2009-05-31, 17:14:04
These are my thoughts about the current Medivac.
1.) The tank is quite expensive in the beginning without sufficient skills to EFFECTIVELY get some kills independently in the beginning of the game.
2.) Despite the fact that Medivac is created mainly for supporting purpose, it does this role poorly because the healing skill(s) need to be more powerful.
3.) Medivac is a flying tank, yet it lacks the capability to advance with haste. In other words, it has no speed-bonus skill, and buying a speed boost in the beginning (to middle) of the game would be quite risky because of Medivac itself may need weapons to withstand enemy's tanks and kill creeps.
I'm going to give suggestions, but as I look at the previous posts, I think they've pointed out many good ones out there, so I'll just give general ideas.
1.) Improve "Super Thrust" skill, definitely. I guess that setting initial damage to 180 or 200 with implement of itself every level would be great. This skill requires precision, and I think there should be a little damage reward for your accuracy. You could increase the cooldown. That's no problem.
2.) Improve "Life Converter" skill. At least set the initial percentage to 10% with 10% implement each level or do not divide the healing benefits among the tanks but let all ally tanks in the area get full healing without dividing.
3.) Add speed-bonus skill to Medivac. It could be passive skill like any other tanks have, or you could let it be a temporary effect after using certain skill such as Medivac also receives 25% speed bonus for 10 seconds after using "Super Thrust". (In fact this might benefit in pursuing tanks or rushing through dying enemies to support friends)
4.) Lowering chance of creating decoy is also considerable to me, but getting the last hit among creeps are quite difficult at first, so I guess 50% chance of spawning decoy and 30% chance doesn't make that much of a difference.
5.) Another idea for supporting ally. We have HP and Mana healing toward ally tanks, but why don't we try speed? You could create a skill that boost ally tank's speed by 25% for 10-30 seconds (5 sec. implement/level), and I'm sure that people could really benefit this in the beginning to mid game.
That's all.
I hope that was helpful.
1.) The tank is quite expensive in the beginning without sufficient skills to EFFECTIVELY get some kills independently in the beginning of the game.
2.) Despite the fact that Medivac is created mainly for supporting purpose, it does this role poorly because the healing skill(s) need to be more powerful.
3.) Medivac is a flying tank, yet it lacks the capability to advance with haste. In other words, it has no speed-bonus skill, and buying a speed boost in the beginning (to middle) of the game would be quite risky because of Medivac itself may need weapons to withstand enemy's tanks and kill creeps.
I'm going to give suggestions, but as I look at the previous posts, I think they've pointed out many good ones out there, so I'll just give general ideas.

1.) Improve "Super Thrust" skill, definitely. I guess that setting initial damage to 180 or 200 with implement of itself every level would be great. This skill requires precision, and I think there should be a little damage reward for your accuracy. You could increase the cooldown. That's no problem.
2.) Improve "Life Converter" skill. At least set the initial percentage to 10% with 10% implement each level or do not divide the healing benefits among the tanks but let all ally tanks in the area get full healing without dividing.
3.) Add speed-bonus skill to Medivac. It could be passive skill like any other tanks have, or you could let it be a temporary effect after using certain skill such as Medivac also receives 25% speed bonus for 10 seconds after using "Super Thrust". (In fact this might benefit in pursuing tanks or rushing through dying enemies to support friends)
4.) Lowering chance of creating decoy is also considerable to me, but getting the last hit among creeps are quite difficult at first, so I guess 50% chance of spawning decoy and 30% chance doesn't make that much of a difference.
5.) Another idea for supporting ally. We have HP and Mana healing toward ally tanks, but why don't we try speed? You could create a skill that boost ally tank's speed by 25% for 10-30 seconds (5 sec. implement/level), and I'm sure that people could really benefit this in the beginning to mid game.
That's all.
