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TBM - Tournaments balance mod

#271
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Hello Samvan, regarding the dwarves, I'll say this: runes don't decide the outcome in the early game because the first two units don't deal damage, they're slow, and the ranged units have 2, 4, and 5 shots respectively. The rest are fine in engagements. But in the late game, runes are amazing for them because they can resurrect on Battle Mages with 30-40% health without losing any, and they can do it multiple times. Also, it's impossible to take down dragons – they have default stats and a shield (I'm talking about late-game dwarves), plus 2 attacks, +50% stats, Unstoppable, and Battle Fury, which is great in the late game. I suggest banning runes on level 6 and on dragons; for the rest of the stacks, they aren't overpowered. And if you want to improve the dwarves' tempo (you mentioned they have a high restart and loss rate), give them a few abilities, speed, and damage for the first and second stacks. This will make a difference in engagements, and using one of the runes mentioned even once in the final battles will be overpowered (in the late game). I don't recommend restoring the updated version – it will lead to abuse on dragons. Regarding the orcs, they are overpowered in the late game because of Bloodlust, and the damage on all stacks except goblins is decent. I suggest fixing the goblin growth to 20, the centaur growth to 12, the chieftain growth to 8, and the Horde Fury to 0.25-0.33 per creature. Bloodlust should be capped at 20-25%, and that will balance the game at all stages. IMO, I'm waiting for a constructive response. And, give the dwarven ranged units more shots, because the war cart costs 3k, which is why they have such a slow tempo and high restart rate. Also, give the dwarven defenders up to 10 shields.

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