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Alomax
27 Feb 2008, 03:52
The Cult's ability "horrify" may need to be tweaked. As it stands, it's pretty OP IMO. Was playing DanS in 1v1 and he used it to great effect. The only effective counter is to split your units up, which may not always be practical.
Here's some suggestions, dont need all of these, probably just one:

- Lower Duration
- Smaller AoE
- All mechanical/underworld units are immune
- There is a small, say 10% chance, that any unit will resist it
- All commander units are immune


Also possibly, for all races, using one of the race abilities triggers a 5-10sec cooldown on all 3.
Or maybe I'm just complaining after getting repeatedly pwnt by Horrify + Spawn :p:cool:

DanteOne
27 Feb 2008, 08:11
The only effective counter is to split your units up, which may not always be practical.


im sorry but this is practical. ever heard about micromanagement? and its way not op. i played against hicks and he freezed my units for 13 damn seconds and im not crying its op, cause splitted my units to 2 groups so i was able to defend the frozen one

Eleven
27 Feb 2008, 10:26
I like those suggestions, maybe a combination of 1 or 2 will be nice. This spell needs nerfing

DanteOne, you know my opinion on this topic. I play Tribes and I find Horrify terribly overpowered (a Human user should too). As I said to you after you raped me so bad - splitting into two isn't going to change the things too much, because you face the full army of your opponent with your half army, and your other half is killing each other blindly, which comes to a very bitter end for you - in 80% of the cases you end up losing 70-80% of your unitsm just to this spell.

Dans did this to me last time we played - he is moving across the map only with the hero that casts horrify (the other ones were bugged out of the map) and was constantly casting this thing on me from distance and than ran away. Well it left my army killing each other and I had no control over it whatsoever. The only thing I could do (as a Tribes user) was to use the global healing spell, which was the only thing left, and even then I lost all of the low tier units and some shades.

Freeze is also very powerful with some stars spent on the Specializations in the ability grid (you just have to cast it on the right spot, which isn't that hard considering the AoE and the size of the units), but at least your opponent can really split it into two and make some cover fire for the frozen units and try to distract (with not of a much success actually) or if you have some sort of dispel to use it to free the units. Anyhow Freeze for me is also overpowered now.

For me it goes - Horrify >> Freeze > Concentration (was it called like that?)

DanteOne
27 Feb 2008, 11:01
horrify cost 250 to cast... its really expensive. you should ask hicks. hes a quite decent player.

ps: judges 4TW ;)

RabidSquirrel
27 Feb 2008, 11:55
Eleven, the Horrify effect can be removed quite effectively with the Shaman's Purify action.

ezsteel
27 Feb 2008, 12:31
Freeze (when specialization powered) is much stronger than Horrify: lower recharge, costs only mana and the Tribes have plenty, plus the enemy units are not running around and thus are more susceptible to AoE damage. Which is not to say that Horrify is not OP, cause it is.
Both need a nerf.

And Purify is a solution only if you play with the Tribes = no solution.

DanteOne
27 Feb 2008, 12:59
judges & dominators are the other solutions...

ezsteel
27 Feb 2008, 13:00
And they counter Horrify exactly how...?

DanteOne
27 Feb 2008, 13:09
that enemy cant cast it again...and snipers can kill arbiters easily

ezsteel
27 Feb 2008, 13:30
You are talking about Fear Shock...

DanteOne
27 Feb 2008, 13:43
hm well yeah :)

that one is pretty expensive 250... if u attack early your enemy cant have the spell rdy and the units.