Swordmage2 wrote:I dont like:
- cross detection: make it a possible game mode, i dont get why we even need this, we already have "no mid"
cross is way stronger than it should be mainly due to the wc3 engine abuse which got problems with too many units alive and leads to less movement and attacks of the creeps.
with a normal movement and attacks you would need to spend way more gold on delays to get the same result as it currently is (just 1 reason) and thereforce needs to be balanced.
Swordmage2 wrote:- Removed misschance for fighting uphill during the arena, why are there hills in arena if not for the reason to make the fight more random?
it has been a community suggestion with support.
viewtopic.php?f=295&t=107086there is enough rng in the game already and hills looking better than no hills thats why.
Swordmage2 wrote:- buffing the already good anti boss unit wraith and mercurial
Wraith and Mercurial arent bad units vs bosses but not great at all. mostly they waste their spell against mass units.
however the buff allows them to attack 1 time more within 15 seconds which means a bonus of just 2%.
Swordmage2 wrote:- changes to disciple. Many people used it before as anti 10 unit... I dont get the reason why change this great unit, maybe change other rarely used units like landmine (only role is anti warrior help?)
would be new to me that disciple has been a vaible choice to build against 10. the attackanimation been way to slow against mass to actually attack and the damage output was not great either.
however the reason for the change was to have a new uniq ability, another support unit in the beginning and a potentional add on round 15 while it has not that a big holding potential on its own(success or not will be shown, the strenght of thunderbird took a few month to be noticed).
landmine can be a great add on the first levels and especially on round 7 where it got a good holding potential.
with the balacing i rely mostly on my own experience and the general feedback right now mostly of 1200+ and lihl players..
Swordmage2 wrote:- nerfing minotaur (why?)
the reduced starting mana is actually a buff (which i forgot to adjust after the manareg buff) to effect more units before it uses his spell the first time especially on round 1 and 2 and 7.
thanks for your feedback and if you have any further questions feel free to pm me.