2009-05-31, 05:30:11
After playing some more games, I agree that the tank is not so strong in combat. It's kinda weak. It has no speed skill and gets very slow without a speed item. But to buy turbo speed item is not tempting since the tank only costs 1500. However the decoy ability is good.
The drain ability sounds like a ghost tank ability to me, which could fit the ghost tank well as a support ability for the ghost tank. Maybe a different second ability could replace it. But I will suggest some possible changes...
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I sit in my creative corner this morning and have some alternative ability suggestions. If Exodus likes some of the suggestions or none, that is up to him.
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Primary ability (Q)
Suggestion 1:
Jet Thrust (Q) Active
The same ability as the sky fortress have, with more range pr level and 200 damage pr level. Doesn't damage structures.
Suggestion 2:
Double the damage, speed bonus and cooldown (or mana) of the current ability.
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Secondary ability (W)
Suggestion 1:
Energy Transfer (W) Active
Drains 8 mp pr level for 5 seconds from a enemy tank, or transfer to a friendly unit 8 mp pr sec. Does slow the enemy target with 25%. 800 range (cancels when enemy is further than 1200 range). 40 sec cooldown, 5 mp cost pr level.
Suggestion 2:
Healing Ray (W) Active
Heals target tank for 350hp pr level, can be used on yourself. 10 mp cost pr level, 600 cast range. 40 seconds cooldown
Suggestion 3:
Aerial Plasma Shot (W) Active
Does 150 damage pr level against ground unit and does 300 damage pr level against air tanks (Against air it shoots dual plasma shot). 1000 range, 40 seconds cooldown, 10 mp pr level, 1 sec stun. This could give medivac some better offense cabability, and gives it a combat advantage over air tanks.
Suggestion 4:
Keep the current ability, but double the cooldown and life drained by life drain ability. It would at least make the ability more useful then.
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Passive ability (E)
Suggestion 1:
Evasion System (E) Passive
Give a 15 speed bonus pr level and gives a 5% chance pr level to create a 500 hp decoy. At least I think this ability fits the medivac better than the current and gives it some speed bonus.
Suggestion 2:
Keep the current ability, but add 10% pr chance pr level to spawn a 500 hp decoy instead.
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Ultimate ability (E)
Suggestion 1:
Plasma Barrage (R)
Works the same way as heavy tanks barrage ability, just that this does 560 + 140 damage pr level with 5 plasma barrages.
Restoration (R)
Heals nearby ALL units which was within 600 range with 400 pr pr second. Lasts 4 + 1 seconds pr level.
Suggestion 2:
Keep the current ability, but perhaps add mana restore in addition. Maybe make it able to heal the caster as well
The drain ability sounds like a ghost tank ability to me, which could fit the ghost tank well as a support ability for the ghost tank. Maybe a different second ability could replace it. But I will suggest some possible changes...
_________________
I sit in my creative corner this morning and have some alternative ability suggestions. If Exodus likes some of the suggestions or none, that is up to him.
_________________
Primary ability (Q)
Suggestion 1:
Jet Thrust (Q) Active
The same ability as the sky fortress have, with more range pr level and 200 damage pr level. Doesn't damage structures.
Suggestion 2:
Double the damage, speed bonus and cooldown (or mana) of the current ability.
_________________
Secondary ability (W)
Suggestion 1:
Energy Transfer (W) Active
Drains 8 mp pr level for 5 seconds from a enemy tank, or transfer to a friendly unit 8 mp pr sec. Does slow the enemy target with 25%. 800 range (cancels when enemy is further than 1200 range). 40 sec cooldown, 5 mp cost pr level.
Suggestion 2:
Healing Ray (W) Active
Heals target tank for 350hp pr level, can be used on yourself. 10 mp cost pr level, 600 cast range. 40 seconds cooldown
Suggestion 3:
Aerial Plasma Shot (W) Active
Does 150 damage pr level against ground unit and does 300 damage pr level against air tanks (Against air it shoots dual plasma shot). 1000 range, 40 seconds cooldown, 10 mp pr level, 1 sec stun. This could give medivac some better offense cabability, and gives it a combat advantage over air tanks.
Suggestion 4:
Keep the current ability, but double the cooldown and life drained by life drain ability. It would at least make the ability more useful then.
_________________
Passive ability (E)
Suggestion 1:
Evasion System (E) Passive
Give a 15 speed bonus pr level and gives a 5% chance pr level to create a 500 hp decoy. At least I think this ability fits the medivac better than the current and gives it some speed bonus.
Suggestion 2:
Keep the current ability, but add 10% pr chance pr level to spawn a 500 hp decoy instead.
_________________
Ultimate ability (E)
Suggestion 1:
Plasma Barrage (R)
Works the same way as heavy tanks barrage ability, just that this does 560 + 140 damage pr level with 5 plasma barrages.
Restoration (R)
Heals nearby ALL units which was within 600 range with 400 pr pr second. Lasts 4 + 1 seconds pr level.
Suggestion 2:
Keep the current ability, but perhaps add mana restore in addition. Maybe make it able to heal the caster as well