Mageseeker idea (in General)


TheHatchetman June 6 2007 1:58 PM EDT

Please, If I am wrong with anything I say here, or I have missed something, let me know. But I've noticed that the general consensus about the bow is that it is too strong. For a comparable amount of money to the ELB, it will deal about the same damage, and have seeker effect. Many are expecting a nerf. Most are expecting something like base damage lowered to 4 or something to that effect. But I've an idea that will keep them as powerful ass they are, while keeping them in check.

What about making it so that Mageseekers will not hit a minion without a DD trained? If it is truly an anti-mage item, make it an anti-mage item. :)

BootyGod June 6 2007 1:59 PM EDT

Eh, let's give it a bit more time. See how it runs when the top players use it before we make any chances. Though, depending on how it goes, I like the idea lol. It's interesting. But, limiting your damage dealer to one type of minion? Eh. Maybe drop the base damage against other minions.

TheHatchetman June 6 2007 2:03 PM EDT

Considering the MSB only fires during ranged, which takes up 16% of the fight at most, I don't really see that as limiting the damage dealer to one type of minion...

Fanta [Fanta's Forge] June 6 2007 7:39 PM EDT

I doubt many people would use the MSB if we nerfed it like that... it's too specialized.

muon [The Winds Of Fate] June 6 2007 8:22 PM EDT

Even now, it is fairly balanced, I think. Simply because when deciding to use the MageSeeker you know that you will most likely lose against any tank team that trains a base MM on all of it's support minions.

So, either teams will become more specialised, and choose to fight either mages or tanks, or they will go back to using Elbow and hope that their mage wall holds up - which it usually does due to EH and MgS being overpowered ;-)

From a mage team's point of view, the addition of the MageSeeker was a great thing; and as soon as everyone's (well, every tank's) strats adjust to defend against it, you will hear the wails of despair from all of those who used to use seekers as a quick way to buy wins against mages whilst still retaining the tanks on their fightlist :-)

Cheers,
muon.

Lumpy Koala June 6 2007 9:06 PM EDT

A single TOA tank team with mageseeker (assuming "quite" upgraded) is almost unstoppable by any team with more than 2 minions at around same PR range (more or less proven by Mikel just that he was using ELB + seeker arrows). Not to mention it cost lesser now due to a much easier access to "seeking" without the need to buy seeker arrows.

miteke [Superheros] June 8 2007 4:42 PM EDT

It seems balanced to me as is. Less damage for more seeking. I would not add the onus of only being able to hit mages or you could not have an archer that works with this bow. To balance, just change upgrade costs if needed. But I don't think it will need balancing.

QBOddBird June 8 2007 7:31 PM EDT

Seems to me that this item is not the overpowered killer you'd think.

All you tank teams have to do is train a base FB or something on your Wall minion now, and ranged damage from Mageseekers is directed exactly where you want it.

QBOddBird June 8 2007 7:33 PM EDT

Additionally, you now don't decide if you want your base damage 6 weapon to seek DD damage or just do physical whenever you want by simply swapping ammo stacks - you'd actually have to buy and upgrade a whole other weapon.

I think things should be thought through before an item is called 'overpowered', for sure.

ScY June 9 2007 8:05 PM EDT

just a clarification, i think i missed something, but does the MGS prioritize targets?

like by the greater DD lvl gets attacked first?
like if i have a 4 minion FBM team but they all have FB trained, will the main damage dealing mage be the first one attacked?

how does an AoI effect the seeking?

Fanta [Fanta's Forge] June 9 2007 10:04 PM EDT

AoI doesn't do anything, highest DD will get hit first.

mikes wanton rage June 10 2007 12:11 PM EDT

"Considering the MSB only fires during ranged, which takes up 16% of the fight at most, I don't really see that as limiting the damage dealer to one type of minion... "
I don't understand your math Milenko. Seems to me that ranged combat will take up 100% of a fight, at most. Or am I the only one who doesn't consistently see 25 round fights?
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