Blue Units and Blueness. Aboodeeaboodie.
I've seen a lot of feedback on blue units and since I've played a majority of my games as blue I thought I would make a post consolidating some existing feedback along with my own perspective. I feel like playing as blue is a bit of a juggling act - a lot of clunky bowling pins and one flaming chainsaw that explodes and murders your hopes and dreams and also your wife and children. I think that it is good that blue has versatile options for supporting their team or themselves but it feels like there are too many things that demand constant attention for blue to be effective on the field compared to the other colors. I like where some units stand and I think others could use some tender loving.
I like the recent changes which made these units much more robust. They have utility well throughout the game as their plate allows them to soak damage from single target threats. They feel nice and tanky.
I like the active mitigation on this unit. I think it would benefit from a slight attack speed buff.
I like this unit but I think the area of effect should be wider or perhaps its supply cap/cost lowered. A wider range would help cordon off more pathways which would give some more utility to this unit outside of area damage in fights.
I have a love/hate relationship with the kingpin. It is by far the best unit in blue's roster. It requires a lot of attention and micro. It is completely dependent on a neutral unit, the transport. I feel like when I have a transport with kingpins out that my control priority in the game has shifted. I feel like I should be devoting more of my APM to my transport than my hero or other army units. I have been in many situations where I leave my hero in the dust just to save that precious cargo. Priority-wise it feels wonky.
Losing a loaded transport feels bad because it is a large component of what makes blue feel relevant in the game. Day9 posted in the Hydros thread about how tanks and supports feel less fun/impactful when they do less damage. Losing a loaded transport combination is losing the feeling of being useful as blue.
I think that kingpins may need a change or an active ability so that they are less reliant on the transport. If I could test and implement my own changes maybe I would try a defensive or stasis mechanic: 'The kingpin retracts into his shell for X seconds taking 95% less damage from attacks. The kingpin may not move or attack during this time.'
I do love the unit though, and I love reaver/shuttle micro. I like that blue has an option that is high risk high reward. I think that blue is lacking in late game options so the problem may not necessarily lie with the kingpin/transport as much as there aren't any other comparable options.
I love the utility this unit provides. The only thing I dislike is that when you are melee heavy it often paths/gets pushed forward into combat.
I love shadows. Killing trebuchets and scouting and being sneaky feels so good. I think that tower true sight range is too large. It feels strange to get unstealthed from a tower on the highground that is off your screen. Maybe add a different true sight range for flying/ground units or reduce tower sight range altogether? I think being able to skulk into enemy territory to kill off stock crystals or camp gems should be possible. Maybe only have true sight on the front line towers so that once a tower is downed that lane will be vulnerable to infiltration?
I like tedster's post about true sight. I think there is too much of it in the game at the moment. True sight on sentinels really just shuts down shadow play. Any stealth unit is going to have a really hard time utilizing their stealth.
Ancient Ice Frogs
I like the stun on this unit but it costs way too much supply/resources for what it does. I think it needs to be tankier. I'd like to see another active, maybe steal the Aquadillo's cannonball and call it a hop. It would be cool to be invulnerable while moving the frog into a position where it can be more effective, as it is already vulnerable during its channel. I like the idea of using an active like the hop to keep the unit alive. Maybe add charges like the sand stinger blink so they can hop twice.
I don't like this unit. I'm not sure what changes I would make to it. The tier 3 slot should have a bulky option, something that can tank for you or your army. What about a taunt mechanic? Redirected damage to a specific unit is something that most tanks are familiar with and I think it is a utility that could be interesting to see in Atlas. It feels good to use your actives to save things. I also think that Aquadillos tanking up and rolling around katamari damacy style could be pretty sweet. I don't know. I see an Aquadillo model and I think to myself that it should be capable of the type of rollout PTSD as this son of a