Posts from Balanced Units - A minimal balance mod for units
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
I personally installed it and recommend this mod to all beginners, as the changes are minimal, yet important for balance.
lack of radical changes
And this mod stands out precisely because of the lack of radical changes.
I've played it a bit. In principle, it's not bad - with some upgrades, there really is a choice, but in some places, one of the upgrades is inexplicably boosted to an imbalanced level, and not the other way around. And there are upgrades that don't fit the concept of the faction.
I've played around with it a bit. In principle, it's not bad - with paired upgrades, there really is a choice, but in some places, one of the upgrades is inexplicably boosted to an imbalanced level, instead of the other way around. And there are upgrades that don't fit the concept of the faction.
Could you be more specific about the "upgrades that don't fit the concept of the faction"?
Crossbowmen - Archers
Even with 2-6 damage, archers remain too effective. Other level 2 ranged units still lag behind them significantly.
Rajis - Rakshasa
Rajis may be slightly weaker than Kshatriyas, but they fit much better into the tolerable concept of mages. Perhaps, in the controlled environment of the Random Tactics Arena (RTA), a mage could be made into an attacker, with Kshatriyas looking much stronger, but in normal games, this could not be relied upon. Kshatriyas appeared very rarely there. In the vast majority of cases, Rajis were chosen.
If it was so important to balance the pair, then it clearly wasn't by buffing Rajis.
Dancers of Death:
Masters of the Bow:
Mountain Guards:
Berserkers:
Fire Demons:
Demonesses:
Higher Vampires, Vampire Princes:
Hunters, Night Queens:
Swift Riders:
Shadow Lords:
Red Dragons:
Nomad Centaurs:
Daughters of the Sky:
Also, the following should be fixed:
Vermin, Harpooners, Warmongers, Offspring - overbuffed.
Thunderbirds and Banshees - underpowered.
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.
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.
They've been buffed to the level of overpowered Wind Lords.
And they are already very strong. The buff is clearly unnecessary!
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 alternative is still much stronger. The abilities are too good.
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.
Second, demons are positioned as slow tanks. So, initiative is not an option.
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.
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.
In my opinion, invisibility was nerfed for no reason. It didn't decide the outcome in combat, but in trickery.
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.
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.
In my opinion, this pair is balanced.
The buff is strange. It would be better to simply emphasize their more aggressive concept.
+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.
Another caster(( I didn't like this in Armageddon Empires either. But this is probably a matter of taste.
But yes. If you encounter them in a battle, you'll leave half the army under chain attacks.
Do you mean "damage-dealing caster"? Because shamans were indeed casters who primarily provided buffs.
And yes, that's true. If you encounter them while exploring, they can cripple half your army with their chain attacks.
Daughters of the Earth are the strongest or one of the strongest creatures at their level. They have a very powerful ability (spell attack), high initiative, and potential for retaliation. Considering that the upgrade was intended to be magical, it's strange that Daughters of the Sky can't use magic from the first turn without goblins. It's quite easy to defeat them as neutral creatures, as they don't slow down or speed up the weather, and their combat potential is weak, which puts them in a losing position compared to the Daughters of the Earth.
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Don't the Druids and Mages bother you?
If you add another offensive spellcaster, and one with a 4th-level spell, and a mass spell at that, it will be a complete disaster.
Daughters of the Earth are the strongest or one of the strongest creatures at their level. Very strong ability (spell attack), high initiative, potential for retaliation.
Considering that the upgrade was intended to be magical, it's very strange that the Daughters of the Sky cannot use magic from the first turn without Goblins.
Haste/Slow hasn't been canceled. 3 casts versus 2 for the Daughters of the Earth.
The Daughters of the Sky can only not use Chain Lightning. That's how it was intended – it's for use with the hero.
By the way, Goblins can be part of mixed neutral armies.
Also, there's the "Sword and Sorcery" week.
It's quite easy to defeat them as neutrals, as slowing and speeding up the weather won't help, and their combat potential is weak, which puts them in a losing position compared to the Daughters of the Earth.
The point of the mod isn't to balance the units of different factions, but to balance pairs of upgrades.
A strange, somewhat "tanky" unit with a clearly defined offensive skill, "Charge."
...either from bottom to overpowered, or from overpowered to bottom.
The same goes 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 North were made ridiculously overpowered.
GS are good for breaking through with machines.
+5 to defense is -20% damage. Warriors need to move 2 squares away to get the same effect.
First, try to cluster the enemy around you to deal massive damage.
Second, demons are positioned as slow meat. So initiative isn't an option.
With 9 initiative, they won't become fast meat, just a little faster than the older ones, which will increase their appeal.
As an option, you could give them the unused ability "flame of vengeance," I think. An explosion upon destruction of the stack. It was planned to be given to priests. But here, too, the question arises of how to break through such demons.
Isn't it emphasized, though?
And I like it.
Added 15 minutes ago
Aren't druids and mages a problem?
It's quite easy to break through them as neutrals... their combat potential is weak, which puts them at a disadvantage compared to Daughters of the Earth.
I wouldn't say that Daughters of the Sky are weaker. They're just more difficult to implement and less useful in breaking through neutrals.
But in the final battle, it's not so clear-cut. If they gain level 2 rage, they tear faces off with their chain attack. At level 3, the damage from the chain attack is generally insane.
If you take Secrets of the Light, you can cast chain attacks right away.
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.
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.
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.
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.
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.
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?
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.
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.
Added 7 minutes ago
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.
If you take Secrets of the Light, you can cast chain attacks right from the start.
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The combat potential of the daughters of the earth is much higher due to their higher stats and powerful spell strike.
Perhaps the daughters of the sky need a slight buff (or a slight nerf for the earth daughters), but there's no need to make them unconditionally powerful spellcasters with an initiative of 12.
At level 4, there are already plenty of damage dealers. They often guard key passages. The probability of imbalance will be even higher: some will have bone dragons or vampires guarding the passage, while others will have daughters of the sky, and what should they do?
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