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Zealot Frenzy General Discussion / Re: question
« Last post by Strangelove on Today at 02:23:17 PM »
That sounds good to me. Thanks.
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Zealot Frenzy General Discussion / Re: question
« Last post by Incinerate on Today at 12:09:56 PM »
I can comment on meta a bit.

Most unit tiers are fairly even. I see people going zerg terran and protoss equal amounts.

Games start to Starcraft out more often because of void seeker nerf. Once people are on to tier 4 units, less fights happen and games can Starcraft out a really long time.

There is still a bug with the voidseeker debuff where it still will not go away on units. Also, sometimes when I use voidseeker and it gets hurt, all my units inside of it get hurt as well. No idea what is causing that.

Most changes I would recommend would be around heroes.

In addition to what you already did, I would remove the barrier / wall from Cairne's Z ability (the one with the long line of damage). My reason is that it already stuns and does damage, IMO walling off a decent chunk of the map gives that team too much map control.

People have already mentioned Alarak's ultimate is too strong. Reduce area of effect of it should help.

Blade's mirror images have a really high base armor. I would make them a bit easier to kill.

Sentry and Karass (IMO) have very weak base HP / armor stats. Maybe increase it a bit.

Flav is still really weak (since you can dispel his fungal growth with a ghost). Maybe rework his C ability (single unit dmg ability) into something more useful.


The last 2 I will look at and possibly give artanis a small nerf since he's so complained about.

Thinking along the lines of + 2 seconds more to get away from artanis ulti and slight nerf to his damage aura
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Zealot Frenzy General Discussion / Re: question
« Last post by 1b2a on Today at 08:31:54 AM »
Mothership  tele needs to be cancel-able. At least the infestor's ult does not cancel the mothersip  once targetted.
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https://gofile.io/d/DEDjcU
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Zealot Frenzy General Discussion / Re: question
« Last post by Kaiser on December 02, 2020, 09:51:43 PM »
not to keep beating a dead horse but you would also have to cancel mothership core from recalling area effects such as sheep guardian darkmus rex ults would have to be canceled because again that would be a straight feed fest, that and it doesn't really solve the problem of stale mates because sometimes all you have over another team is how many units you have and if you lose a bunch of them then it might be a gg moment
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Zealot Frenzy General Discussion / Re: question
« Last post by 1b2a on December 02, 2020, 09:34:06 PM »
you must not play very much with me when I have stalkers :P I always kill the mothership core first if I can

I literally never see it sniped because I ping and ping and nobody does anything, but I don't go stalkers so that is why,
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Zealot Frenzy General Discussion / Re: question
« Last post by Kaiser on December 02, 2020, 04:52:44 PM »
you must not play very much with me when I have stalkers :P I always kill the mothership core first if I can
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Zealot Frenzy General Discussion / Re: question
« Last post by 1b2a on December 02, 2020, 04:35:40 PM »
I personally don't think there is anything I can do about the stalemates that doesn't seriously hamper with the game to much .

Footmen frenzy was the map I based this map on but with alot of my own ideas in order solve it .  Footmen frenzy on war 3 had the same stalemate issue where it's hard to attack becuz If u do attack u might get flanked and that promotes turtling .

So stuff I brought in to combat that was the mothership core so u can teleport away ur army in order to be more offensive and invisible scrolls so ur army can attack undetected... Removal of blur to make it more offensive .     

Other stuff I did to was introduce the void seeker which is amass transport unit of which war3 footies didn't have as well . I believe a combination of those 3 should be good enough .. but it takes heavy investment .. I am looking for something small scale too .. like perhaps upgrade to the mother ship core?   Maybe +1000 more life and 6% faster spawns for 800 gold ... With more life it be more offensive and create more army ..   but it depends if ppl would actually turtle less .  Maybe

Nobody is sniping motherships as it is. It doesn't need an hp buff. But a unit buff would be interesting.
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Zealot Frenzy General Discussion / Re: question
« Last post by Incinerate on December 02, 2020, 03:59:31 PM »
I personally don't think there is anything I can do about the stalemates that doesn't seriously hamper with the game to much .

Footmen frenzy was the map I based this map on but with alot of my own ideas in order solve it .  Footmen frenzy on war 3 had the same stalemate issue where it's hard to attack becuz If u do attack u might get flanked and that promotes turtling .

So stuff I brought in to combat that was the mothership core so u can teleport away ur army in order to be more offensive and invisible scrolls so ur army can attack undetected... Removal of blur to make it more offensive .     

Other stuff I did to was introduce the void seeker which is amass transport unit of which war3 footies didn't have as well . I believe a combination of those 3 should be good enough .. but it takes heavy investment .. I am looking for something small scale too .. like perhaps upgrade to the mother ship core?   Maybe +1000 more life and 6% faster spawns for 800 gold ... With more life it be more offensive and create more army ..   but it depends if ppl would actually turtle less .  Maybe

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When u upload it on that site , u also have to post the link to the file here . It tell you the link once uploaded..
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