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Balanced Units - A minimal balance mod for units

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DemonSD
In my opinion, the crossbows were changed for no reason. They are unique and quite powerful. They fit perfectly into the balance at their level.
Even with 2-6 damage, archers remain too effective. Other level 2 ranged units still lag behind them significantly.
Hmm... The point of the mod isn't to balance units of different races, but to balance pairs of upgrades.
DemonSD
I don't even understand why they were touched. This clearly isn't a "no-brainer" choice.
The Rajis might be slightly weaker than the Kshatriyas, but they fit much better into a tolerable concept of mages. Perhaps, in the controlled environment of the Random Tactics Arena (RTA), a mage could be made into an attacker, making the Kshatriyas seem much stronger, but in normal games, you couldn't rely on that. Kshatriyas appeared very rarely there. In the vast majority of cases, the Rajis were chosen.
A strange "tolerable" unit with a clearly expressed attacking skill, "Charge." They need to run and attack with Charge. I would give them a flanking attack as well - they would hook and grab with extra pairs of hands while running past. :D
DemonSD
They've been buffed to the level of overpowered Wind Lords.
Yes. The balance of a pair of upgrades should be such that if one is overpowered and the other is weak, then either the weak one should be brought up to the level of the strong one, or the strong one should be brought down to the level of the weak one. As long as there is a choice of which to take.
DemonSD
And they are already very strong. The buff is clearly unnecessary!
Same as above.
DemonSD
They still don't measure up to the Warriors. In my opinion, the overpowered unit should be nerfed, and the alternative should be brought up to its level.
The Guardians are good at dealing damage with machines. If you don't move from your position (+5 defense) and fire with a ballista. That's when the counterattack damage comes in handy. But otherwise, yes, they could be buffed a bit more (I still prefer buffs over nerfs).
DemonSD
The alternative is still much stronger. The abilities are too good.
The Cleaver is there to help. :D
DemonSD
An explosion 3 times stronger? The formula is almost like that of a Skilled Armageddon. In my opinion, the HP buff is more than enough. Well, maybe the initiative could be increased by one.
First, try to surround yourself with a cluster of enemies to deal massive damage.
Second, demons are positioned as slow tanks. So, initiative is not an option.
DemonSD
With 9-13 damage, the conceptual feature of the race disappears: a large range of damage. It would be better to buff them in a different way.
Maybe.
DemonSD
In my opinion, the higher-tier units were buffed for no reason. It would be better to further reduce the power of the overpowered unit, if it remains strong after the nerf.
*sheepishly* I even made it so that my higher-tier units swing a saber in the front hemisphere (though, 50% damage to non-primary targets). They still only drain blood from the target of the attack.
DemonSD
In my opinion, invisibility was nerfed for no reason. It didn't decide the outcome in combat, but in trickery.
Indeed.
DemonSD
In this pair, the overpowered unit is the Riders. 100% flanking attack becomes too strong, but it still doesn't surpass the ability to destroy almost any stack by reducing its defense to 0.
100% flanking attack deals damage * 2 to the target.
The Riders start dealing more damage than damage * 2 at full speed if the target has more than 20 defense. In principle, they are positioned as killers of armored stacks.
But! There is another nuance. If you designate the extreme point of the Riders' route as "passable":
0
then you get an interesting field for creativity and maneuvering:
1) You can attack adjacent targets.
2) You can attack without retaliation.
3) You don't have to run around the target for double damage - just attack.
DemonSD
In my opinion, this pair is balanced.
I didn't really look at this pair. I always took the Sovereigns. They are very good with Vampirism. :D
DemonSD
The buff is strange. It would be better to simply emphasize their more aggressive concept.
But it is emphasized, isn't it?
DemonSD
+1 initiative is a very strong buff. If it's not enough, it would be better to reduce the combat initiative of the other unit.
I like it. It's logical - there was an archer. He upgraded into the same type of archer - his initiative decreased. That's not right. In the case of the Combat unit, it's understandable - heavier armor for melee combat and so on.
DemonSD
Another caster(( I didn't like this in Armageddon Empires either. But this is probably a matter of taste.
Do you mean "damage caster"? Because the shamans were already caster-buffers.
But yes. If you encounter them in a battle, you'll leave half the army under chain attacks.

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