2009-11-15, 15:08:47
Hmm, I don't know if I agree with implementing a CP teleport for the Guard... Wouldn't implementing a CP teleport make it too difficult for the opposing team to go on the offensive? Usually a player going for a side-lane CP (or even the middle for that matter) will wait for the enemy to move away from his base/other CPs. However, if a Guard is settled in the center of the map, it'll simple for the defending team to teleport back and forth from these CPs using the Guard, making the CPs much more difficult to take by surprise.
It seems like an unnecessary addition to the game... Which might lead to a longer game overall if players use it properly.
That would work too, but wouldn't a skill with a different passive buffs per level be more difficult to balance than gradually buffing everything over each level? I don't think I've seen any skills set up like that for that reason.
It seems like an unnecessary addition to the game... Which might lead to a longer game overall if players use it properly.
DerSatan Wrote:lvl1 +200 range (850->1050)
lvl2 faster spawning interval
lvl3 massive armor boost (increased survivability against towers+creeps, no effect vs tanks)
lvl4 increased timed life
lvl5 three treants spawning
That would work too, but wouldn't a skill with a different passive buffs per level be more difficult to balance than gradually buffing everything over each level? I don't think I've seen any skills set up like that for that reason.
Starcraft II
PandaBearGuy.614
PandaBearGuy.614