So...
Most people know this disgusting structure as being a timed, nondamaging, non blocking, waste of 550 gold.
The blind gate itself transforms 2 types of units.
The 1st unit of the 2 is an earth elemental that costs 150 g to build.
It's weak spot being that its melee is horribly slow allowing most units to ignore it until necessary to combat it. Especially noticeable in Evc Games due to the auto heal of crawlers and weak damage output of earth.
The 2nd is a flying snipe unit that costs 400 g to que. the air elemental has received a single buff that increases its speed allowing it to catch a variety of fleeting units that have a slower movement speed. It's flaw being that it cannot kite at all. The only unit able to do this being fires making ele air influence very poor in most games except eve. The unit has a very long cool down between strikes making airs very weak due to their lack of armor health and dps combined.
Thusly the unit is very susceptible to bombers, wings, archers in groups outnumbering airs, albows, and poison spray.
The reason I briefly list the 2 units and their flaws is to emphasize the poor tech choice of the blind gate.
Now, I don't want to say the structure has absolutely no use, but, I will explain what I mean by it having no real role to play in ranked matches.
I have thought about the possible purposes for its creation and have concluded that it has to be either defensive or serve some odd support role. As a more than likely defensive structure it have the attribute of protecting ele Eco from harm. However, the structures only ability is like that of the ever present "fog of war"; still allowing enemy force to pass into base with the combinations of mass sword and archers or crawler/bomber rushes. Without ele having the auto heal this wrecks ele early Eco. Especially due to the waste of 550 gold and Ca being the only damage should u be trying to defend of you are behind in army. Either choosing to lose the earths and few waters you may have had using micro and macro to obtain whilst having built the blind gate and avoiding the aoe of bombs and ranged dominance of archers. Eventually costing the game as if u fail to obtain an Eco and/or fires u lose the game due to overwhelming archers or tech to wings.
In Evc, the crawlers and bombers have a massive advantage due to their speed.
Fire start works at times if the opponent fails to micro correctly.
However, crawlers and bombers often take down this fire.
Earth v crawlers is horrible due to a prior mentioned flaw. Before a tech to wings which cycloid a become basically the only option. Leaving crawlers bombs and juggers to do a bit of damage unless u have lots of earths and waters on the ground. Fires with the nerf not only can't burn the crawlers or wings but lack the speed and range in which to catch fleeting units.
Ele as of update recieved no help.
Order- allows most units to survive burn damage. (This being stupid as order can simply stay out of fire range until it has a force large enough to push enemy off the tower. Most people rush their swords to far out and lose eventually due to this.
Chaos- wings have a severe advantage as fires in mass and cycloids become their only option
Cycloids tornado spell also seems to be having issues with its odd hitbox. Occasionally missing units even if the tornado is directly underneath them. Resulting in 1 hit on one occasion, 3 on another, or a complete miss.
My suggestions.
Buff cycloid tornado spell radius to deal with this odd feature.
For blind gate,
Instead of "Blind" Gate rename it "Shock" Gate.
Similar to that of a tesla tower. Doing aoe damage to units beyond its border.
This can work in 3 different variations.
SHOCK GATE V1-
A timed structure that drains the hp of un armored units rapidly behind its barrier. Deals with early Eco harassment from massed swords, crawlers, and bomb combinations. (Deals heavier damage than V2 to compensate For being timed)
SHOCK GATE V2-
A structure with Hp that deals light damage to units meleeing its barrier. Prevents units from passing into base whilst still being able to be destroyed instead of something the opponent can simply wait out or ignore.
(Vulnerable to ranged units like an Order wall)
SHOCK GATE V3-
Deals light ranged aoe damage ( has a damage radius that extends a bit further out)
Max targets 5 ((auto selects up to 5 targets and stays with these targets until they die selecting another units accordingly.)) timed. Fills a support role.
All 3 variants have a limit to their build zones. Like a miner wall being unable to be built past the second row on short maps.
V1- second row at the max. Distance.
To build, one air and one earth must run to this location at the minimum before fusion. Units attempting to fuse outside of this distance will run back to this location.
V2- A little bit beyond second row of gold.
V3- shortly after tower at the most
Make elemental tower spawn 2 unstunnable.
The other 2 empires' structures cost less but do much more without affecting pop at any point in time.
But the blind gate costs more but does little defensively.
Post your additions and/or Cnc's to my ideas so that the discussion may commence.
Blind Gate Revision Discussion
Started by: PUMU | Replies: 14 | Views: 1,735
Jul 1, 2014 2:54 PM #1213400
Jul 1, 2014 4:17 PM #1213432
Edit i cant read. I really dont see anything wrong with it and everything that does damage is insantly better then blind gate
Jul 1, 2014 4:42 PM #1213437
Quote from pumuecilsSo...
All 3 variants have a limit to their build zones. Like a miner wall being unable to be built past the second row on short maps.
you cant rush these past a certain point.
Jul 1, 2014 8:31 PM #1213494
@jerryt
Exactly.
@thatonegamer
Your post confuses me out of context.
U see nothing wrong with blind gate? Or nothing wrong with my posted suggestions?
Exactly.
@thatonegamer
Your post confuses me out of context.
U see nothing wrong with blind gate? Or nothing wrong with my posted suggestions?
Jul 1, 2014 9:14 PM #1213505
I was replying to his post which said that you could rush these into the enemies base at the start
Jul 2, 2014 2:46 AM #1213599
Gotcha.
Imma copy this pages link into the suggestion thread.
Imma copy this pages link into the suggestion thread.
Jul 3, 2014 5:02 PM #1214480
Just an idea to nerf trees would be to make rooting cost passive mana the same way praying gains passive mana. This would also help with the problem of elementals virtually laughing at the need for mana in its games (usually they never need more than 2 miners even for long games). This would help with people spamming them all to hell and would force people to either invest heavily in mana production or to use scorpions more strategically.
Jul 4, 2014 2:01 AM #1214650
Actually I'm fine with trees the way they are. If its a pure mass the best thing they can do is attack your walls as you spawn magikills and shadows.
Jul 4, 2014 3:28 AM #1214676
Yeah... I was kinda annoyed by the fact that Chaos could easily pwn elemental. And the blind gate... like Gamer said, anything dealing damage is better then the blindgate
Jul 5, 2014 1:21 AM #1215160
It doesn't exactly pwn ele's
Crawler bombers is basically unblockable
1st problem.
2nd wings are much more cost efficient with their quick production moderate cost and ability to kite not to mention their unrated counterpart cycloid's only spell doesn't always hit regardless of if it should have or not. Shield also wears off quickly allowing chaos to simply resume building and attacking ele eco.
Imma try testing early airs. Try to see the strengths of it.
Crawler bombers is basically unblockable
1st problem.
2nd wings are much more cost efficient with their quick production moderate cost and ability to kite not to mention their unrated counterpart cycloid's only spell doesn't always hit regardless of if it should have or not. Shield also wears off quickly allowing chaos to simply resume building and attacking ele eco.
Imma try testing early airs. Try to see the strengths of it.
Jul 5, 2014 11:17 AM #1215354
Quote from pumuecilsallowing chaos to simply resume building and attacking ele eco.
Imma try testing early airs. Try to see the strengths of it.
A few times I've pulled off early Airs with earth spam to hold mid for free (when my opponent had a huge ground army of swords), but I doubt it would be so effective against Chaos. Elementals just don't have anti-air that works and Airs are so weak.
Jul 11, 2014 11:53 PM #1218383
order has the option of early turtling until they have sufficient amounts of archers to overtake the airs.
air start seems to work better on mid and long maps. on short maps they have a very slight chance of simply evading or building a secondary archer in time to rescue and force the retreat of the first air.
second air directly after seems ineffective as the damage output increases only slightly.
air start is Gambl-y. might work more often with practice. air start vs crawlers and bombs seems very ineffective.
air start seems to work better on mid and long maps. on short maps they have a very slight chance of simply evading or building a secondary archer in time to rescue and force the retreat of the first air.
second air directly after seems ineffective as the damage output increases only slightly.
air start is Gambl-y. might work more often with practice. air start vs crawlers and bombs seems very ineffective.
Jul 12, 2014 7:35 AM #1218507
Quote from pumuecils
air start is Gambl-y. might work more often with practice. air start vs crawlers and bombs seems very ineffective.
Yup. 225 gold to take down 400 with Chaos ahead in eco anyway as long as the bombers don't miss.
Jul 12, 2014 5:33 PM #1218645
Im not sure but cant airs at least snipe one bomb before they explode?
Jul 12, 2014 6:24 PM #1218665
Quote from jerryttIm not sure but cant airs at least snipe one bomb before they explode?
They can but bombers have enough time to get beneath airs so airs get hit no matter what