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Evad_Flor

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  1. I'd like to suggest adding more observer spots. Maybe 3 more of them. If you don't want observers you just close them, opens up more flexibility. Another thing I'd like to suggest is to put in a game option where observers would be allowed to choose factions at minute 22. The host decides this. There will eventually be so many different second chance factions in the game that there's enough for everyone. The concern that second chance factions who are allied to winners becoming unbalanced might also disappear from this. The concern is that some player's won't chose to be an ally to someone but other's will making it unbalanced in their favor. If you have more players with the option to choose factions, then it might become almost guarenteed that the defeated players + observers will pick all the allied second chance options all the time.
  2. There are only a few ideas left that truly makes sense to add in as a solo faction. I can only think of 2 more which I'm going to write about here. Zandalar & Trolls You make Zandalar a much larger island and create an entire troll faction. This faction have an extra strong navy. All Troll capitals, Zul'Farrak, Zul'Gurub, Jintha'Alor, Zul'Aman and Zul'Aman are made capturable and each carry a research upgrade that unlocks units for you. If you control all of them at the same time you get a very strong upgrade available at your capital in Zandalar. Whenever you capture one of the Troll cities there will also spawn 24 units to show that those trolls have joined you. Ragnaros & Dark Iron Clan You expand and change the layout of Blackrock Mountain dungeon. You get Ragnaros as a hero and you get the Dark Iron dwarves with Shadowforge. Besides having Shadowforge as a base, I think the molten core with fire theme where you train magma golems and fire elementals would be cool. Those are the only two ideas that I think still makes sense to add in as solo factions. The geographic location is fair, you want to spread out the solo factions. I also would like to suggest something on top of this. If you kill the boss C'thun or Ragnaros when they're a neutral hostile creep then the option to choose it as a solo faction disappears. So if I kill Ragnaros before minute 22 then no one can pick that option. Apply it to Zandalar, C'thun and Ragnaros. Add king Rastakhan as a boss on Zandalar to kill. Then players can at least do something other than camp outside to deal with the threats of sudden solo factions appearing.
  3. Two things is happening in 2.11 Legion overhaul and "Artifact Menu". There's a thread that explans the overhaul in detail but no information about what Artifact menu really means. 1. Will players be able to buy powerful items? 2. Will it cost a lot of gold or will you be able to combine items? 3. Any new item ideas being considered? I like the idea of combining items, finding different ingredients here and there and then making strong items. Make more unique item shops like the one in Zandalar and require a player to buy certain things from it to make strong items.
  4. What affects the balance more? Sudden solo factions appearing out of thin air and attacking you or one of your enemies having an extra mini-ally? If you're Horde and you just finished NIght Elves, I think C'thun is a much bigger impact on the balance than South Alliance having one extra small ally. Same could be applied to any of the solo factions and their invasion plans. If you're Lordaeron it must suck a lot when Rise of the Ashes suddenly appear in Quel'Thalas while you're fighting Fel Horde. I would argue that this is worse than a supportive mini ally on the enemy side. It's something worth thinking about. Perhaps we've already added things that affects the balance far more than a tiny ally?
  5. I'm a little confused. So even if Quel'Thalas stays in North Alliance and Dalaran loses it's city Dalaran, you can still get the hero Admiral Proudmoore?
  6. Exactly. At the end of it, it might be a 4vs4 with the whole map still at war. You can also go even more crazy creative with the faction ideas. These factions could for example be limited to max 100 food. You could create a worgen faction specialized in assasinating heroes. You could create goblin faction specialized at "investing money" which 2 minutes later comes back as 125% of the invested gold and then be an economic ally. You could create a Zandalar faction that's specialized in navy warfare. You could create a Dark Iron faction good at combining items to make stronger items or be good at dealing lots of fire damage.
  7. I also prefer [Level 2] on upgraded abilities. It's a good quality of life improvement. I can't think of any ability that gets upgraded a 3rd time except for Paladin's pulverize.
  8. When you say tooltip fixes, I assume it's just updating abilities to show the correct values and grammar. Something I'd like to suggest in the future is to have a name distinction to when abilities get upgraded. For example when Fel Horde chooses Fel Orc Mastery which upgrades his Charge! and Bloodlust, I'd like to see the name also display [Level 2] or "Improved" next to it. There's plenty of abilities that gets upgraded by masteries on Dwarves, Dalaran, Quel'Thalas, Scourge and etc.
  9. In the future there's going to be more "second chances" added into the game. However, there's only a few ideas left that makes sense to have as a solo faction. There are lots ideas that only makes sense if the second chance faction is an ally to someone else already playing. These allies would have limits on it's max strength and be pushed into supportive & utility roles. Weak, but useful. Scourge & Legion - Satyrs Lordaeron, Dalaran and High Elves - Gilneas Worgen (North Alliance) *Only if High Elves choose to go Naga Sentinels & Druids - Draenei on Azuremyst Isle & Bloodmyst Isle Frostwolf & Warsong - Goblins Stormwind & Dwarves - Gilneas Worgen (South Alliance) or - Dark Iron Clan Fel Horde - Dark Horde / Blackrock or - Outland Demons + Portals In this format, the faction must first win the starting fight for their extra ally to be unlocked. So if you're Horde for example, you must destroy Feathermoon, Darnassus and capture Nordrassil to unlock Goblin ally option. These are just some ideas worth exploring more but I believe that the general concept is the right step forward. Idea explanation: Gilneas Worgen will have 2 options on who to be allied with, only one can be picked. You either pick South Alliance or North Alliance as your ally. Dark Iron Clan can be developed into a separate mini faction with a larger base inside Blackrock Mountain. The Explorer's Hall option would of course be replaced with something else such as Gelbin Mekkatorque or Brann Bronzebeard choices. Goblins would get the base Kezan, Ratchet and perhaps Bilgewater Port in Azshara's Coast. Heroes would be Tradeprince Gallywix and Gazlowe. Would be a faction focused on compound interest rates, mercantilism and bombs. Blackrock Mountain could have another orc base inside the Dungeon. You could make another orc base in Twilight Highlands, Dragonmaw Port. The other option would be to give your mini ally a Demon faction that's only about using demonic portals and demons from Outland.
  10. There are lots of ways of doing it. I put in suggestions to cause thinking to happen whether they like the ideas or not. I don't 100% agree with some of my suggestions at times. The purpose is to provoke thought around the central idea. You could add Brann Bronzebeard back into the game, the agility ranged dwarf was a favorite for some players, including myself. Have him replace Magni Bronzebeard after his death. Perhaps add him after Ironforge gets destroyed only? You could even add Anduin Wrynn as a hero that replaces Varian Wrynn for Stormwind. An intelligence priest healing hero.
  11. Heroes costing 1 food is the least important one since no one have more than 4 heroes at any time. If peasant workers cost 1 food again it's reasonable to give them back the Militia ability. I'd like to see that ability come back. I double checked a statement I made on Discord. Fel Stalker demons that spawns from Fel Horde's Outland portals are the only spawning demon that takes up 1 food. Those mana burning demon dogs. His other demons that spawn don't cost any for Fel Horde.
  12. The reasoning behind having 1 food on each unit is to better keep track of the number of units under your own control. However, it doesn't apply to all units. Permanent summons don't cost food. Heroes don't cost any food. I suggest to change it. I've played Fel Horde games where I've had maybe 450 permanent units thanks to the Fel Death Knight skeleton summons, demon portals and Eye of Sargeras. Yes Fel Horde is a solo faction but that's not good for the stability of the game. When there's thousands of units moving & attacking the game begins to lag and freeze. You start seeing a building move around on the screen for some reason. I suggest 1 food on all units. Including heroes, permanent summons and workers. Then the unit number is actually accurate for all factions.
  13. Cannon Towers and Boulder towers don't get any. I checked it today. I'm fairly sure Arcane Towers don't get attack upgrades as well. In melee warcraft, all 4 races have their own ways of defending their base but in Awlr you don't have that same kind of balance. I suggest that some sort of masonry upgrade should exist for Sentinels since they don't have any EHP buffing upgrades for their buildings. I also suggest some sort of upgrade for Legion and Scourge buildings. You cannot create blight in Awlr which gives Undead their defending advantage while Human factions still got the masonry upgrades. It's only fair.
  14. A 2 hero minimum Basic idea, no matter what happens you'll always have at least 2 heroes. There are some circumstances that reduces the number of heroes you have down to 1. If NA stays together, Dalaran may only have Jaina if Antonidas dies after Dalaran is destroyed. You can't get Kul'Tiras or Theramore in that situation. If Yellow gets destroyed by Fel Horde and Magni dies after Ironforge, you only have Muradin Bronzebeard. In other cases, you get a hero. For example, if Lordaeron loses Arthas after Stratholme is destroyed then you get Garithos as a replacement. If Stormwind gets destroyed you get Thoras Trollbane in Stromgarde. This basically prevents Stormwind and Lordaeron form ever having less than 2 heroes at any time, despite being able to lose Uther, Arthas and Varian permanently. Suggestions 1. If Dalaran is destroyed while NA is united, then you'll get Kul'Tiras as a base with Admiral Proudmoore. However, you don't get any of the strong units, your unit lineup remains the same. 2. If Ironforge is destroyed you get to choose between Falstad Wildhammer and Dagran Thaurissan. When you chose, you get the base they're in as well. None of the upgrades or special units. 3. Increase the number of units in Aerie Peak base. 4. I also ask to consider giving Aerie Peak a small dungeon to increase the size of the base to be more equal to Shadowforge without colliding with nearby geography (Durnholde, Alterac, Scholomance and the rivers).
  15. I believe there should be a standardized framework with variety within it. All factions have the exact same shipyard, that's not a part of assymetric design. Neither is the armor & damage upgrades, masteries and more. You can reduce the amount of damage cannon towers make in exchange for having upgrades. Remove like 32 damage from them and then add 8 damage upgrades. Druid of the Growth gets 9 damage from apprentice and master, eventually giving them 41 magic damage. Druid of the talon gets 7 damage from apprentice and master, eventually giving them 39 magic damage. I checked that in 2.10d version. There might be more such examples but I don't want to spend the time finding them all.
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