Dex is the new OP sarina, two healy bots heals so much so fast.
If he's getting the full benefit of 2 nanomeds then he isn't moving very far. Take advantage of that.
Also, not gonna deny that hawk is hard to use. It took even me like 25 games of playing her nonstop to really get the hang of her, now I'm beasting the shit out of people with her. There is definitely differing learning curves to each hero.
Thirdly, add a time limit to rounds. Many rounds end with one character running from the other three prolonging the fight as long as possible and trying to snipe off little bits of damage at a time. This is boring for EVERYONE but that person and stressful for the one. At the current pace I'd say 60 seconds would be just right. When the time is up, the team with the most health remaining as the sum of their percentages wins.
edit: hawk is cool, but it bothers me that she cant shoot up ledges D: thanks for reading, this game is great :D
Hawk's aim works like any other char's aim, but being that most of its casted, it requires a heavy amount of skill to land. And with good reason, she can one shot Revolver at full Hp with a stealth ultimate. But yeah overall her abilities just require a lot more prediction, or timing to land. All aimed abilities work the same way, so she's no different from Ace or Revolver.
Quote:
Making this game, however, is going to have you thinking abstractly; anything else will bring the game into the ground. If you truly want to make this game the way you're going about it now, stop listening to everyone, and allow the game to flourish by your own intuition. The moment you listen to someone else, you'll kill this game, the same way many dead games out there have died.
I agree and disagree. I know a bit about game theory, I'm no expert at it, but I know enough and I understand some of the things you're talking about. For one, you do need to listen to the playerbase to some extent, particularly when one topic of discussion comes up frequently enough (i.e. Sarina OP) it desires some looking at and investigation. If you ignore the playerbase entirely, then you might be missing some very important flaw in the game. On the other hand, I do not really take much consideration into player suggestions if its say, the cliche "one vocal person's view on the game" vs. everyone else saying X or Y is fine.
I AM designing this game based on my own plan for it, and no one else's. Of course, if someone asks if "X or Y" thing could be added, and its really a good suggestions, I'd definitely consider it. I have a lot more planned for the growth of the game, its not going to stay in its current state forever.
More things I want to add I've already addressed, such as PSR rankings, stat tracking, achievements.
Play the fuck out of the game, feel out what characters are working heavier than intended, balance as such. Not a hard concept, and doesn't require a 10 page essay on how to make my own game.
I added the cast time back into Sarina's Burst of Life ability, see how this goes. It requires a bit of aim now.
Adding more classes is going to be difficult if you don't have an overall concept. Having new concepts spawn off of spoofs, common ideals, and spontaneity, will only build up to turmoil in the end. I'm glad you picked the main 4 archetypes; the most common four-part concept map in many, many games.
Unless you have an overall plan for hero development, taking ideas from other sources without filtering it for pre-balance will cause this game to crash eventually (whether it is frustration, laziness, or influx of complaints). Again, I've seen this in many, many, MANY games.
Thanks for the advice, I didn't spend 3 months writing code.
Correct. Her concept is high risk high reward. She has the touchiest aim, but like a sniper, she can easily be the one shot, one kill character that can't handle a close up encounter. You want to play her like a sniper, stay way the fuck back and try to line up a perfect shot. You can also root and then line up a shot, but they're quite a bit less dmg than if you hit from stealth.
I'm still working on edging her out a bit. She has the longest range in the game, and to stealth you have to be out of combat for about 8 seconds. Gimme an hour or two and she should be up to speed.
Well also consider just what it takes to heal as each healing class.
Sarina:
Has an ammo clip of 50 maximum.
She can use a channeled heal-per-sec (heals about 30 hp per sec, 5 ammo per pulse so she can heal a maximum of 300 hp with this over 10 seconds). She can't heal herself with this.
Her burst heal heals 225 to all allies in a small AOE and costs 25 ammo, 10 second cooldown.
Her escape ability recovers 200 hp instantly and another 22 hp/sec for 5 seconds, for a total of 310 hp over 5 seconds, only affects herself.
Her ultimate, Solace heals every 3 seconds, over 15 second duration, + initially. Each heal tick is for 122, for a total of 720 hp over 15 seconds. Requires 1000 fury.
Her main damage attack is a DOT that doesn't stack, and deals about 22dmg/sec over 6 seconds, for a total of 132 damage over 6 seconds. This also consumes the same ammo she uses to heal.
Her reload time is 2 seconds, and she needs to reload often to be able to keep healing.
Dex:
Only heal is his nanomed drone, which heals in a static area for about 22/sec while its alive. You can stack up to 2 and have 2 nanomeds on the field at once, healing 44/sec for 10 seconds = 440 hp healed, but this requires that you don't move from the AOE of the drone.
He has an instant shield for 250 HP that lasts 10 seconds, 15 sec cooldown.
His main attack is kind of complicated. When he fires his shotgun, it protrudes 14 tracelines (5 that only have 7 cell range and 9 that have 14 cell range.) in a fanning arc from his character. Each traceline impact deals 8 damage. So at point blank, you can do a maximum of 112 damage to a target per shot. The kickback time is 0.5s between attacks w/ a 12 ammo clip. The arc of the attack makes it behave like scatter fire from a real shotgun, meaning he can hit multiple targets, but the damage will be greatly diminished. At far range you'll be lucky to hit a single target for 16 dmg.
His ultimate shields him completely for 5 seconds and reflects all damage taken.
-
If you want to crunch some numbers and compare to the dps output of a specific hero let me know i'll give you teh specs on any character :)
After playing many games in which healing is a cornerstone, and a requirement to have any effectiveness, I've concluded that it's the mechanics, opposed to number crunching, that decided a balance between damage and healing.
Well consider that if you roll a comp with 1 healer and 2 dps, yeah you have better survival, but the toher team that has 3 dps can kill you much faster. In order to get one thing, you sacrifice another. If your team is really solid you can eaisly stomp a healer/2dps team, the thing is you can't be afraid to die. If you waste time, don't keep pressure on the healer in some form (constantly doing damage to someone), switching targets is essential on the fly. If you scare the healer into running and kiting, just switch to something that's out of their range and drop them before he/she can heal them in time.
Support have terrible DPS, so it boggles me when a high dps char runs from them when they're higher on HP. The more you leave support alone, the deadlier they become. Food for thought.
I should mention that double psion+ healer is ridiculous however...really hard comp to beat (asleir/onyx/dex). Judging from the fact EVERY character is supposedly OP that usually means balance is close to "good" at least. I'm still keeping an eye on matchups and specific heroes (RUSH IM LOOKING AT YOU) for being a tad too powerful in some situations.
Positioning also plays a big part. On the other hand if you play with a healer vs. a team without a healer, you can take advantage and play more defensively, juking in/out of LOS picking off little bits of dmg at a time, since you're not under any pressure to keep up with heals, whereas a full dps team should be trying to remove at least one person from the fight ASAP, without fear of dying. Always consider the strengths and weaknesses of each composition. They're fairly dynamic and I feel that there's no such thing as an unbeatable composition, nor is there a composition that's too weak. You have to play on every character in your team's strengths and weaknesses.
If he's getting the full benefit of 2 nanomeds then he isn't moving very far. Take advantage of that.
Also, not gonna deny that hawk is hard to use. It took even me like 25 games of playing her nonstop to really get the hang of her, now I'm beasting the shit out of people with her. There is definitely differing learning curves to each hero.
@ZealNaga: Go
Once I get a loading screen done I'll put it in there, legal mumbojumbo and whatnot.
Its currently on US Battle.NET and available for play to the public with updates coming whenever I can.
This was just added in the latest update.
Map voting is coming soon.
I'm not sure if you're trolling or not. This game's been in a planning stage for at least a month prior to anything being done on the actual map.
Hawk's aim works like any other char's aim, but being that most of its casted, it requires a heavy amount of skill to land. And with good reason, she can one shot Revolver at full Hp with a stealth ultimate. But yeah overall her abilities just require a lot more prediction, or timing to land. All aimed abilities work the same way, so she's no different from Ace or Revolver.
I agree and disagree. I know a bit about game theory, I'm no expert at it, but I know enough and I understand some of the things you're talking about. For one, you do need to listen to the playerbase to some extent, particularly when one topic of discussion comes up frequently enough (i.e. Sarina OP) it desires some looking at and investigation. If you ignore the playerbase entirely, then you might be missing some very important flaw in the game. On the other hand, I do not really take much consideration into player suggestions if its say, the cliche "one vocal person's view on the game" vs. everyone else saying X or Y is fine.
I AM designing this game based on my own plan for it, and no one else's. Of course, if someone asks if "X or Y" thing could be added, and its really a good suggestions, I'd definitely consider it. I have a lot more planned for the growth of the game, its not going to stay in its current state forever.
More things I want to add I've already addressed, such as PSR rankings, stat tracking, achievements.
@EchoedRequiem: Go
http://us.battle.net/sc2/en/forum/topic/1756038856
@hihibanana: Go
Play the fuck out of the game, feel out what characters are working heavier than intended, balance as such. Not a hard concept, and doesn't require a 10 page essay on how to make my own game.
I added the cast time back into Sarina's Burst of Life ability, see how this goes. It requires a bit of aim now.
Thanks for the advice, I didn't spend 3 months writing code.
Practically useless eh? :p
@EchoedRequiem: Go
Correct. Her concept is high risk high reward. She has the touchiest aim, but like a sniper, she can easily be the one shot, one kill character that can't handle a close up encounter. You want to play her like a sniper, stay way the fuck back and try to line up a perfect shot. You can also root and then line up a shot, but they're quite a bit less dmg than if you hit from stealth.
@EchoedRequiem: Go
I'm still working on edging her out a bit. She has the longest range in the game, and to stealth you have to be out of combat for about 8 seconds. Gimme an hour or two and she should be up to speed.
Also, I reduced Sarina's self heals quite a bit.
I'm waiting till 1.0 to release on other servers.
@hihibanana: Go
Well also consider just what it takes to heal as each healing class.
Sarina:
Has an ammo clip of 50 maximum.
She can use a channeled heal-per-sec (heals about 30 hp per sec, 5 ammo per pulse so she can heal a maximum of 300 hp with this over 10 seconds). She can't heal herself with this.
Her burst heal heals 225 to all allies in a small AOE and costs 25 ammo, 10 second cooldown.
Her escape ability recovers 200 hp instantly and another 22 hp/sec for 5 seconds, for a total of 310 hp over 5 seconds, only affects herself.
Her ultimate, Solace heals every 3 seconds, over 15 second duration, + initially. Each heal tick is for 122, for a total of 720 hp over 15 seconds. Requires 1000 fury.
Her main damage attack is a DOT that doesn't stack, and deals about 22dmg/sec over 6 seconds, for a total of 132 damage over 6 seconds. This also consumes the same ammo she uses to heal.
Her reload time is 2 seconds, and she needs to reload often to be able to keep healing.
Dex:
Only heal is his nanomed drone, which heals in a static area for about 22/sec while its alive. You can stack up to 2 and have 2 nanomeds on the field at once, healing 44/sec for 10 seconds = 440 hp healed, but this requires that you don't move from the AOE of the drone.
He has an instant shield for 250 HP that lasts 10 seconds, 15 sec cooldown.
His main attack is kind of complicated. When he fires his shotgun, it protrudes 14 tracelines (5 that only have 7 cell range and 9 that have 14 cell range.) in a fanning arc from his character. Each traceline impact deals 8 damage. So at point blank, you can do a maximum of 112 damage to a target per shot. The kickback time is 0.5s between attacks w/ a 12 ammo clip. The arc of the attack makes it behave like scatter fire from a real shotgun, meaning he can hit multiple targets, but the damage will be greatly diminished. At far range you'll be lucky to hit a single target for 16 dmg.
His ultimate shields him completely for 5 seconds and reflects all damage taken.
-If you want to crunch some numbers and compare to the dps output of a specific hero let me know i'll give you teh specs on any character :)
This is in the works.
Well consider that if you roll a comp with 1 healer and 2 dps, yeah you have better survival, but the toher team that has 3 dps can kill you much faster. In order to get one thing, you sacrifice another. If your team is really solid you can eaisly stomp a healer/2dps team, the thing is you can't be afraid to die. If you waste time, don't keep pressure on the healer in some form (constantly doing damage to someone), switching targets is essential on the fly. If you scare the healer into running and kiting, just switch to something that's out of their range and drop them before he/she can heal them in time.
Support have terrible DPS, so it boggles me when a high dps char runs from them when they're higher on HP. The more you leave support alone, the deadlier they become. Food for thought.
I should mention that double psion+ healer is ridiculous however...really hard comp to beat (asleir/onyx/dex). Judging from the fact EVERY character is supposedly OP that usually means balance is close to "good" at least. I'm still keeping an eye on matchups and specific heroes (RUSH IM LOOKING AT YOU) for being a tad too powerful in some situations.
Positioning also plays a big part. On the other hand if you play with a healer vs. a team without a healer, you can take advantage and play more defensively, juking in/out of LOS picking off little bits of dmg at a time, since you're not under any pressure to keep up with heals, whereas a full dps team should be trying to remove at least one person from the fight ASAP, without fear of dying. Always consider the strengths and weaknesses of each composition. They're fairly dynamic and I feel that there's no such thing as an unbeatable composition, nor is there a composition that's too weak. You have to play on every character in your team's strengths and weaknesses.