Skip to content

Balanced Units - A minimal balance mod for units

User Avatar
#88
Auto-translated
DemonSD
It's understandable. But why create new overpowered units? If in-game balance isn't important at all, they could have just upgraded Archers to the level of Rangers. For example, give them 5-11 damage. It's obvious that it's much better to balance pairs of units, focusing on the one that's already balanced.
I don't quite agree. Almost every faction has its own overpowered unit at its level. If you balance everything to the middle, you'll end up with 8 average factions with 7 average units. I'm a fan of "bright spots." And, to be fair, in this mod, it's not the damage of Archers that's being increased, but rather the area of application of a pretty good defensive ability is being expanded. Against the backdrop of a nerf to Rangers.
DemonSD
It's not a unit that's tolerable, but the faction. The Kshatriyas have much higher offensive potential, but it's difficult to realize it with an academic build - low attack and defense stats. In most final battles, mage troops try to hold out, not attack. And Rajahs fit into this better, with slightly more HP and they don't take as much retaliatory damage.
I see the contradiction here, young Padawan... 1) If Rajahs survive due to higher HP, then why do they need retaliatory attacks? They should stand in defense, under focus fire, without losing their increased defense stat, and only counterattack. 2) In fact, Kshatriyas are much stronger in defense than Rajahs because it's dangerous to focus fire on them with a group - the retaliatory attack will hit the group.
DemonSD
You're wrong here. Are you saying that Dancers are a weak unit? Compare it to other level 2 units: zombies, gargoyles, demons. It's definitely not an outsider. I would say that it's stronger than many. I don't remember anyone complaining about it before the appearance of alternate upgrades.
The Psionic complained. Death Dancers, as well as Wind Dancers, are very fragile. But Wind Dancers have increased armor when they rush in, while Death Dancers don't. And, by the time they can realize their "PA" by rushing into a group, there are very few of them left. And standing in defense and waiting for the enemy group to come to us is not in the style of highly initiative and damaging, but very fragile units of the Union.
DemonSD
Similarly, for the Elves. They were one of the strongest units at their level. It's just that the Elves that appeared in Warlords of the Inferno were made into an extremely overpowered unit.
Yes, Elves are a bit over-buffed, but I don't know what to do about it. But Masters get a double bonus from Bloodlust, Claw, and Forest Fury. Oh, if the Elves had a ranged unit that fires 4 shots at a time... :D
DemonSD
I agree. They are really good in early game with Machines or Chaos. But not better than Warriors. +5 to defense is -20% damage. Warriors need to move 2 squares away to get the same effect.
Moving away = losing +30% defense. It's easier to stand in defense and wait.
DemonSD
You think that if you increase the explosion by 3 times, someone will start to cluster up?) It will just be another unbalanced ability. 30 demons explode with damage of around 300. Is that okay? How do you beat them?
And that's how you beat them. Something the AI doesn't really like to use the explosion effectively. But on a random occasion, when there's no one nearby, it's a different story - they just explode. Or is it just me who gets lucky...
DemonSD
With 9 initiative, they won't become fast meat, they'll just be a little faster than the higher-level units, which will increase their appeal.
They need not initiative, but Surprise Attack. :D
DemonSD
Black dragons have noticeably higher damage: 45-70, compared to 45-60 for red dragons. And burning is too situational. It's somewhat reminiscent of the demon explosion. Very difficult to use.
Yeah. Just like Demons - Surprise Attack.

Added 7 minutes ago
DemonSD
I wouldn't say that Daughters of the Sky are weaker. They're just more difficult to implement and less useful in clearing neutral stacks. But in the final battle, it's not so clear-cut. If they gain 2 levels of Fury, they tear off half the face with their chain attack. At level 3, the damage from the chain attack is generally insane.
I'm saying that Daughters of the Sky are a magical damage unit of the Orc hero, deprived of spell power. But as neutral units... level 4 with a chain attack that hits on the first turn... May Malassa not allow such clearing:smile15:
DemonSD
If you take Secrets of the Light, you can cast chain attacks right from the start.
And also 2 items from Sar-Issa (they also increase spell power).

Statistics

Welcome our newest member: wayal