Just an update, from what I see in the game:
For the record, between NA and EU I have a ~80-2 record, 2 losses with the prisoner way back when I was testing all of the heroes. In almost all games, I have the highest score, and by far the highest income. That said, a lot of the largest complaints in the game are against balance. In games, the largest downfall is newer players, or even players who have played a lot, but still just "dont get it."
This in mind, I must reiterate my suggestions from the past. The time between hero selection and getting out there and killing shit. Starting players with 0 gold, and letting their first income tick be their first source of money; you would be giving new players 10 seconds to prepare.
Unit income, as I mentioned above. Me killing more shit than my allies because I pick a hero instantly and run out and kill things while they are looking at skills quickly turns into me winning. At least the first tier needs to have its income rescaled, I would suggest ranging it from 3-150 or 200, and scaling it up as it goes through. 3-7-12-18-25-34... ECT, would be +(2+(1xcreep level)).
Give auto-attacking based heroes a slight base damage increase, +5 damage. It is silly that priestess of the moon and phoenix hero have almost the same auto attack DPS early on, but one of them can cast an AoE to clear an entire wave; which again, leads to a player getting ahead early.
Increase the cost and reduce the CD on frost fall from the shrine to allow players to defend once tier 2 creeps are spawned and a weaker team cannot afford the 75k items yet; and to prevent someone (Sometimes like me) from using it early on to steal creeps from my noob allies lane, to get that sweet sweet income.
And finally, as suggested above: redo the income to cost ratio of units; so it isnt in everyones best interest to spam the strongest units as soon as shrine 2 is upgraded. Players go from fighting 350 HP units to 6500 HP units in a matter of seconds.
Similarly, tier 3 summoner needs to have the CD reduced, especially on the lower tier units. As soon as I click the upgrade, I have no choice but to send sasquatch, because I have too much income and not enough summoning choices.
New players don't like the game because it is not noob friendly at all; it is really anti-noob friendly. These are the people giving the game bad reviews.
Edit to say that the new UI and all of the wc3 heroes look great. As a whole, I feel the wc3 assets look much better in the sc2 universe than I thought they would.
Just an update, from what I see in the game:
For the record, between NA and EU I have a 80-2 record, 2 losses with the prisoner way back when I was testing all of the heroes.In almost all games, I have the highest score, and by far the highest income.That said, a lot of the largest complaints in the game are against balance.In games, the largest downfall is newer players, or even players who have played a lot, but still just "dont get it."
This in mind, I must reiterate my suggestions from the past.The time between hero selection and getting out there and killing shit.Starting players with 0 gold, and letting their first income tick be their first source of money; you would be giving new players 10 seconds to prepare.
Unit income, as I mentioned above.Me killing more shit than my allies because I pick a hero instantly and run out and kill things while they are looking at skills quickly turns into me winning.At least the first tier needs to have its income rescaled, I would suggest ranging it from 3-150 or 200, and scaling it up as it goes through. 3-7-12-18-25-34... ECT, would be +(2+(1xcreep level)).
I'm still working on the creep income rebalance. It's nearly done; https://docs.google.com/spreadsheets/d/1d-XmUiAStt37RhlpzfxAkQEpfaw51MqgOvmSdfBiHwo/edit#gid=0
The more expensive the creep, the more "wastage" occurs. Always. No exceptions anymore. Tier 2 has been extended a little so you're not instantly skipping the entire tier. Tier 3 remains about the same but I'm making the creeps more interesting and a little more expensive. In retrospect it's a little odd that tier 2 creeps have such huge uniqueness to each creep, and yet the better tier 3 creeps are all so bland. I'm working on fixing that!
Tier 4 creeps are nearly done. They intentionally scale out of control. The Avatar has done his time and will be retired from service.
Give auto-attacking based heroes a slight base damage increase, +5 damage.It is silly that priestess of the moon and phoenix hero have almost the same auto attack DPS early on, but one of them can cast an AoE to clear an entire wave; which again, leads to a player getting ahead early.
Increase the cost and reduce the CD on frost fall from the shrine to allow players to defend once tier 2 creeps are spawned and a weaker team cannot afford the 75k items yet; and to prevent someone (Sometimes like me) from using it early on to steal creeps from my noob allies lane, to get that sweet sweet income.
Yeah the shrine will start on a 3min cooldown now. I mean, there's never a reason to need the shrine in the first 3 minutes anyway, so I think this is a safe change.
And finally, as suggested above:redo the income to cost ratio of units; so it isnt in everyones best interest to spam the strongest units as soon as shrine 2 is upgraded.Players go from fighting 350 HP units to 6500 HP units in a matter of seconds.
Similarly, tier 3 summoner needs to have the CD reduced, especially on the lower tier units.As soon as I click the upgrade, I have no choice but to send sasquatch, because I have too much income and not enough summoning choices.
Edit to say that the new UI and all of the wc3 heroes look great.As a whole, I feel the wc3 assets look much better in the sc2 universe than I thought they would.
Me too. I was extremely skeptical about how they'd look! Especially the missile and most spell effects.
Creeps are updated and rebalanced. The whole creep curve should be a lot smoother now. I've also taken some steps to make each creep feel more unique, and added more abilities overall to the creeps.
A lot of work went into this, and hence I could've missed something somewhere. Feedback appreciated!
I don't often update these threads, but I'll give a shot at fixing that.
NEW CONTENT
- Added the first StarCraft hero, Artanis!
Note that this hero is only available on EU as the US version is locked for the Rock the Cabinet contest.
As X Hero Siege and Hero Line Wars are intimately linked, this hero is also available in Hero Line Wars.
When I'm happy with it, I will be releasing my abilities pack publically. If you're coming back here from the future (oOOoOoOooOoo spooky), here is the XML to add Artanis. Simply set to XML view, and paste this into any tab (it will sort itself automatically);
Just an update, from what I see in the game:
For the record, between NA and EU I have a ~80-2 record, 2 losses with the prisoner way back when I was testing all of the heroes. In almost all games, I have the highest score, and by far the highest income. That said, a lot of the largest complaints in the game are against balance. In games, the largest downfall is newer players, or even players who have played a lot, but still just "dont get it."
This in mind, I must reiterate my suggestions from the past. The time between hero selection and getting out there and killing shit. Starting players with 0 gold, and letting their first income tick be their first source of money; you would be giving new players 10 seconds to prepare.
Unit income, as I mentioned above. Me killing more shit than my allies because I pick a hero instantly and run out and kill things while they are looking at skills quickly turns into me winning. At least the first tier needs to have its income rescaled, I would suggest ranging it from 3-150 or 200, and scaling it up as it goes through. 3-7-12-18-25-34... ECT, would be +(2+(1xcreep level)).
Give auto-attacking based heroes a slight base damage increase, +5 damage. It is silly that priestess of the moon and phoenix hero have almost the same auto attack DPS early on, but one of them can cast an AoE to clear an entire wave; which again, leads to a player getting ahead early.
Increase the cost and reduce the CD on frost fall from the shrine to allow players to defend once tier 2 creeps are spawned and a weaker team cannot afford the 75k items yet; and to prevent someone (Sometimes like me) from using it early on to steal creeps from my noob allies lane, to get that sweet sweet income.
And finally, as suggested above: redo the income to cost ratio of units; so it isnt in everyones best interest to spam the strongest units as soon as shrine 2 is upgraded. Players go from fighting 350 HP units to 6500 HP units in a matter of seconds.
Similarly, tier 3 summoner needs to have the CD reduced, especially on the lower tier units. As soon as I click the upgrade, I have no choice but to send sasquatch, because I have too much income and not enough summoning choices.
New players don't like the game because it is not noob friendly at all; it is really anti-noob friendly. These are the people giving the game bad reviews.
Edit to say that the new UI and all of the wc3 heroes look great. As a whole, I feel the wc3 assets look much better in the sc2 universe than I thought they would.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I'll take a look at this.
I'm still working on the creep income rebalance. It's nearly done;
https://docs.google.com/spreadsheets/d/1d-XmUiAStt37RhlpzfxAkQEpfaw51MqgOvmSdfBiHwo/edit#gid=0
The more expensive the creep, the more "wastage" occurs. Always. No exceptions anymore. Tier 2 has been extended a little so you're not instantly skipping the entire tier. Tier 3 remains about the same but I'm making the creeps more interesting and a little more expensive. In retrospect it's a little odd that tier 2 creeps have such huge uniqueness to each creep, and yet the better tier 3 creeps are all so bland. I'm working on fixing that!
Tier 4 creeps are nearly done. They intentionally scale out of control. The Avatar has done his time and will be retired from service.
Give auto-attacking based heroes a slight base damage increase, +5 damage.It is silly that priestess of the moon and phoenix hero have almost the same auto attack DPS early on, but one of them can cast an AoE to clear an entire wave; which again, leads to a player getting ahead early.
Yeah the shrine will start on a 3min cooldown now. I mean, there's never a reason to need the shrine in the first 3 minutes anyway, so I think this is a safe change.
In progress!
Me too. I was extremely skeptical about how they'd look! Especially the missile and most spell effects.
Thanks for the feedback!
Creeps are updated and rebalanced. The whole creep curve should be a lot smoother now. I've also taken some steps to make each creep feel more unique, and added more abilities overall to the creeps.
A lot of work went into this, and hence I could've missed something somewhere. Feedback appreciated!
I don't often update these threads, but I'll give a shot at fixing that.
NEW CONTENT
- Added the first StarCraft hero, Artanis!
Note that this hero is only available on EU as the US version is locked for the Rock the Cabinet contest.
As X Hero Siege and Hero Line Wars are intimately linked, this hero is also available in Hero Line Wars.
When I'm happy with it, I will be releasing my abilities pack publically. If you're coming back here from the future (oOOoOoOooOoo spooky), here is the XML to add Artanis. Simply set to XML view, and paste this into any tab (it will sort itself automatically);
NEW CONTENT
- Added 3 new heroes; Ice Queen (Jaina), Engineer (Swann), and Ascendant (Alarak)!
BALANCE
- Artanis' Force of Will weapon damage bonus increased from 20% to 25%.
- Artanis' Plasma Shields increased to 50% of his max life.
FIXES
- Many small fixes.
NEW CONTENT
- Added Sniper (Nova)!
I didn't intend to add StarCraft heroes to HLW but hey, I have them completed. It's pretty fun to play with heroes that don't use energy, too.
NEW CONTENT - Glyphs! The level-up reward system is finally here. - Customize your hero's stats with a glyph.
CHANGES - Early tier 4 creeps' damage has been increased. - Changed how Holy Light and Death Coil's heal works.
Not a lot of patch text, but there's a full reward system in place now, after I'd mentioned it only a year or so ago!