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Ele Revisited

Started by: PUMU | Replies: 95 | Views: 8,584

PUMU
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Sep 23, 2014 3:28 PM #1245891
A few things i dont really like about ele's in general.

1. V- 1350g 100m
Clones need to be fixed.
they pretty much serve no real purpose other than melee units.
not as distractions like they should be.
2. Charrogs- the burrow ability does virtually nothing unless your trolling the Castle defense.
burn does next to nothing damage wise regardless of if u back off. it would be better if it did constant burn damage for as long as the unit is near it.
more later
feel free to add
Azxc
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Sep 23, 2014 3:41 PM #1245894
You forgot the very useful blind gate...
Usman
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Sep 23, 2014 3:45 PM #1245896
Blind gate needs to be added in the first place
Skeletonxf
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Sep 23, 2014 4:05 PM #1245897
Quote from Usman
Blind gate needs to be added in the first place

xD

Charrog burrow into leap does a great AoE if you spam W to cast it :P
THatone Gamer
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Sep 23, 2014 4:37 PM #1245904
Quote from PUMU
A few things i dont really like about ele's in general.
2. Charrogs- the burrow ability does virtually nothing unless your trolling the Castle defense.
burn does next to nothing damage wise regardless of if u back off. it would be better if it did constant burn damage for as long as the unit is near it.
more later
feel free to add


I find burrow a good scooting ability but its sadly on situational. And the burn damage can destroy armoured units (takes off a good healthbar or 2 off) but like any other thing ele has, unarmoured units can tank it with ease.
Skeletonxf
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Sep 23, 2014 6:43 PM #1245927
Quote from PUMU

feel free to add

add
►Vs lose possesion of a unit when you click the attack button
►Airs cancel their attack and stop chasing a unit when the unit leaves their attack (start) range, unlike Marrowkai reap and other ranged units, making them quite unreliable at certain distances - this is made worse by having to avoid anim canceling airs because that stops their attack as well; end result is airs are the worst ranged unit at chasing anything because of their own AI.
HashBrownTrials
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Sep 23, 2014 7:16 PM #1245933
I'd have to say the blind gate.....so useful, so many purposes.
PUMU
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Sep 23, 2014 8:51 PM #1245937
Blind gate needs a use.
v clones need to conceal actual v, be able to control tower spawn 1 and 2, and need not to charge into anything whilst casting primary spell.
airs need to continue attacking if given the command
Nyarlathotep

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Sep 23, 2014 9:34 PM #1245944
Fix the charrog jump bug. Please. It's only a matter of time before the community at large knows about it, and at that point it just becomes impossible to play around.

Also, don't know if clones need a buff, they have a pretty good amount of health and do pretty good DPS. Maybe buffing their health and damage would make them more useful? Also, I don't like the idea of them being impossible to distinguish from a V.
Skeletonxf
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Sep 23, 2014 9:35 PM #1245945
Quote from PUMU
Blind gate needs a use.
v clones need to conceal actual v

Gosh no, the v would be impossible to kill pre possess. And anyway, you have a teleport ability to protect the real v. I just use the clones as expendable hp shields.
HashBrownTrials
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Sep 24, 2014 1:01 AM #1245975
Elementals are best when used in a creative smart way.
PUMU
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Sep 24, 2014 1:37 AM #1245980
Isn't the point to conceal the v?
If I'm spending that much for a 3 unit melee that cannot handle most scenarios on its own only to have its primary ability rarely ever used giving it as much power as a high damaging scorp that can teleport.
If I'm spending 1350 giving up a healing unit with freeze, two Ranged units( one with dot) and a stun unit for a support/melee unit that can't even absorb that much damage why shouldn't the additional 250 mana and 200 gold conceal my v?
That's basically the equivalent of a giant gold wise and magikill with a massive lack in flexibility.
nutsophast

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Sep 24, 2014 2:45 AM #1245995
I disagree about the airs. You just need to target the unit before the air starts the animation of attacking.
Phaxtolgia
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Sep 24, 2014 3:13 AM #1246004
Quote from PUMU
Isn't the point to conceal the v?
If I'm spending that much for a 3 unit melee that cannot handle most scenarios on its own only to have its primary ability rarely ever used giving it as much power as a high damaging scorp that can teleport.
If I'm spending 1350 giving up a healing unit with freeze, two Ranged units( one with dot) and a stun unit for a support/melee unit that can't even absorb that much damage why shouldn't the additional 250 mana and 200 gold conceal my v?
That's basically the equivalent of a giant gold wise and magikill with a massive lack in flexibility.
Pumu I think the clone ability is there to enforce DPS, and probably tank for a brief time. I wouldn't think it's to conceal the V though.

And also for it's possess ability, maybe the player has to press "possess" again to release the unit instead of clicking anywhere on the ground. That way the ele player can click the attack button without having to worry about losing their abducted unit.
nutsophast

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Sep 24, 2014 3:41 AM #1246018
Yes the possess idea is splendid. That would fix the major problem for the V.
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