kyleep
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« on: March 04, 2011, 02:26:32 AM » |
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The current Draenei's army starts off with 0 mana, so no shield. That's fine, since I'm guessing it may be a little gay to suddenly warp in an army behind titan while he seiges. But what do you think of giving them a decent mana regeneration?
Also, I believe each one gives off 2 gold. I suggest changing it to 1.
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VAMPSI
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« Reply #1 on: March 04, 2011, 03:25:54 AM » |
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0 mana regeneration - that's why shelters are there
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kyleep
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« Reply #2 on: March 04, 2011, 03:43:13 AM » |
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0 mana regeneration - that's why shelters are there
Have u tried to regen with them?
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VAMPSI
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« Reply #3 on: March 04, 2011, 04:18:35 AM » |
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Yes, and you can use the hunters skill to send the mana to them and add the mana again whit shelters.
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kyleep
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« Reply #4 on: March 04, 2011, 04:40:30 AM » |
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How many shelters are you using and how long does it usually take you?
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VAMPSI
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« Reply #5 on: March 04, 2011, 04:47:19 AM » |
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Well lately I don't get dranei cause I just can't random him, but I remember just massing and denying shelters so it doesn't need a lot time.
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GunTroll
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« Reply #6 on: March 04, 2011, 06:45:17 AM » |
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using shelter to regen mana is bullshit
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theholysmighter
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« Reply #7 on: March 04, 2011, 07:34:13 AM » |
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using shelter to regen mana is bullshit
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Sil3nc3r
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« Reply #8 on: March 04, 2011, 09:16:57 AM » |
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Mass Summoner + Dran Army + Dran Hunter with full summons = <3
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Jux.Mage
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« Reply #9 on: March 04, 2011, 11:21:40 AM » |
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Why not have Draenei Hunter's Mana transfer jump towards other Draenei-ownt units?
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"I'm officially screwing you over."Aflacduck: I'll show you my boobs (random girl I googled) if you give me 1 million gold in Runescape. 
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VAMPSI
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« Reply #10 on: March 04, 2011, 11:33:30 AM » |
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i said that..
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Cruncher
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« Reply #11 on: March 04, 2011, 01:08:19 PM » |
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in .8c they have little flying nodes that mvoe, that give regen, much better. Instead of needs like 15 nodes u can have 1 or 2
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Jux.Mage
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« Reply #12 on: March 04, 2011, 01:25:44 PM » |
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in .8c they have little flying nodes that mvoe, that give regen, much better. Instead of needs like 15 nodes u can have 1 or 2
What's quite hax is that they require food as well. Would be cool if well of power would spawn mana nodes so it could be a bit more useful.
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"I'm officially screwing you over."Aflacduck: I'll show you my boobs (random girl I googled) if you give me 1 million gold in Runescape. 
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VAMPSI
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« Reply #13 on: March 04, 2011, 01:30:02 PM » |
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Well of power has huge aoe, and It's real usefull..
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kyleep
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« Reply #14 on: March 04, 2011, 02:16:14 PM » |
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I didn't realize their was that flying mana node. It's pretty much the same thing as giving them the decent mana regen, but at 3 food.
Here was the post I prepared before realizing the flying node:
It takes about 4-5 minutes to fully prep them even with the hunter's mana ability. And I didn't count the building shelters or construct part. This is actually a long time. An extra minion could easily pop up in this time.
In addition, here are some problems draenei will face if he choose to army: 1) Long lumber pause. Pretty much like the same old nature lumber problem, but a lot worse because there's the extra time of having to prepare it with the shelters. Also, I think their lumber capability is worse than nature's.
2) Extra time of vulnerability to feed. This is from that 4-5 minutes of having to sit near shelters. In a good situation when you have enough upgraded walls to buy time, you can deny all the shelters in time if you prepare them to red health. But never-mind the shelters, because the army has to stay out on the field for a long time before even being able to do anything. If you toss them in seeds, nuking them would result in feed, unless you are extremely good at splitting them up. It's not like they have blink to run away from it also.
But, let's take it one step further. If the titan hits that area, you have to pause their regen process and relocate somewhere else. Even more time has to be spent to just prepare them.
3) If they are damaged in any way, let's say titan nuked them, you would have to go back to regenerate them. After each battle, you have to go back to replenish their mana and replenish the newly formed units. Talk about annoying.
All this trouble to get an army ready. And you know what the worst part is? They aren't even that good.
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VAMPSI
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« Reply #15 on: March 04, 2011, 02:26:33 PM » |
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You got a point about them being too weak. There shoud he a research in the rc for some minor bonus, for example bonus damage or maybe even blink.
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Neco
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« Reply #16 on: March 04, 2011, 02:31:56 PM » |
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They've always been week ever since Panda added them, considering the have no real special abilities whatsoever.
Around 3.0.6c, I added an upgrade in the ARC to upgrade their shields but I agree that they are still extremely weak. I still think adding blink to them would be a really good idea. Whenever you would blink you would use mana, therefore losing a certain amount of defense against whatever you're attacking due to your mana shield being lower.
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 Novynn@Azeroth  | Novynn@Lordaeron  | Novynn@Northrend 
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« Reply #17 on: March 04, 2011, 07:51:53 PM » |
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They've always been week ever since Panda added them, considering the have no real special abilities whatsoever.
Around 3.0.6c, I added an upgrade in the ARC to upgrade their shields but I agree that they are still extremely weak.
costs 1 gold and 2500 lumber(i get it every time for builder)
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sickle
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« Reply #18 on: March 05, 2011, 07:55:33 AM » |
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Can we just make them buildable again, too? I don't know if that has already been done, but that'd be a good change.
And I thought it'd be cool to give them a one-shot nuke. Like a self-explosion type deal. Not too powerful, like 50 damage after armor reduction. But useful for denying and/or a last stand.
And my idea was to give them a larger mana pool but make their mana drop as they move. When it gets to 0, they slow down a bit. Keep in mind it should take approximately 3 minutes to run out of mana. Then, give them a larger buff to make them unique and powerful but only as powerful near the base or mana shelters.
Maybe make the summoner run on mana too so you can't send him in place of Drae to far off places, but just make him unable to build at 0 mana.
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Not.Carnerox
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« Reply #19 on: March 05, 2011, 12:16:10 PM » |
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Make all of Draenei's stuff involve something with mana then.
Also sickles idea would be better then the current ones.
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Zen1400
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« Reply #20 on: March 05, 2011, 03:47:12 PM » |
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Personally a way to fix this and be unique (just like a suggested for his hunter) is they have more mana, start with it all, but when they move it takes X mana from them. This way you can't start them off to far away and if you plan on keeping them around for awhile you need a mana hub area to give them more mana.
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Neco
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« Reply #21 on: March 05, 2011, 04:15:17 PM » |
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Seems to be more of a nerf than a buff to me...
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 Novynn@Azeroth  | Novynn@Lordaeron  | Novynn@Northrend 
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Zen1400
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« Reply #22 on: March 05, 2011, 05:41:09 PM » |
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It would make it so the closer you are to mound the more mana you have, I mean it wouldn't be a lot of decay for walking, it would be so he could get a army up faster and hunt a minion, but now allow you to just run across map.
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Neco
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« Reply #23 on: March 05, 2011, 05:53:23 PM » |
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It would make it so the closer you are to mound the more mana you have, I mean it wouldn't be a lot of decay for walking, it would be so he could get a army up faster and hunt a minion, but now allow you to just run across map.
But how does this improve what Draenei's army has now?
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 Novynn@Azeroth  | Novynn@Lordaeron  | Novynn@Northrend 
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Zen1400
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« Reply #24 on: March 05, 2011, 07:40:51 PM » |
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Just noticed sickle jacked my hunter idea, I also forgot to mention they slow down after running out of mana.
The entire point is that you don't need to sit there for 3+ minutes filling up every one. You can just send them off, but it can't be that far away from where you plan on attacking, otherwise you need to have another hub somewhere along the way to fill them up.
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