2010-02-06, 03:56:55
*Ghost Tank: I think this tank is fine as it is. Using troops/summons at the right time together with the defensive capacities of draining mana doesn't seem underpowered to me. The only problem is that to be playing offensively you need quite a lot of equipment which makes it rather hard to play in clangames. Still i don't think that's underpowered.
*Guard: At first: This tank doesn't lack as much mobility as often thought. Just root every 20 seconds and unroot right after that, so you spawn treants without losing too much mobility (If I remember it correctly you should root at ~x:17, ~x:37, ~x:57 to spawn treants at x:20, x:40 and x:00). 2nd: Hope I'm allowed to speak a bit about dev-internal discussions: We are allready discussing various possible changes to the guard, but it doesn't have the highest priority right now.
*Demon: Needs no chance as it is still a very strong tank and can be seen quite often.
*Guard: At first: This tank doesn't lack as much mobility as often thought. Just root every 20 seconds and unroot right after that, so you spawn treants without losing too much mobility (If I remember it correctly you should root at ~x:17, ~x:37, ~x:57 to spawn treants at x:20, x:40 and x:00). 2nd: Hope I'm allowed to speak a bit about dev-internal discussions: We are allready discussing various possible changes to the guard, but it doesn't have the highest priority right now.
*Demon: Needs no chance as it is still a very strong tank and can be seen quite often.