A few suggestions for ID
Posted: Sun Sep 11, 2016 5:59 am
I have a few suggestions, one could be a nice touch in the game and others imo are needed.
THIS IS A LONG POST. IF YOU WANT THE BASICS SCROLL DOWN TO THE BOTTOM!
Demonologist
So as you know Demo's sacrifice is a very short range, and my suggestion is that it be slightly increased.
Every game where a demo is played, they will summon some hounds and such and will use sacrifice while they are golding and
will generally work most of the time and save builders from a tragic death, but the problem is that every time the summons are
spawned on the opposite side of the gold mound, demo is having to run around (sometimes around builders) just to use sacrifice.
The reason i'm suggesting an increase to range is because:
a. It's a waste of time he could have spent golding and is just completely unnecessary.
b. It could be a life and death situation where that extra time spent running around lets the titan close enough for
a perfect kill before being revealed.
A fix to the range would mean a lot to any demo player meaning they don't miss out on extra gold just to try and
save a few builders, and of course if they had to run around and sac and still didn't manage to save
the builder, you can imagine how frustrating that could be.
Pirate
For pirate, it is the same thing.
The toss range for his spell is too close, and as an offensive move being up close and personal to a titan with minions nearby,
you are always at high risk of being nuked to death. Yes of course you might say "well then just don't use it at all then", or
"don't play it stupid when you wish to use it", but then what is the point of having the spell if you are not going to use it?
And why should you be able to be nuked to death just from using a spell that can easily be removed with punish?
So, my suggestion is to increase the range, which would mean that you could still use the spell and at least only receive 1 nuke
from the main titan, because he is sieging and minions are back. This would be fair as it's not like pirate is constantly safe when using it,
and he is also not constantly in danger trying to use it.
And finally...
Titan
With titan only having 1 ankh, it can be very hard to keep that. And with the combined strength of demo, tauren and mag supports alone,
ankh can be gone very very quickly even if the titan is decent. This can be a nuisance for later on when it comes to
sieging and you have no ankh.
My suggestion involves adding an ankh to the shop, which will have a average cost and/or a long cd.
The selling cost for the starting ankh is 15g, thus the price should be 30g, but I suggest an ankh with a 50g cost
and/or a buy cd of 300-360 seconds. The cd is to prevent a titan from having like 4 ankhs in a short amount of time.
Also, it could be that a titan can only hold 1 ankh at a time.
You could also make it so titan has to be a certain level to buy the item, which means that they wouldn't be able to break bases easily
so early on in the game.
I think this would be fair because some bases late games can be near impossible for the titan to break, especially without minions,
and this would mean that titan has a better chance and isn't so held back all the time.
(A little bit off topic): I feel like this could potentially prevent stalling, or can switch around and make the biggest stall of all time.
But people have the ability to votekick anyways, and it's in the rules to kick after 20 minutes of stalling.
(My suggested gold cost and buy cd is not stuck in stone either so if you think it's too cheap or expensive/too long or too short,
whatever it's not my game.
Make it what you think is fair.)
=====================================
OVERALL SUGGESTIONS:
-Demo gets increased sac range
-Pirate gets increased toss range
-Titan gets to buy ankh from shop and has
•300-360 second cd
•50 gold cost (or higher/lower)
•A holding limit of 1
=====================================
THIS IS A LONG POST. IF YOU WANT THE BASICS SCROLL DOWN TO THE BOTTOM!
Demonologist
So as you know Demo's sacrifice is a very short range, and my suggestion is that it be slightly increased.
Every game where a demo is played, they will summon some hounds and such and will use sacrifice while they are golding and
will generally work most of the time and save builders from a tragic death, but the problem is that every time the summons are
spawned on the opposite side of the gold mound, demo is having to run around (sometimes around builders) just to use sacrifice.
The reason i'm suggesting an increase to range is because:
a. It's a waste of time he could have spent golding and is just completely unnecessary.
b. It could be a life and death situation where that extra time spent running around lets the titan close enough for
a perfect kill before being revealed.
A fix to the range would mean a lot to any demo player meaning they don't miss out on extra gold just to try and
save a few builders, and of course if they had to run around and sac and still didn't manage to save
the builder, you can imagine how frustrating that could be.
Pirate
For pirate, it is the same thing.
The toss range for his spell is too close, and as an offensive move being up close and personal to a titan with minions nearby,
you are always at high risk of being nuked to death. Yes of course you might say "well then just don't use it at all then", or
"don't play it stupid when you wish to use it", but then what is the point of having the spell if you are not going to use it?
And why should you be able to be nuked to death just from using a spell that can easily be removed with punish?
So, my suggestion is to increase the range, which would mean that you could still use the spell and at least only receive 1 nuke
from the main titan, because he is sieging and minions are back. This would be fair as it's not like pirate is constantly safe when using it,
and he is also not constantly in danger trying to use it.
And finally...
Titan
With titan only having 1 ankh, it can be very hard to keep that. And with the combined strength of demo, tauren and mag supports alone,
ankh can be gone very very quickly even if the titan is decent. This can be a nuisance for later on when it comes to
sieging and you have no ankh.
My suggestion involves adding an ankh to the shop, which will have a average cost and/or a long cd.
The selling cost for the starting ankh is 15g, thus the price should be 30g, but I suggest an ankh with a 50g cost
and/or a buy cd of 300-360 seconds. The cd is to prevent a titan from having like 4 ankhs in a short amount of time.
Also, it could be that a titan can only hold 1 ankh at a time.
You could also make it so titan has to be a certain level to buy the item, which means that they wouldn't be able to break bases easily
so early on in the game.
I think this would be fair because some bases late games can be near impossible for the titan to break, especially without minions,
and this would mean that titan has a better chance and isn't so held back all the time.
(A little bit off topic): I feel like this could potentially prevent stalling, or can switch around and make the biggest stall of all time.
But people have the ability to votekick anyways, and it's in the rules to kick after 20 minutes of stalling.
(My suggested gold cost and buy cd is not stuck in stone either so if you think it's too cheap or expensive/too long or too short,
whatever it's not my game.
Make it what you think is fair.)
=====================================
OVERALL SUGGESTIONS:
-Demo gets increased sac range
-Pirate gets increased toss range
-Titan gets to buy ankh from shop and has
•300-360 second cd
•50 gold cost (or higher/lower)
•A holding limit of 1
=====================================