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Posts from UNIT - Creature Balance + Visual Changes

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In reply to Ment
10 years ago
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Ment
You could give them a pattern of battle mages instead of regular/archmages. Battle mages can be confined to a box, so they only hit their own units from certain angles.
Yes, that's exactly what I meant, otherwise the arrows won't be useful for hitting neutral units and won't be very effective in the final stages.
In reply to Bravo1853
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10 years ago
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Bravo1853
I looked at both options. And I realized that in both cases, a unicorn horn bow would be an excellent gift for archers.

A unicorn bow is a great gift for any ranged unit, and especially for the Titan; are you suggesting nerfing them too?)
Bravo1853

Retaliation is unnecessary, because after the ranged units take damage, I might not have time to heal them, because they will kill the enemy stack (of ranged units) with a retaliatory attack.

It might be unnecessary; there was a choice between retaliation and maneuvering, but I already had experience with the second ability, and I decided to try retaliation.
Bravo1853

In the second option, it would be worth giving crossbowmen 1 unit of defense, due to the large damage range.

Crossbowmen already received +1 unit to minimum damage, compared to the original version of archers; what else should be compensated?
Bravo1853

There will also be certain difficulties in creating a box for ranged units, and this, in turn, will greatly complicate the passage of mobs, with which it is impossible to do without a box. Therefore, even despite the high damage, I will always take crossbowmen against neutrals, and most likely in the final as well. I'm afraid archers will not be very useful. Archers need to be protected, but in the end they will stand unprotected, as they will attack their own stacks if they are protected. One solution is to make it so that damage to their own units does not spread to creatures standing on adjacent cells.

Mages/Archmages have a similar ability, and so far no one has complained about it. A box is not an option for them; the unit was originally conceived differently.
Ment

It would be possible to give them a pattern that would allow them to be placed in a box, with battle mages, and not ordinary/archmages. Battle mages only hit their own units at certain angles.

Do I understand correctly that you are suggesting giving them the "Magic Dampening" ability of battle mages? The idea may not be bad, but then we will get a second, reduced copy of battle mages. In addition, piercing shot was introduced in Heroes 6, and it was quite good to play with.
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10 years ago
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Mages/Archmages have a similar ability, and so far, no one has complained. The "box" isn't an option for them; the unit was originally conceived differently.
Mages and Archmages can still cast spells, but archers cannot.
The idea might not be bad, but then we'd get a second, smaller copy of battle mages.
Smaller, perhaps, in terms of HP.
Even before, improved archers had above-average damage, and now it's just insane.
Besides, the piercing shot was also introduced in Heroes 6, and it was quite effective.
Wasn't it an activated ability there?
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In reply to RedHeavenHero
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10 years ago
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RedHeavenHero
Mages and archmages can still cast spells, but archers can't.

Reduced, you say? Perhaps in terms of HP.
Even before the upgrade, human archers already had above-average damage, and now it's just insane.

Isn't that an activated ability?

Why did it become so powerful? At long range, archers deal less damage than crossbowmen, but archers deal damage along the entire trajectory of the shot, and as a penalty, they have the possibility of damaging their own creatures. I think that's logical.

And yes, it's an activated ability, but it doesn't deal as much damage as these archers...
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In reply to Frozensoull
10 years ago
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Frozensoull
Why did they become wild? At long range, archers deal less damage than crossbowmen, but archers deal damage along the entire trajectory of the shot and, as a penalty, they can damage their own creatures; I think that's logical.

And yes, it's an activated ability, but it doesn't deal as much damage as these archers...
The damage is high, yes. Also, keep in mind that there will be a lot of them. And what if it's Dugald? The piercing shot needs to be either adjusted or removed. Personally, I won't take archers with such a shot. I don't want to stand with just archers against melee units, and I don't always have enough gold to upgrade them many times. Or make such a shot an ability.
Frozensoull

Mages/archmages have a similar ability, and no one has complained about it yet. The "box" is not an option for them; the unit was originally conceived differently.
Is the "box" not an option for crossbowmen, or for mages/archmages?
In reply to Bravo1853
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10 years ago
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Bravo1853
Yes, the damage is high. But you also need to consider that there will be a lot of them. And what if it's Dugald? Either the Piercing Shot needs to be adjusted or removed.

Dugald already strengthened the original archers, and it didn't seem like cheating. Here, the archers will have slightly less damage, so I don't see a problem with that.
And if changes are made to Piercing Shot, then the mages will undergo similar changes, and that's the last thing I want, because I'm completely satisfied with their mechanics.
Besides, what's the purpose of changing or removing it? Units should have significant differences; each type of upgrade/alternative upgrade should have its own advantages and disadvantages; otherwise, what's the point of making them "carbon copies"? Just so the models are different?

I'm willing to consider other ability combinations, but for now, this one is the most appealing to me. Although the first option wasn't bad either...
Bravo1853

Wouldn't a box be an option for archers? Or for mages/archmages?

I meant that you would have to find a workaround for this, just like with mages/archmages.
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In reply to Frozensoull
10 years ago
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Frozensoull
Dugald was already buffing the original archers, and this didn't feel like cheating. Now, the archers will have slightly less damage, so I don't see a problem with that.
If changes are applied to the "Piercing Shot" ability, mages will face similar changes, which is the last thing I want, as I am completely satisfied with their mechanics.
And what is the purpose of changing or removing it? Units should have significant differences; each type of upgrade/alternative upgrade should have its own advantages and disadvantages; otherwise, what's the point of making them "carbon copies"? Just to have different models?

I am willing to consider other ability combinations, but for now, this one appeals to me the most. Although the first option is also not bad...
If "Piercing Shot" remains as it is, I simply won't even look at the archers, because clearing mobs without a "Box of Arrows" is masochism. And I think many players will do the same. Then the archers will be unusable, instead of crossbowmen. If you look at it that way, instead of the situational "Accurate Shot" of crossbowmen, they added another very situational "Piercing Shot." If crossbowmen were not relevant before, now it will be the archers, because they essentially just swapped their stats, and slightly adjusted them, adding damage to the unit that shoots with a penalty and slightly reducing the range for the unit that shoots without a penalty.
Frozensoull

I meant that you would have to find ways around it, just like with mages/archmages.
Mages can cast spells; I have never had to "find ways around it."
In reply to Bravo1853
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10 years ago
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Bravo1853
If the piercing shot remains as it is, then I simply won't even look at archers, because killing mobs without a quiver is masochism. And I think many players will do the same. So, archers will be unusable, instead of crossbowmen.

It's your right... I understand your position, but any changes must be objective and take into account the opinion of the majority. Besides, this is not the final version yet, as there is still the first one... In the first version, the crossbowmen have the same damage as the archers in the second, only the piercing shot should be replaced with a defensive ability (counterattack or maneuvering), this has not been decided yet.
Bravo1853
Mages can cast spells, I never dodge.
The damage from spells is not always greater than a shot.
----------------------------------------------------

I would like to hear the opinion of the others.
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10 years ago
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If we're talking about making changes without going overboard, increasing the range of accurate shots for crossbowmen to 6 cells while keeping everything else the same would be quite sufficient. And if we want to go even further, we could add a silencer for archers, as suggested here.
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In reply to RedHeavenHero
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10 years ago
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RedHeavenHero
If we're talking about avoiding extremes, increasing the range of accurate shots to 6 cells for crossbowmen while keeping everything else the same would be quite enough. And if we go even further, we could add a silencing effect for archers, as suggested here.

Increasing the range would actually be an extreme measure; crossbowmen would simply become a fly swatter for creatures of the highest tiers, as they would now completely negate armor at a distance of 7 cells (1 cell for the creature itself + 6). And in general, the ability itself is very unbalanced; -50% armor is still manageable, but 100% is too much. And if we add a silencing effect to them, they will turn into a copy of battle mages; not only will they silence the damage from piercing shots, but they will also silence magic oO.

What's wrong with the first option? In my opinion, it also provides good ranged damage, and the penalty is removed for shooting at close range, making it very painful (which is also a kind of advantage) + the defensive ability, retaliatory shot, or maneuvering.
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10 years ago
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Increasing the range is precisely what would create a "fanatic" effect; the archers would simply become ineffective against creatures of the highest tiers, as now, complete armor negation will occur at a distance of 7 cells (1 cell occupied by the creature + 6).
Repelling these high-level creatures from the box is also an interesting possibility; it's also worth considering that at a longer distance (more than 6 cells), the archers will deal half damage.
There won't be 7 cells. I don't know how you counted them.
Another good thing is that the direct shot will coincide with the accurate shot, at least on regular arenas.
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In reply to Frozensoull
10 years ago
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Frozensoull

What's wrong with the first option? I think it also deals good ranged damage, and the penalty is removed when shooting from close range, making it very effective (another advantage) + a defensive ability like counter-attack, or maneuvering.
The problem with this option has already been described by me. After enemy archers shoot at the crossbowmen, we don't have time to retaliate (unless they are finishing off enemies) and we end up with losses. These aren't Necropolis, which can resurrect units after battle. And what if the player has ranged units everywhere? Are we going to lose a hundred crossbows now because of this feature?
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10 years ago
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RedHeavenHero
Deterring these high-level creatures from approaching is also an interesting possibility. Also, keep in mind that at a longer distance (more than 6 cells), crossbowmen will deal half damage.
There won't be 7 cells. I don't know how you counted them.
Another good thing is that a direct shot will coincide with an accurate shot, at least on regular arenas.

I count the cells relative to the field. A crossbowman occupies the position of the closest row from the troop formation, by default. This means that one cell of distance is already subtracted from the battlefield, plus a firing radius of 6 cells, totaling 7 cells.



Isn't it a bit much to shoot across ~60% of the field and completely ignore armor? And where have you seen creatures whose deterrence method is a one-shot kill?
---------------------------------------------------
There is another option, you can base it on the second option, but instead of a piercing shot, give the archers an enhanced arrow: -50% armor on a permanent basis and knockback – that's a significant argument. Just the damage of 7-10 will have to be slightly reduced, otherwise, there will be an imbalance again.
Bravo1853
The problem with this option has already been described by me. After enemy archers shoot at the crossbowmen, we don't have time to retreat them (only if they finish off enemies) and we end up with losses. These aren't Necropolises, which resurrect after battle. And what if the player has ranged units everywhere? Are we going to lose a hundred crossbows now because of this feature?

Well, the retaliatory shot can be replaced with maneuvering, then there won't be an obvious advantage, and even better, with slowing arrows (there will be a chance to delay the target's turn), because crossbowmen have low initiative, this won't cause an imbalance.
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10 years ago
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I consider the cells relative to the battlefield. The archer occupies the position of the closest row from the troop formation, by default. This means that one cell of distance is already subtracted from the battlefield, plus the firing range of 6 cells, totaling 7 cells.

The distance is calculated using the standard formula ((x1-x2)^2+(y1-y2)^2)^0.5. Therefore, you can observe the following. An accurate shot (and a direct one, respectively) will hit all enemy creatures that have crossed the red border (in the picture). Also, the change in damage is clearly shown there.
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In reply to RedHeavenHero
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10 years ago
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RedHeavenHero
The distance is calculated using the standard formula ((x1-x2)^2+(y1-y2)^2)^0.5. Therefore, you can observe the following scenario. A precise shot (and a direct one, respectively) will hit all enemy creatures that have crossed the red border (in the picture). Also, it clearly shows the change in damage.

A difference of plus or minus one cell in distance doesn't matter much; I am more concerned about one-shot kills, which is why I would like to abandon this ability.

------------------------------------------------------------------

I have two more options:

Option #3


Changes only affect the crossbowman. The unit receives damage comparable to the alternate upgrade version + the "Stunning Arrows" ability, which has a certain chance to delay the target's turn.

Option #4


Crossbowmen receive all abilities from the original Archers version, plus increased minimum damage by 1 point.
Archers lose shooting without penalty but gain consistent high damage + the "Empowered Arrow" ability, which permanently reduces defense by -50% and has a chance to knock back the target by 1 cell.

Options 1 and 2 can be found on page 4 of the topic
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