Re: Blink Chomper
Posted: Wed Apr 24, 2013 4:31 pm
How about 3-4 chomper lengths? That visual there was really helpful. It could have an animation letting the wraith pilots know that this ability is about to be cast as Whyte_Dragon suggested. Cooldown could also be increased to 25 seconds.
I forgot about the HotS part. The animation then could be a slightly modified miner warp animation then.
Regarding mineral field positioning, magnetic pull has a very limited range and some mineral fields can be oddly shaped. This at the very least can increase mining efficiency and allow chomper to get from point A to point B faster.
Wraiths sometimes can be sneaky and if it does come to a chomper and actually stops within that range it is either dead or gives the chomper time to accelerate due to the short distance gained from teleporting.
This ability is tricky to balance. It can be either OP or very useless, depending on the range and cooldown. Alternatively, we could have a longer range (6 chomper lengths) but a really long cooldown of 45 seconds. We can also have the reverse- 2 chomper lengths but a 12 second cooldown that costs energy to cast. Chompers don't really use their energy and this can provide an application for that energy. To balance further, this ability could cost significant energy to cast if kept at 6 chomper lengths and the 25 second cooldown (300 energy maybe?).
I forgot about the HotS part. The animation then could be a slightly modified miner warp animation then.
Regarding mineral field positioning, magnetic pull has a very limited range and some mineral fields can be oddly shaped. This at the very least can increase mining efficiency and allow chomper to get from point A to point B faster.
Wraiths sometimes can be sneaky and if it does come to a chomper and actually stops within that range it is either dead or gives the chomper time to accelerate due to the short distance gained from teleporting.
This ability is tricky to balance. It can be either OP or very useless, depending on the range and cooldown. Alternatively, we could have a longer range (6 chomper lengths) but a really long cooldown of 45 seconds. We can also have the reverse- 2 chomper lengths but a 12 second cooldown that costs energy to cast. Chompers don't really use their energy and this can provide an application for that energy. To balance further, this ability could cost significant energy to cast if kept at 6 chomper lengths and the 25 second cooldown (300 energy maybe?).