Neco wrote: Demonologist really needs ultimate towers.
Whoaw, calm there satan
Seriously though, if you are considering to add ultimate towers to Demonoligist you'd have to
at least remove his wall upgrade (The one that siphons life), he'd just be a too good general support and out class every other support builder in their niche. Demonoligist's niche should be the ability to hunt down minions and kill them, the current version also adds the main titan to the menu and also base defense. And now you will add base offense, that's basically everything you'd want from a support except avatar.
A cool ultimate tower would be nice though, but it should definitely be at the cost some of his abilities (Like his extremely strong late game walls for example). He just have far too many possible applications at the moment, especially with 3 research centers all full researchables and consumables (I'm not saying that he has a lot to research is bad, I'm saying that he can way more different tasks compared to other supports).
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Neco wrote:Anything else you guys would like to see in this version?
I find games quite dull at the moment to be honest, especially when playing as a Builder. There just isn't enough room to perform, or there isn't any room for the elitist to distinguish themselves from the other players. There is only base item jumping and wallwalking to some extent that is left that requires some effort to do, and even that isn't really [i]that[i] hard. If you compare 309d with 400, there was some features that were focused to appeal to the elitist, for example Chimera scouting, Worker micro management to dispel multiple wand of the winds, different Titan play styles that varied between players and Titans but not so much in effectiveness (Given the game situation was good for the play style), and also less escape paths in the trees (Makes it easier to escape for mediocre players while it doesn't affect the skilled players as they wouldn't have died anyways, so the difference between player skill doesn't reflect itself onto the game as it should). These examples are just a few on the top of my head of different features that appealed to the elitist, that is in my experience removed in 400. (309d also have this non-appeal problem, but 400's is more noticeable).
Now, I'm not advocating for the re-implementation of these specific features. What I want is something that appeals for every different audience, ID does a good job targeting the low and average skilled players but I feel like it leaves out the high skilled players. There just isn't enough for them to do or to improve at. Playing builder for example, you start off and build your lumber base in the matter of 10s of seconds and then walk mid to gather gold at the risk of not dying since you know every single move the Titan can do and you know that he can't kill you, you transition into the mid game to build your base with the most lumber you could have acquired at that time and then you wait for the Titan to attempt to siege your base. That isn't fun. What I suggest is to add complex difficult features which isn't necessary for the player to use but, if they are used correct they are beneficial to the player and gives an strategic advantage. What exactly these features are, I don't know. But to add new mechanics is definitely the way to go in my opinion, new mechanics leads the new discoveries that leads to discussion and amazement and more activity. I like Dlno's TP suggestion, and I think other similar mechanics should definitely be worth considering.
Adding advanced mechanics would then lead to concrete distinguishable levels of skill, where the high skill option of a current situation yields in a more promising return rather than an equal return which it is in the current version (kind of). For example if you were to bump into the Titan near a escape path in the trees you can either take the route into the trees for a simple escape or you can wallwalk the Titan, both yields the same return but they are different in skill requirements.