2007-08-29, 12:10:59
Ok Kenny, so you described in a ... well, very detailed way why you think the Tinker is too strong or the other start tanks too weak. Since you obviously have such a good understanding of the game (only little irony intended ...), I'd be glad to hear some suggestions how to change these Tanks to make them more balanced.
Even when I think you are not right regarding the Tinker, I do think that demo and the AG are too weak for their price. As for the jump, the cooldown can be reduced. I also thought about adding damage to the ulti (about 25% of the current HP of the target). The only which you could do with the demolisher is to simply buff some numbers of his skills ... or the harder part, to repace skills.
Regarding the Creeps/Troop Commands, because of the latest changes I think there has to be done something more to counter them (buffing anit-creep-weapons significantly will be one part), like with adding some items which are not too expenisve, e.g. aura-items or the like. I'm currently trying to figure out what would be best.
Even when I think you are not right regarding the Tinker, I do think that demo and the AG are too weak for their price. As for the jump, the cooldown can be reduced. I also thought about adding damage to the ulti (about 25% of the current HP of the target). The only which you could do with the demolisher is to simply buff some numbers of his skills ... or the harder part, to repace skills.
Regarding the Creeps/Troop Commands, because of the latest changes I think there has to be done something more to counter them (buffing anit-creep-weapons significantly will be one part), like with adding some items which are not too expenisve, e.g. aura-items or the like. I'm currently trying to figure out what would be best.
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