Balance Ramblings

Raise concerns about balance.

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BustroQuick
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Balance Ramblings

#1 Post by BustroQuick »

ELVEN BATTALION

Rune Knight

Siphon Glyph - Increase Damage Dealt, Reduce Siphon Range.
Rune Shell - Remove or reduce stackability.

Blazing Priest

Phoenixes - Considerably reduce damage dealt to buildings.
Flame of the Devout - Increase amount healed.
Firestorm - Increase damage dealt or connect to INT modifier.
Kindle Faith - Increase AoE.

Mystic Swashbuckler

Dash - Decrease mana cost, particularly at lower levels. Decrease damage.

Time Cleric

Degeneration - Increase damage dealt.
Rapid Healing - Reduce amount healed.
Echo - Remove channelling.

Arcane Archer

Ethereal Healing - Reduce amount healed.
Familiar - Would be very helpful if the Familiar had an icon in the upper left so that the AA can keep track of its health.

Infiltrator

Attack of Opportunity - Lessen the random component, reduce upper limit.
Mines - Add a limit to the number of mines, could be increased via talent. HP should also be lowered.
Blitz - Reduce duration.

For more details see Conclave thread.

Soul Binder


Soul Strike - Increase range.

UNITED CREEPS

Acid Reaver

Caustic Breath - Increase range.
Storm of Malice - Increase base damage, INT modifier is fine.

Gravel

Heart of the Mountain - Reduce bonus armor.
Crumble - Make it a talent on Rockslide.

Fenris

Wolfpack - I don't really see a way to make this skill useful.

Ice Spinner

Frost Spire - Decrease damage dealt.

Grim Hag


Backlash - Make it expire after 1 cast.
Swoop - Increase damage.

GRIM BRIGADE

Sorrow Liege


Reduce his base strength.
Auras - Remove Damage aura.

Forlorn Martyr

Ion Surge - Increase damage, slightly lower duration.

Incarnate

Rend Soul - Reduce damage.

Defiler

Devouring Plague - Remove or change to a constant rate.

High Oracle

Nemesis - Make an easier way to keep track of them, have them auto-merge, perhaps give them a more interesting effect.

Ascendant

Reduce base strength, increase cooldown on innate.
Abberate - Limit the number of Abberations to one or two.
Dive - Should not be able to pick up heroes. Increase health regain.

Putrid Eidolon

I've already made a whole thread dedicated to this guy, no need for more discussion.

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Discombobulator
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Re: Balance Ramblings

#2 Post by Discombobulator »

Echo could create an "echo" of the TC which channels the spell, letting you use Degen or whatever while using the ult.
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Dekar
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Re: Balance Ramblings

#3 Post by Dekar »

Call it Timeshift because it shifts TC and the target in time, creating a second TC channeling Timeshift who can be stunned etc to stop it, and the extra damage of the skill is a result of the target living through everything twice ( maybe with a little delay in applying the damage? ).

@list:

Siphon Glyph is fine.
Degeneration is already on the higher end of the nukes, isnt it?
I would hate a mine limit and as they are so easy countered you should be allowed to have many stacks of them scattered around the map. I dont think a HP nerf is needed, unless you want to make them completly unuseable against enemys with detection. At the moment they only survive a single hit anyway.
Frost Spire could get reduced hp instead of damage, because whats the point of it being attackable when it kills everything until you landed 6 hits on it?
For Backlash is propose a balance towards many small stuns instead of one giant "you cant use any skill or you get owned by swoop from the other side of the map" stun. Drastically reduce the stun duration to 1-2 seconds but has a high chance to stay on the hero.
Abberation limit, not sure.


I either agree with the rest or cant say if its justified.
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Re: Balance Ramblings

#4 Post by Dark_Nemesis »

Ascendant

Reduce base strength, increase cooldown on innate.
Abberate - Limit the number of Abberations to one or two.
Dive - Should not be able to pick up heroes. Increase health regain.
I have some real issues with this. Removing the pick up hero as well as messing with innate and str stats would totally wreak garg. I really don't think he's that OP. Some slight tweaking with dive and terra and he'll be fine. And the issue with the blink totem can easily be sloved (I believe) no need to wreck an entire hero over it.

Here's a question: If garg is really OP, then how come I've never seen a puby in all the bnets/LANS/replays I've watched/played in? Wouldn't it be far more viable to say Swash, Harp, and inf are OP? I've seen some pretty messed up Fenny's too, yes, these are Pk'ers, but I'm not seeing garg and the connection here. Also, I have come to believe that Oracle (if played right) is totally insane, and easily OP. Befuddle is totally ridiculous against tanks, even Pk'ers (which consist of 90% of agil heroes) are hugely hindered by such a massive amount of agil lost. This, combined with her heal, dispell, insanely high crits/dmg outputs, and virtual invulnerabilty while sitting in geyser, make her highly deadly.Yes, she is weak, but her heals and dispells nullify that imo. Too, against the biggest Pk'er in the game currently (Inf), she is a monster. Her real, and may I say minor, downside is that she is rather difficult to master.

Thoughts on garg:

tweak dive slightly and leave terra, it doesn't hit that hard folks. Possibly change the stat effect from str to int if it really is that deadly.

Slight nerf to abber, nothing too huge, remember, alot of spells are powerful by lvl 30.

Maybe a slight nerf to ult, it is kinda scary.

Edit: Here are some others:
Sorrow Liege

Reduce his base strength.
Auras - Remove Damage aura.
What the hell for?
Incarnate

Rend Soul - Reduce damage.
OK, this one is actually starting to make me mad. Rend Soul doesn't hit that hard at lvl 6 people, you are all freaking because of the slightly higher dmg at earlier lvls. Nothing big, RS already got nerfed, remember? Please, please, leave it.
Frost Spire - Decrease damage dealt.
Again....why? I think dispellible, DOT spells should deal more dmg.
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