Post by ShadowSong3 on Jul 26, 2016 12:24:36 GMT -5
As i'm sure you all know, not all races in the game are equal. some are good, some are the faceless, regardless, i think we should brainstorm some ideas for how to make the "lesser" races a bit less terrible, and for ways to make races that SHOULD be more important (faceless for example), more relevant to the game. anyone should be able to play any race without having to worry about how poorly they will perform as a result. while the argument could be made that it comes down to player skill, a fight between a player using Naga vs a player using Centaurs - on equal skill levels - will almost always result in the Naga player winning due to the fact that one race is just outright superior to the other. So, I'm going to name races that i feel either have the most issues, highlight the problems they have, as well as suggest some solutions to said problems.
Murlocs:
Centaur:
Races that SHOULDN'T suck to begin with:
Faceless: they're basically the old gods wills, cmon now.
(Currently working on the reworked Faceless idea, it's quite a big one.)
Murlocs:
Murlocs are fun, gotta love those little guys, now their strength isn't really an issue - naturally they are weak little pests. issues i have with them however are the lack of leadership (heroes) within them, as well as the fact that they aren't as numerous and easily-spammy as they should/could be. they also lack ranged and air units (no air units is fine, but the fact that they don't have any real ranged puts them at a huge disadvantage)
heres what i'm thinking:
Hydras: no more hydras.
Murloc Huts now function as both a Barracks and a Food Production facility, Murloc Huts can be built by any of the basic infantry units, and trains cheap units that train quickly, this will help them expand early on, as well as provide really cheap cannon fodder that can quickly overwhelm people in the early-game.
Murloc Ranged Units: we need more.
General Changes: reduced hitboxes all around, letting Murloc units move more easily in groups. all Murloc units now regenerate 2hp/s. Murlocs now have faster movement speed.
Heroes: Murlocs needed heroes. Here you go.
Murky:
Slime: Murky slows and deals damage to enemies in a target area. Radius, Damage, and Slow % go up w/ rank
Pufferfish: creates a pufferfish at the target location that explodes, dealing damage to everything nearby
Safety Bubble: essentially a divine shield, lasts for 3/4/5 seconds and has a relatively low cooldown.
March of the Murlocs: a stampede with Murlocs
additionally, Murky can build all normal Murloc buildings as well as a Spawn Egg which functions similarly to a hero altar. Murky has an extremely fast training time (at the cost of him being EXTREMELY easy to kill). Spawn Eggs can also train regular Murloc Builders and basic Murloc Units.
Morgl (Hearthstone Shaman): his moveset revolves entirely around totems. a heavy support hero.
Healing Totem: a regular healing totem
Searing Totem: functions like a serpent ward
Stoneclaw Totem: taunts enemies nearby and has MASSIVE health and defence.
Wrath of Air Totem (ult, has 3 levels): a totem that has all auras in the game on it.
King Mrgl-Mrgl: another support hero, has no attack (since it's actually a Night Elf in a murloc costume).
Winterfin Assistance: summons a group of Winterfin Murlocs. 6/12/18.
Just Playing Dead (Ressurection):
Resurrects 4/8/12 Murlocs nearby, not an ultimate ability, 25/20/15 second cooldown.
Winterfin Miracle (Big Bad Voodoo):
makes units around the King invincible for 10/15 seconds while channeling. 100/80 second cooldown
Spare Suit (Ult, Reincarnation): reincarnation.
Additionally, King Mrgl-Mrgl spawns with the following ability by default:
Leadership: makes King Mrgl-Mrgl function like a mobile healing ward, automatically restoring health to nearby units.
heres what i'm thinking:
Hydras: no more hydras.
Murloc Huts now function as both a Barracks and a Food Production facility, Murloc Huts can be built by any of the basic infantry units, and trains cheap units that train quickly, this will help them expand early on, as well as provide really cheap cannon fodder that can quickly overwhelm people in the early-game.
Murloc Ranged Units: we need more.
General Changes: reduced hitboxes all around, letting Murloc units move more easily in groups. all Murloc units now regenerate 2hp/s. Murlocs now have faster movement speed.
Heroes: Murlocs needed heroes. Here you go.
Murky:
Slime: Murky slows and deals damage to enemies in a target area. Radius, Damage, and Slow % go up w/ rank
Pufferfish: creates a pufferfish at the target location that explodes, dealing damage to everything nearby
Safety Bubble: essentially a divine shield, lasts for 3/4/5 seconds and has a relatively low cooldown.
March of the Murlocs: a stampede with Murlocs
additionally, Murky can build all normal Murloc buildings as well as a Spawn Egg which functions similarly to a hero altar. Murky has an extremely fast training time (at the cost of him being EXTREMELY easy to kill). Spawn Eggs can also train regular Murloc Builders and basic Murloc Units.
Morgl (Hearthstone Shaman): his moveset revolves entirely around totems. a heavy support hero.
Healing Totem: a regular healing totem
Searing Totem: functions like a serpent ward
Stoneclaw Totem: taunts enemies nearby and has MASSIVE health and defence.
Wrath of Air Totem (ult, has 3 levels): a totem that has all auras in the game on it.
King Mrgl-Mrgl: another support hero, has no attack (since it's actually a Night Elf in a murloc costume).
Winterfin Assistance: summons a group of Winterfin Murlocs. 6/12/18.
Just Playing Dead (Ressurection):
Resurrects 4/8/12 Murlocs nearby, not an ultimate ability, 25/20/15 second cooldown.
Winterfin Miracle (Big Bad Voodoo):
makes units around the King invincible for 10/15 seconds while channeling. 100/80 second cooldown
Spare Suit (Ult, Reincarnation): reincarnation.
Additionally, King Mrgl-Mrgl spawns with the following ability by default:
Leadership: makes King Mrgl-Mrgl function like a mobile healing ward, automatically restoring health to nearby units.
Centaur:
Centaur are half-horse half-man and based on (primarily) Mongols. looking within the world of warcraft, we can identify numerous different centaur clans, all lead by their own respective Khans. so, my idea is to make all (most) of the Centaur clans as neutral-hostile creeps scattered throughout the map (using wowwiki's locations for each, for authenticity). each of the Creep Camps would have a unique Neutral structure associated with them that can be taken over as well as some guardians; various centaur and the Khan of that clan. if a Centaur player uses their main hero to deal the killing blow on the Structure they will trigger an event that the Khan of that clan joins the player. giving Centaur players something to look forward to.
Additionally, some general changes for centaur units:
All Centaur Units are faster by default than all other races
Centaur ranged units gain very large attack ranged - slower attack speeds. this is more in-line with their Mongolian inspirations, where Mongols would essentially strafe and run down their opponents while on their horses. Hit-and-Run tactics should fit the centaurs quite well.
Additionally, some general changes for centaur units:
All Centaur Units are faster by default than all other races
Centaur ranged units gain very large attack ranged - slower attack speeds. this is more in-line with their Mongolian inspirations, where Mongols would essentially strafe and run down their opponents while on their horses. Hit-and-Run tactics should fit the centaurs quite well.
Races that SHOULDN'T suck to begin with:
Faceless: they're basically the old gods wills, cmon now.
(Currently working on the reworked Faceless idea, it's quite a big one.)