[OPINION] Beta 2 Thus Far
ongoing opinion...
Lord Ereban
This is a spectacularly fun character. His Bite ability does low damage, but its low energy cost and rapid regenration means an astute player can at least leverage additional damage and some subtle penalties against an enemy over the duration of a combat. It works very well and strikes me as perfectly balanced.
The Gaseous Mist Form ability seems *both* overpowered and underpowered. It is overpowered in its capacity to deal death to regular minions with ease and little effort from the player. It is underpowered in its late-game stages when it is at higher levels – delivering little consequential damage to a foe while seriously wounding Ereban himself. I would fix the skill by increasing the damage done to enemies at higher ability levels by about 100%, while changing the skill such that any foe within the Mist has a *chance* of taking damage per period of time… say about 35%. This way Mist still drains health from an immobile Ereban while posing a threat (!) rather than a certainty of death to Minions, its late-game powered-up state allowing greater consequence to enemy Demigods with the greater damage levels, and it still dispels negative effects upon Ereban. As an option, make the chance that Ereban takes damage himself per second 50% - you could then equate damage delivered to foes to damage suffered by Ereban... or some kind of permutation in conjunction with the ideas previous.
The Bat Form ability is perfect. If it needs curtailing from a balance standpoint, keep all damage levels and costs the same, but again make it a *chance* that he does damage to foes he passes through… 50% would be good. This skill is an inventive and perfect accoutrement to Ereban. Much fun.
Ereban`s Potions which he leaves behind should indeed not poison friendlies that drink it.
The default chance of Ereban raising Night Walkers should be lowered to about 10%. Then there would be a reason for Ereban to put skill points into the ability which increases the chance of such. A statistical enhancement of the Night Walkers as that skill is increased would be good too. The Night Walkers look in line with the quirky graphical style of the other Minion units, yet somehow to me they don`t seem organic enough for an animal vampire creature; longer claws, more tattered clothing (!) & flesh or something.
The Trance ability is a perfect stun for Ereban – of only limited use versus Demigods, but a balance-changer in a Minion versus Minion contest.
How precisely does the Soul Drain ability work?
Overall Ereban`s low health and energy regeneration is perfect and his weakness. Again, great fun to play.
The Oak
Tough to get a handle on, but very cool. Deceptively powerful and a great compadre to other Demigods; sometimes he acts like an Assassin rather than a General, which is totally apt & in line with his character. I was expecting a flatter and more dour booming voice from within a muffling metal helm for him instead of the english Shakespearean persona… a bit of a shock given his background and appearance.
His abilities I find tricky to utilize, but this will come with practice. It is easy to charge too far into a heavy battle with him, overconfidence insufficient to overcome more dedicated Assassin Demigods. He is certainly adept in the hands of the new A.I..
Love him, again great fun to use and an excellent addition to the roster.
The Torch Bearer
He seems perfect. Adding a tier 4 wave of ice rain to his Ice Rain ability is wonderful once everyone he fights is into their higher level abilities.
Light & Dark Minions
I agree that there should be a graphical difference between Evil and Good Minions on the battlefield. They would benefit from different appearances, and so would the players distinguishing between them.
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Overall I greatly appreciate the implementation of Generals; a default behaviour of Guard is The proper default, and the odd Icon summoning system is indeed odd yet absolutely workable. It is nice to see the new A.I. & pathing systems in place. I`m not sure what causes raining lightning bolts from the sky on certain maps, but it looks neat; control flag-based? Ambient environmental? Cool nonetheless. Dynamic/random item arrays per map is still a wise choice in my opinion – such would eliminate/mitigate much of the commentary about ‘X’ character being too advantageous given ‘Y’ equipment. Chance is chance.
Looking forward to more. Will certainly play much more in the coming week.