Skip to content

UNIT - Creature Balance + Visual Changes

User Avatar
#176
Auto-translated
Ment
That's the point.

A tank takes the hit and doesn't die. Cannon fodder takes the hit and dies (usually partially). The difference is obvious; these are different roles, although they are similar in many ways in terms of damage absorption.
Losing a few cannon fodder units is completely insignificant, but the possibility of losing an extra high-tier unit is significant, especially if it tries to absorb several attacks.

In short, situational tanking (separating cannon fodder or, in some situations, putting a high-tier unit in harm's way if the attack isn't strong enough) cannot be equated with true tanking.

A tank is a unit for which it is generally advantageous to absorb damage (not a cannon fodder unit and not weak damage). The difference between a tank and situational tanking is the same as the difference between a fool and a person who happens to be in a foolish situation.

I probably wouldn't dwell on these concepts so much if it weren't for the idiotic trend of turning high-tier units into actual tanks, which has been noticeable since the 6th installment. And here, too, you can agree, in the spirit of "if a high-tier unit is capable of tanking, let's improve this ability and give it more hit points for free." Such an idea, when implemented on a large scale, simply leads to high-tier units becoming as alike as two peas in a pod, i.e., to monotony. There are already tanks on tier 7 – these are dwarven dragons. Therefore, titans should move towards dealing damage.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат