Balancing Additional Spawn Towers

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Ethereal99
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Balancing Additional Spawn Towers

#1 Post by Ethereal99 »

At the moment the worst that can come from putting up a spawn tower is you won't be able to put it somewhere else. To make spawn towers a more strategic decision a gold and experience penalty could be added to put them in line with the natural spawning units.

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GeneralFunk
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Re: Balancing Additional Spawn Towers

#2 Post by GeneralFunk »

There's a cost to acquire them. <_<

There is a strategic disadvantage to placing them, or rather... Placing them first. Which is opening yourself up to spawn tower type counter placement.

The advantage of placing first is to gain area control/coverage of something before they do.
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Ethereal99
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Re: Balancing Additional Spawn Towers

#3 Post by Ethereal99 »

Ethereal99 wrote:At the moment the worst that can come from putting up a spawn tower is you won't be able to put it somewhere else.
Yes, I noticed that but I don't think the chance to counter spawn in another area is enough of a disadvantage for what the spawn towers are worth.

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Re: Balancing Additional Spawn Towers

#4 Post by CryptLord1234 »

To have the ability to build spawn towers, you need to be doing something right elsewhere. That something right would be controlling more obelisks/gloomite/moontears than your opponent. To punish people for gaining and maintaining map control by reducing gold and/or XP income would, in my mind, be a step in the wrong direction.

Also, the point of spawn towers isn't to be in line with other, natural spawning waves. These are towers that create 'elite' units. They're supposed to be better than the natural spawn. You worked to take and hold those obelisks, or kill their Gloomite harvesters, now you get a spawn core.
"L4D2 promises to set a new benchmark for co-op games. . ." Like L4D promised to hand us new maps, survivors, and zombies? We've seen how that works.

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Re: Balancing Additional Spawn Towers

#5 Post by GeneralFunk »

Just willy nilly placing spawn towers can be disastrous. For example, if you get dragonhawks, they could put trickster in it, if you get priest, they could get shredder, and so on...
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Re: Balancing Additional Spawn Towers

#6 Post by CryptLord1234 »

GeneralFunk wrote:Just willy nilly placing spawn towers can be disastrous. For example, if you get dragonhawks, they could put trickster in it, if you get priest, they could get shredder, and so on...
Riiight, but placing one first gives an advantage, too: Your creeps'll push forward because of that particular unit (Or, in the case of a bunch of fliers, enemy heroes'll be too scared to go into that lane. :P)

EDIT: Fail quoting
"L4D2 promises to set a new benchmark for co-op games. . ." Like L4D promised to hand us new maps, survivors, and zombies? We've seen how that works.

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Re: Balancing Additional Spawn Towers

#7 Post by Setokaiva »

GeneralFunk wrote:Just willy nilly placing spawn towers can be disastrous. For example, if you get dragonhawks, they could put trickster in it, if you get priest, they could get shredder, and so on...
Indeed but you must keep in mind that Polymorph counts as a buff, and so can be dispelled if someone has a dispel. Also, are you really sure about that? Shredders having magic immunity? Only the Clockwerk Warriors have the ability label "Immune to magic", so I'm not really sure if it works that way for Shredders or even Tanks, even if they are mechanical.

Unless of course they fixed those labels since last version.
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