Your comments

tl;dr

In my opinon:

MAGE SHOULD USE SPELLS

- no attack, no block, no roll...

- slow movement speed

- low hp (catch knife = dead?)

- offensive/defensive/movement spells

- spells should have cooldown and cost mana

- spells damage should depend on attacker and defenders player skill


EXAMPLE SPELLS:

METEOR (right click) deals AoE damage

- 1 damage on impact (can be blocked)

- ignites ground and deals damage over time


Knight is attacked by mage with meteor :

- knight is noob -> he takes 1 dmg from impact (no block) + 3 dmg from burn (he runs reacts slowly to burn) = 4 dmg in total

- knight is good player -> he takes no dmg from impact (he blocked it) + 1 dmg from burn (he runs fast before meteor even fall down) = 1 dmg in total


INVISIBILITY (wheel down) - cast to run away, you gain invis for 5 seconds and extra movement speed


WAVE (right click + wheel up) - cast to knockback enemy

- enemy can jump to dodge spell

- enemy caught by wave takes 2 damage, is knocked X unit back over 1 second and falls to ground

- it can be used to set up meteor

- while player is dragged by wave he can be attacked

- it couild drag/activate bomb


TELEPORT (hold right to channel) - teleport to cursors location, the longer distance you want to jump the longer it takes to cast spell


FIREBALL (left click)

- 1 damage spell which can be kicked back to mage

- fireball vs fireball = both vanish

- fireball kills knife

I don't like way it's balanced. I think this game should be more rock-paper-scissors.


Player1 blocks -> Player2 uses roll

Player1 rolls -> Player2 uses kick

Player1 kicks -> Player2 uses block+counterattack

Player1 uses shockwave -> Player2 jumps

Player1 jumps -> Player2 uses attack

Player1 attacks -> Player2 uses block+counterattack


Now only way to deal damage is to attack, use knife or bomb, thats the problem. If you roll over player who is blocking you don't gain much unless you have bomb.


I think:

- IF YOU FALL OVER YOU TAKE DAMAGE (shockwave/roll/kick/stone)

- attacks do 2 damage

- heroes have x2 health

- health pot heals 2 hp


- jump should be only for mobility/dodge (against shockwave, roll, kick, stone)

- block should be defense against attack/kick and if blocked successfully it should allow you to take another action

- roll should make enemy fall down and take 1 damage, if enemy hero is blocking he takes 2 damage

- kick should make enemy fall down and take 1 damage, if enemy hero is rolling he takes 2 damage

- shockwave should deal 2 damage and can be dodged by jump

- if you fall over rock you take 1 damage

Main problem with block is that it counters almost everything:

- attacks

- knives

- shockwave


Only way to kill player who is on point with block is to roll and plant a bomb. At beginning I was 100% sure that shockwave can be dodged only by jumping, after i learned that you can block shockwave I stopped using jump... Make blocking player vulnerably to shockwave + mine combo and it will be way better.


On the other hand I think shockwave/kick/roll should deal damage and give points. I think player should start with 6 HP, health pot heals 2 HP, attack deals 2 DMG, shockwave/kick/roll deals 1 DMG, knife does 4 DMG... On top of that "you can't block shockwave" and then block would be in right place.

It's already very easy to escape from bomb

I agree. At least few last lines.