. | ||
dukethegold
Canada5645 Posts
Overall, it is way too powerful. I found it to be the the one character that I am afraid of in a Pub game. There is the need to remove the speed boost from its mode at least. | ||
monsterDrakar
Bulgaria100 Posts
At this point here is how you play a melee mode hero: Hide at watch tower, press F, right click on enemy, smash ZXCV on your keyboard - no matter if you are still learning or have played over 500 games that is what you will do. There is no precision required, no need to hit keys accurately or in any particular order. If you make contact with your opponent it's a 99% kill. Once you get a few kills your advantage snowballs out of control. Not to mention that in almost all bnet public games there are usually one or two new players and the melee heroes easily feed of them making them seem godlike. I personally stopped playing melee heroes because people start raging about balance and I really just want to enjoy the game. Bottom line - these heroes are way too easy to use compared to others. However, being easy to use is different from being imbalanced. It's very hard for me to tell if modes are actually imbalanced, because there are heroes and abilities specifically meant to counter them(at least soft counter) - Ron with his parasite slow(reduces movement speed to 2.75), Soul Hunter's ice mage (straight up cancels the mode), Krizard's freeze, Mighty Monk has invincibility, Jana d'Arc can forcefield ramps, etc.. In an actual team game where all people play with a common idea and coordinated actions melee heroes might seem not that overpowered. I think having a casual tournament with random teams would be great. It is from there that real conclusions about balance can be made. On another topic - I would be really happy if we can see the patch notes, cos the map gets updated daily and I'm never sure what has changed. Have a good night. | ||
hype[NZ]
Japan412 Posts
Having random teams just defies the point of teamwork and would make the tournament a lot less interesting and competitive. Drakar, you haven't even mentioned charge cancelling when you talk about melee heroes. This increases the skill cap a lot, especially in melee vs melee battles. Obviously what you're talking about is good enough for pub games, but that's not saying anything is it... edit: if you want to find a team, a good place to start would be the 'cityoftempest' chat channel on both servers | ||
NamelessZero
United States41 Posts
Coordinated attacks with teammates are very good at stopping a mode hero but it's a bit of a problem to have to start teaming up at level 3 unless you have a Phantom or Wyvern hanging in mid on your team or you spent a good amount of time/energy breaking down the necessary barriers to cut down on travel time to engage in the gank. By the way, being that I love to study all kinds of game replays from all levels of play, I'd love it if one of you champs could post me an epic Krizard replay. Before anyone starts spamming their replays like mad, the criteria that need to be met are one or more of the following: An excellent kill/death ratio Solo killing Multiple team kills Mass building destruction Again, I don't care much if it's a super high skill level but I'd love to see a quality replay of Krizard doing well so I can get a good study on him. Thanks ahead of time, guys. Edit: I don't see how charge canceling will help in a melee vs melee in the sense of a retreat though if they're basically right behind you. Since you have to attack-move elsewhere to cancel the charge, you'll run back and attack them if they're just about on top of you. In terms of catching up to someone though, a charge cancel is amazingly useful. Hell, I use charge canceling at pretty much all times whether I'm in a fight or not. It cuts down on your idle time so much; nothing wrong with more speed and less time doing nothing. Also the whole F to ZXCV is how you use just about any hero so I don't see where that's valid to post in a complaint about melee heroes. Skill spam is where it's at in CoT. Knowing the proper order to spam them is the key. | ||
bobbeh
Canada101 Posts
this is the most annoying thing ever lol I just played against the new hero that can silence, the silence wasn't a problem by itself, but I just couldn't tell until i started spamming my stuff. (Is there a way to tell??? I didn't see any) It doesn't gray out your abilities or anything, and it's a small black attack I had klazart, I'd freeze him and try to go kill his friend, pop a potion and then... aww fuck silenced and died to his teammate while he was stuck there frozen | ||
hype[NZ]
Japan412 Posts
On February 15 2011 08:39 NamelessZero wrote: Edit: I don't see how charge canceling will help in a melee vs melee in the sense of a retreat though if they're basically right behind you. Since you have to attack-move elsewhere to cancel the charge, you'll run back and attack them if they're just about on top of you. In terms of catching up to someone though, a charge cancel is amazingly useful. Hell, I use charge canceling at pretty much all times whether I'm in a fight or not. It cuts down on your idle time so much; nothing wrong with more speed and less time doing nothing. Obviously if you charge on a neutral building then they're not right behind you... this buffer gives you enough room to charge cancel to safety | ||
0mar
United States567 Posts
On February 15 2011 13:16 hype[NZ] wrote: Obviously if you charge on a neutral building then they're not right behind you... this buffer gives you enough room to charge cancel to safety If you invest in a little speed + booster, you can run down a guy who charge cancels. He'll run back into you, giving you a free kill. | ||
justjuice
New Zealand165 Posts
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NamelessZero
United States41 Posts
Obviously if you charge on a neutral building then they're not right behind you... this buffer gives you enough room to charge cancel to safety If it's melee vs melee, won't they just charge-cancel as well? | ||
Eliwadee
5 Posts
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Vod.kaholic
United States1052 Posts
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bobbeh
Canada101 Posts
On February 15 2011 17:53 Vod.kaholic wrote: About Horus: I'm not sure how wise it is to have a hero with his silence/slow combo in a tournament format. He'll either be picked every game for the silence/slow or banned every game. I think just the combination of the two is too strong, and the fact that no other hero has a similarly strong functionality makes him a little IMBA in the overall roster. How is he different than like... all the other heroes?? | ||
NamelessZero
United States41 Posts
On February 15 2011 17:53 Vod.kaholic wrote: About Horus: I'm not sure how wise it is to have a hero with his silence/slow combo in a tournament format. He'll either be picked every game for the silence/slow or banned every game. I think just the combination of the two is too strong, and the fact that no other hero has a similarly strong functionality makes him a little IMBA in the overall roster. Horus has actually been nerfed into the ground pretty hardcore... kind of a trashy hero now unless you are absolutely pristine with him. | ||
0mar
United States567 Posts
IMO, a good DK player is even stronger than any mode player. | ||
NamelessZero
United States41 Posts
I feel DK's tanks are pretty amazing if someone's a good DK player. If you take the high ground and keep tower vision with tanks spread out rather than clumped up, it can be very difficult to break. Normally I'd say avoid it but it seems to be that DK is always attacking your buildings so it's not really something you can ignore. My best advice to you is to play Igniz if you think you're gonna face a DK. The long range of Igniz combined with his wide area of attack will burn those tanks down quickly. Or if you want, you can take any long range attack and just try to outright kill DK, ie: Dark True Strike from Zeros. | ||
kingkira
16 Posts
heres a wicked kizarld game from a couple patches back http://www.mediafire.com/?t6zkc63iggn9hy6 i have a pretty good DK replay too if you want it zero i think kizarld is a really good support character but everyone in pub thinks he sucks lmao its kinda funny. I studied him and learned how to use his skills at the right timings so he's actually really good i can post a tutorial if you guys want | ||
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