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Started by: CRAZY JAY | Replies: 2,627 | Views: 253,026 | Sticky

nutsophast

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Jan 3, 2016 10:04 AM #1428079
Even in this unrealistic game, the movements and mechanics still have to bear some resemblance to reality. For example, the lime juice puddle medusa spits out still falls on the ground and turns into a puddle instead of jumping around everywhere poisoning everyone. Sure, medusa isn't realistic and the poisonous lime juice isn't realistic, but it still falls onto the ground realistically.
Phaxtolgia
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Jan 13, 2016 6:54 AM #1430338
Quote from nutsophast
Even in this unrealistic game, the movements and mechanics still have to bear some resemblance to reality. For example, the lime juice puddle medusa spits out still falls on the ground and turns into a puddle instead of jumping around everywhere poisoning everyone. Sure, medusa isn't realistic and the poisonous lime juice isn't realistic, but it still falls onto the ground realistically.

THIS IS A VIDEO GAME. What part of that do you not understand?
Nyarlathotep

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Jan 13, 2016 7:06 AM #1430340
Reality has no bearing in a video game, and it is absolutely irrelevant in a balance discussion.
spino

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Jan 13, 2016 11:27 AM #1430366
Quote from Nyarlathotep
Reality has no bearing in a video game, and it is absolutely relevant in a balance discussion.


Give medusa infinite stone pls
Phaxtolgia
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Jan 14, 2016 3:19 AM #1430535
Quote from spino
Give medusa infinite stone pls

Make Vs possess as many units as it wishes :P

As a serious suggestion, how about reverting Water's heal, and replace the insta-heal with a regen, as well as making dying Waters (waters killed directly by an enemy, but not the Sacrifice spell) heal less hp?
AsePlayer
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Jan 14, 2016 6:13 AM #1430561
Quote from Superterry
Make Vs possess as many units as it wishes :P

As a serious suggestion, how about reverting Water's heal, and replace the insta-heal with a regen, as well as making dying Waters (waters killed directly by an enemy, but not the Sacrifice spell) heal less hp?


I was thinking they just don't heal altogether. You get punished for killing something, ew.
PUMU
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Jan 14, 2016 12:40 PM #1430595
Quote from AsePlayer
I was thinking they just don't heal altogether. You get punished for killing something, ew.


You do realize that waters don't do damage on their own right. You also know that the waters generally tend to be in the front of everything when they are being used for freezing. Freezing and not healing upon death is dumb. They already don't heal anything when they are converted into trees, scorps, v's and cycloids
nutsophast

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Jan 14, 2016 1:16 PM #1430598
^^ water should revert to old healing system instead of healing less the more units there are. And increase the healing power a bit. Right now it's pretty hard to use cycloids and charrogs without the healing.
alternate

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Jan 14, 2016 1:30 PM #1430600
Quote from nutsophast
^^ water should revert to old healing system instead of healing less the more units there are. And increase the healing power a bit. Right now it's pretty hard to use cycloids and charrogs without the healing.



And... no.. the old water was so OP healing wise it was ridiculous.... Ele already can charrog or tree spam and just overwhelm an opponent... the old water made that beyond ridiculous...
nutsophast

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Jan 14, 2016 2:06 PM #1430603
That's not the case with classic, I think you're confusing the two gamemodes. The first water heal was quite insane I agree, yet I think they really overnerfed it. Again, revert to the old healing system which made sense and boost the healing power so it's actually usable.
Zomar

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Jan 14, 2016 3:03 PM #1430608
No thats stupid. They just need to make a minimum heal per unit, say 1.5 bars. That way it becomes more cost efficient when you use it with more units past the cap where it will continue to divide its maximum healing capacity equally.
Skeletonxf
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Jan 14, 2016 4:46 PM #1430617
That would be nice Zomar but it would leave Charrogs still lacking. Perhaps for Charrogs specifically activating water heal on them would create a temporary shield like the Cycloid's protect? It would mean you wouldn't be able to stack heals on a Charrog mass as much as you used to be able to when it was absolutely crazy but 1.5 bars and a shield would make healing Charrogs still useful in fights.
Nyarlathotep

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Jan 14, 2016 4:55 PM #1430620
There is a minimum if you don't buy the upgrade. As it is though its literally a detriment to buy it.
Zomar

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Jan 14, 2016 5:29 PM #1430627
@Skele charrogs aren't lacking, they're incredibly strong. If you put a 'water shield' on a stacked charrogs you could just plough through anything, would be too strong.
Skeletonxf
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Jan 14, 2016 6:16 PM #1430633
Quote from Zomar
@Skele charrogs aren't lacking, they're incredibly strong. If you put a 'water shield' on a stacked charrogs you could just plough through anything, would be too strong.


Yes Charrogs need nerfs but they also take forever to reheal in base and 1.5 bars on a Charrog isn't very much % wise. In terms of healing Charrogs Waters are really useless right now.