First Aid Tent - 3 Uses Only
First Aid Tent - 3 Uses Only
Why does the First Aid Tent have only 3 uses per battle, whereas all the other war machines have night infinite uses if they are not destroyed? I don't think the First Aid Tent is particularly overpowered and it ought to also have infinite uses per battle. Is there any way to mod this in?
With more than 3 shots, the First Aid Tent would be overpowered at creeping, since you'll wait for it to resurrect all your lost troops before ending the battle.
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
You can resurrect all your troops with spells and that isn't considere overpowered...Asheera wrote:With more than 3 shots, the First Aid Tent would be overpowered at creeping, since you'll wait for it to resurrect all your lost troops before ending the battle.
BTW: I don't remember any more, but if you have your First Aid Tent wait/defend, does it use up one of its three actions?
Because it costs mana, you can't do that infinitely. Whereas, with unlimited First Aid Tent shots (which reset after each battle)...Roman wrote:You can resurrect all your troops with spells and that isn't considere overpowered...
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
Later on in the game, mana is unlimited for practical intents and purposes. As it stands now, the First Aid Tent is an utterly useless perk in the late game, precisely due to its limit of 3 charges.Asheera wrote:Because it costs mana, you can't do that infinitely. Whereas, with unlimited First Aid Tent shots (which reset after each battle)...Roman wrote:You can resurrect all your troops with spells and that isn't considere overpowered...
- Metathron
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I agree, there should be no limitations or the limitations should be far less restricting. It's not like the first aid tent is uber fast and, more importantly, it's not like it resurrects a whole lot of hit points (100, isn't?).
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
It's not only the Hit points, the First Aid Tent also dispels Dark Magic curses up to a specific level, based on War Machine Mastery.
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
Giving the Healing Tent unlimited use would be indeed very bad. The Healing Tent's resurrection is perfect resurrection, like the Archangels', meaning it doesn't reduce the stack's maximum hit points each time.
But I agree that the current restriction is too limited. I think the Healing Tent should scale with the hero like the Ballista, to make it more relevant in late game. Since the Ballista's damage is based on Knowledge and Attack, perhaps the Healing Tent's healing should be based on Spellpower and Defense. Something like 100 + 5*(Spellpower + Defense) at Expert Warmachine.
The Catapult doesn't scale either, but castle wall doesn't increase in hit points no matter how long the game lasts.
I favor giving Plague Tent unlimited use though, and it should not count against the Healing Tent's 3-use limit. As it is right now, this is at the very top of my list of useless perks. Who would ever get Plague Tent instead of Tripple Ballista? If I level up and get offered only Plague Tent and Tear of Asha Vision, on a map with no Tear of Asha, I would take the latter!
But I agree that the current restriction is too limited. I think the Healing Tent should scale with the hero like the Ballista, to make it more relevant in late game. Since the Ballista's damage is based on Knowledge and Attack, perhaps the Healing Tent's healing should be based on Spellpower and Defense. Something like 100 + 5*(Spellpower + Defense) at Expert Warmachine.
The Catapult doesn't scale either, but castle wall doesn't increase in hit points no matter how long the game lasts.
I favor giving Plague Tent unlimited use though, and it should not count against the Healing Tent's 3-use limit. As it is right now, this is at the very top of my list of useless perks. Who would ever get Plague Tent instead of Tripple Ballista? If I level up and get offered only Plague Tent and Tear of Asha Vision, on a map with no Tear of Asha, I would take the latter!
Im with Danhvo on that one.
I'll tell you guys: an aid tent with expert war machines plus aid tent skill has 800hp, and perfect ressurection. On early game, there is no chance you can take something like that down. Plus war machine users are overpowered creepers to begin with, I dont really think they need anything more than what they have.
When you just focused your efforts to diminish that very special stack, you will know how helpless it feels to see them raised back without any mana cost, nor hero action.
On mid game, one can still put the tent to relative good use, but it does no wonders. On late game an aid tent is nothing but combustible material (even for a specialist such as Kaspar).
So, a slight nerf on the beggining, leave it as it is on mid game and a high increase in effectivness on late game would be the best answer IMO.
This would make this skill a reliable choice throughout the game.
I'll tell you guys: an aid tent with expert war machines plus aid tent skill has 800hp, and perfect ressurection. On early game, there is no chance you can take something like that down. Plus war machine users are overpowered creepers to begin with, I dont really think they need anything more than what they have.
When you just focused your efforts to diminish that very special stack, you will know how helpless it feels to see them raised back without any mana cost, nor hero action.
On mid game, one can still put the tent to relative good use, but it does no wonders. On late game an aid tent is nothing but combustible material (even for a specialist such as Kaspar).
So, a slight nerf on the beggining, leave it as it is on mid game and a high increase in effectivness on late game would be the best answer IMO.
This would make this skill a reliable choice throughout the game.
Have you being playing PvP lately? You just CAN'T put it down on early game, unless you are Sinitar or NAthir with expert destructive and a damn nice artifact, and no one actually bothers with it on late game. Which validates my point.Roman wrote:Also, the opponent can always destroy the First Aid Tent if it were too much of a nuisance - as it stands now, nobody would bother to do that.
- PhoenixReborn
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Yeah, I've been getting frustrated not with the tent but with the ballista.
In a two different matches my Dungeon vs. enemy Stronghold I've had fights on day 16 where my implosion only does 1080 damage and I can't take out that super strong flaming ballista in time.
I like Danhvo's ideas on the first aid tent...if you remember in 1.0 the master gremlins had unlimited resurrection of golems which allowed you to take out dragon utopias very very early. That's what would happen if you did same with tent.
In a two different matches my Dungeon vs. enemy Stronghold I've had fights on day 16 where my implosion only does 1080 damage and I can't take out that super strong flaming ballista in time.
I like Danhvo's ideas on the first aid tent...if you remember in 1.0 the master gremlins had unlimited resurrection of golems which allowed you to take out dragon utopias very very early. That's what would happen if you did same with tent.
Dont even get me started on the f... flaming ballistae!
(although their defense reduction was nerfed to 50% on 3.1, which is lovely news)
(although their defense reduction was nerfed to 50% on 3.1, which is lovely news)
Agreed.PhoenixReborn wrote: if you remember in 1.0 the master gremlins had unlimited resurrection of golems which allowed you to take out dragon utopias very very early. That's what would happen if you did same with tent.
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- Leprechaun
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Yes i have to agree, while kaspar is great early game, his special is next to useless late game.
At the moment you'd have to be crazy to take first aid over ballista!
Why can't the skill level with the hero? Say 2 shots to start and then an extra shot every 2~3 hero levels?
As far as dispel magic goes, that should be an extra ability so you could go first aid/plague tent and/or dispel magic?
At the moment you'd have to be crazy to take first aid over ballista!
Why can't the skill level with the hero? Say 2 shots to start and then an extra shot every 2~3 hero levels?
As far as dispel magic goes, that should be an extra ability so you could go first aid/plague tent and/or dispel magic?
Excellent idea! Perhaps if it scaled in healing power, based heavily on hero spellpower (kinda like lightning bolt), it might be more useful in the late game. Would be a nice additional reward for high spellpower (right now ballistae only require strength and knowledge).Wolfsburg wrote:Im with Danhvo on that one.
I'll tell you guys: an aid tent with expert war machines plus aid tent skill has 800hp, and perfect ressurection. On early game, there is no chance you can take something like that down. Plus war machine users are overpowered creepers to begin with, I dont really think they need anything more than what they have.
When you just focused your efforts to diminish that very special stack, you will know how helpless it feels to see them raised back without any mana cost, nor hero action.
On mid game, one can still put the tent to relative good use, but it does no wonders. On late game an aid tent is nothing but combustible material (even for a specialist such as Kaspar).
So, a slight nerf on the beggining, leave it as it is on mid game and a high increase in effectivness on late game would be the best answer IMO.
This would make this skill a reliable choice throughout the game.
- blizzardboy
- Pixie
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The designers of this game have to take into account player vs computer and player vs player. War machines are already obnoxiously powerful in 1v1 player combat as it is; a first aid tent that has infinite heals would make it even better. Sure, it might not matter as much if you're playing an extra large map on heroic against computer; but it means the world if you're doing 1v1 on a medium map.
I would be forced to kick a player everytime they chose Kaspar as a hero.
I would be forced to kick a player everytime they chose Kaspar as a hero.
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