1.Guilds would help the game to grow and maintain popularity.
2. Sometimes, a game will be waiting for 8 people to start a 4v4 hero game. The creator will then decide to start with 6 people (3v3). And Sometimes something will glitch so that there are in fact 6 viewable players in the game loading, however there is a 7th player able to chat in the game chat. The 7th player receives a loss.
3. All games with enough players to make teams should be able to play with your friends ViA pre-made teams. A password to join a game could be a solution. The option to choose which team you want is a solution. Whatever solution you choose, the way it functions now is NOT enjoyable.
4. The game should stop waiting for players to sync after a finite amount of time and just continue as tho they are not connected. Those players not yet synchronized should simply miss that turn, or lag themselves while others continue to play. More like world of warcraft than starcraft works.
5. Setting up the hero should be done on either a different screen (page) or a different area of the manage army page and should not effect your army set up what so ever. (think Tactics arena online avatars)
6. In 1v1 hero games, the creator can “Kick” the opponent for any reason, including but not limited to: the creator lagging. The opponent who did not create the game can not kick the creator. A minimum 5 second or 10 second lag before enabling the Kick button would fix this.
7. Zening will increase your browsers memory usage add infinitum. That is, with out end. You’ll either have to warn people to refresh their browser every ~30 mins, fix it, or abandon zening for now and take some courses on how to code. This memory dump/leak is perhaps what causes the lag.
- Phyrexian Level 50 – Story mode complete. (I’d go further into each topic but It’s already a wall of text).
EDIT 8. Large hero games would be awfully more fun if a healer on your team was at all viable. However healing others almost never works as they must not move in order to receive a heal. Furthermore, The damage that a single character can take in a single turn in hero is often greater than the hero’s max HP, Making healing spells often useless. U could change healing spells to work as shields in hero games. Increasing max HP Temporarily by the amount the heal would do in army would have the same effect. And I know it can be done since Trap works differently in hero than it does in Army. Would Also be acceptable if heals like “Team Heal” worked on all players including the ones that chose to move that phase. Please fix, healing is broken in hero.
EDIT: By Request, My suggestions to even out the available units.
Kiel: Increase HP to 118-126 (up from 100)
Epic probe: Increase Hp to 56-64 (up from 40) and Increase movement to star(3) like peatin.
T.N.R.: Increase HP to 64-72 (up from 48) and increase Movement 1 square to diamond(3) like dragon.
Keavy: Increase Attack to 14-16 (up from 12)and Increase health gained per round to 4.
Lluks: Decrease life lost per round to 7-10 (down from 15).
A-Bot: Increase HP gain per round to 2, Increase attack range to be the same as miri’s, Reduce attack fatigue to 12 (down from 16).
Nicole: Increase attack to 22 (up from 9).
Telsna: Increase attack to 18 (up from 12) and increase attack fatigue to 12 (up from 6).
Roach: Increase HP to 48 (up from 40).
Airro: Increase movement by one square (like peatin)
Noga: Increase HP to 48 (up from 40).
Beverly: Increase Attack to 15 (up from 12).
Ben: Decrease attack fatigue to 4 (down from 12).
Katrina: Decrease attack farigue to 8 (down from 12).
Higher level units would still have some advantage over lower lever units.
EDIT Suggestions to increase spell balance.
Enemy Drain: Increase health drained from each unit to 4-6. (Up from 1)
Trap: Decrease Number of turns to 3. (down from 4)
Team Heal: Reduce Cool Down to 5 turns (down from 6)
Self Heal 2: Reduce Cool Down to 7-8 (down from 9)
Fireball 2: Increase damage to 18 (up from 6) Increase Cool down to 4 turns (up from 3)
Single Summon: Decrease cool down to 4-6 turns (down from 16) or increase Summoned peatin stats to be the same as Peatin.
Poison 2: Reduce cool down to 6 turns (down from 7) And increase damage to 8 (up from 6)
Area Kamikaze: Increase damage to 12 (up from 5).
Line Wall: Reduce Cool down to 4 turns (down from 8)
Self Maelstrom: Reduce Cool down to 4 turns (down from 8)
Fireball 1: Reduce Cool down to 4 turns (down from 6)
Single Heal 2: Increase range to 3 squares, Reduce cool down to 6 turns (down from 7).
Drain: Decrease Cool down to 6-8 turns (down from 9)
Lightning: Decrease cool down to 3 turns (down from 7)
Self Kamikaze: Increase damage to 18 (up from 5) Increase Cool Down to 12 turns (up from 8).