Before I start to respond, let me say I appreciate you taking the time to critique each unit. Please understand that I am not trying to argue, merely have a discussion.
Dantski wrote:Mostly its because of the special abilities, some of the units you're proposing are basically just TSG units and don't "feel" right.
You are correct, 3 of the 7 units are from TSG. However that is merely because TSG units are some of the best looking units at the same resolution as reg myth units. I chose the dracona and troll for their ability to blend in with regular myth units. Most 3rd party giants have shitty/awkward animations and their resolution is too different from regular myth.
As for the special abilities, these can be toned down or removed. However that would completely negate the purpose of the new unit, unless we came up with new special abilities that work better with reg myth (I am totally for that!). I do not want to add overpowered 3rd party units to reg myth.
Dantski wrote:1. The giant that can go underwater and then "blend in" with other rocks. Meh a giant unit that can go underwater? How much damage does it do? How resistant is it to damage? Can it be pussed or frozen? The blending in ability sounds kinda pointless as people will still be able to easily spot it and kill it right?
The blending in ability is a little silly, it mostly just gives the unit flavor. A trow has no special ability and neither does this troll. However in its defense, this special ability DOES make it duck, which could feasibly be used to dodge artillery. Also it does do a pretty damn good job of blending in with rocks, but if you have a flamboyant color it doesn't work as well. The selection box for this giant while blending in, is very small. You would need to hold your mouse over several rocks before pinpointing it. Or look at the map, obviously.
While the giant can go underwater, their speed is much slower than that of a trow, forest giant, or even myrkridian giant. I feel this negates the advantage of traveling underwater, and would make it more of a tactical unit than a BC unit. It would do the same damage as a trow, at the same attack speed or slower. I wanted to make it the same damage resistance as a trow is, but weaker to explosives. As of right now it can't be frozen, but I have no problem changing that. I want it to be balanced, however, and if it needs to be weak to lightning/explosives, then I am all for that.
If you HAD to have it in your plugin, what would you like it to have for damage/health/speed values?
Dantski wrote:2. This thing does not look anything like a regular myth unit. Also an archer than can go underwater. It sounds like it would get destroyed by any other ranged unit.
This is a fair argument. If it isn't the same resolution or doesn't blend in with myth units then it can't be helped.
But what is the issue with an archer that can go underwater? Soulless can go over water. The ability to sink would protect it from potential rushes. The ability to cross rivers and the health/melee it has would make it an almost independent force. These guys could create some opportunities that would otherwise not be there.
It is basically a bre'unor with reduced speed. So yeah it would be the worst of the 4 (arcs, souls, bre), however if used in the correct unit set, and on a map where units can travel underwater is a huge advantage, these guys would be valued.
Dantski wrote:3. Kinda depends on how the special works, how much mana it costs and how much damage it does. Its a maybe.
I've spent more time testing and tweaking this unit and the stoning giant than any other on this list.I spent a month working on, along with the stoning giant, with another player. If the damage values, mana costs, and other aspects are balanced, would this unit be okay?
Dantski wrote:4. So its a healer with fetch characteristics (bit lower hp and no lightning resist), which can set a patch of ground on fire with its special attack? It can also melee? But hold on a sec it has a special attack that sets ground on fire but can heal as well? How does that work?
So like a fetch, its primary is the lightning/fire attack. The secondary is the journeyman healing. The melee occurs when a target is too close to use the lightning attack (about the same distance too close for a dwarf or warlock to attack).
Dantski wrote:5. So its a wasp, my only objection to this is its not mythy. Didn't someone make a water spider unit once? That would fit better.
Why is a giant spider more mythy than a giant wasp? I would be fine using a water spider, although I worry that it would look funny running across the water, and would confuse players who thought it was a regular spider. With the wings, the wasp makes it clear that it can cross any terrain.
Dantski wrote:6. Stoning ability sounds really annoying and you haven't explained how it works. Just no.
I tried to explain how it works. It shoots in a straight line, with a telegraphed windup before the projectile even fires (giant rears back its head, then leans forward to use this ability). Pressing the b button upon seeing this would save 80% of your units. If you're not clumped, it would be a waste to use this special. The range is probably less than that of a fetch. I would only put this guy on maps with plenty of herons/journeymen, to quickly negate the effects of the stoning.
It would be a tactical special, not a "kill everything in front of you" special. It technically does no damage.
Dantski wrote:Bonemen, thell and thrall elite are fine because they are simple melee units and don't do anything flashy. Aside from thell they also fit in with other myth units.
Bonemen are a fast melee unit that can sink underwater, arguably a large change to the dynamics of myth, considering before them it was just wights and thrall going underwater.
Thrall elite are arguably overpowered, however since they are in a unit trade that makes them almost worthless, they are accepted.
Thell warriors have an incredibly fast attack speed, have a very low freeze time when pussed, and a whacky special ability. Not to mention they're a TSG unit. I think if they were not introduced to MWC before now and I had them on this list, you would have similar complaints about them as well.
I think that at least 3-4 of these units could become as accepted as the 3rd party units already used in MWC.
Dantski wrote:You're right about the Lichen generals, they don't fit but they have been part of tournaments for a long time so no-one really cares.
The general allows players to carpet bomb with dwarves on a light map. Putting it into perspective, it is arguably worse than any other special ability mentioned thus far. If this is accepted over time, couldn't these other units?
If my response is too long, and you didn't read, I apologize.