Skip to content

UNIT - Creature Balance + Visual Changes

User Avatar
#28
Auto-translated
Do I understand correctly that the reason for the nerf is a staged 1v1 battle against a stack of Dwarf Dragons? What other tests were conducted, how many stacks were present on the battlefield, and were the battles played manually for both sides? Was there a vote; does the community find the new crossbowmen attractive after the damage nerf? After all, there is also a subjective factor: what difference does it make how a unit is balanced if nobody takes it?

All suggestions have already been voiced. Why the new crossbowmen are weaker than the old ones was also described in detail.
Another option is to reduce the alt damage from 2-8 not to 2-6, but to 2-5. And touch nothing else (minimalism).

Added after 14 minutes
Frozensoull
so that upon taking damage in melee combat, the units have something to counter with + can retreat, so that on the next turn they have the ability to shoot.
If by that moment, with their low initiative, they don't end up blocked after moving out of the corner. The damage is times lower and there are too many "ifs" compared to the alt.
I assure you, I have enough experience in this matter; it's just that you apparently perceive the concept of "balance" in your own way.
If you had asked yourself why players rarely use the upgrade and take the alt instead, the answer would be:
1) the armor-piercer ability is too situational
2) the alt damage is too high due to the direct shot

Consequently, the comprehensive solution is:
1) reducing the difference in damage (rather than increasing it)
2) updating the ability (buffing)
3) compensation through other stats (on a residual basis)

In TE, method 1+2 is applied; in RTA, 1+3, where the key is not +20% HP, but the +1 initiative bonus, which counters the alt's low initiative. This is significant in some matchups where shooters with 8 initiative can be countered any way: stun runes, dispersion, fire wall, etc. In this regard, crossbows become significantly less vulnerable than shooters.

In my mod, I balanced the upgrades using 2+3:
- significant buff to the ability (greater power, increased radius up to 4, reduced creature speeds)
- init 9 vs 7 and significantly higher defense
The alt damage was not reduced because it wasn't as insane as in the original.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат