Posts from UNIT - Creature Balance + Visual Changes
Nargott, you surprised me. You can actually offer specific solutions. Thank you for that.
There's nothing surprising about it; I'm always ready for a constructive dialogue, and I can justify any position and support it with examples, without hiding behind "different viewpoints."
Crossbows: upgrade < alt, reduce damage from 2-8 to 2-6, reduce the range of fire from 3 to 4
Either don't change it at all, or reduce the range of fire from 3 to 4 (only this)
Demons: upgrade < alt, increase hit points from 13 to 16, increase the explosion by 2-3 times (or more)
It's better not to touch them – there will be a clear imbalance.
Skeletons: upgrade < alt, increase damage from 1-2 to 1-3
There is no need to increase the damage (it will create an imbalance due to the number); it is better to increase their hit points by 10%.
The pairs I mentioned have a significant gap that cannot be bridged with minor adjustments; in that case, it's better not to change them at all than to spoil the stats and still not get the desired result.
Shields: upgrade > alt, increase damage from 1-2 to 2-2
There is no point in changing them.
Wyverns (expensive, weak, and without Bloodlust): increase from 2 to 3, or make them available on week 1 (lower the requirement)
There is no point; it is better to add 5-10% hit points.
Wyverns were doubly unlucky when the balance was calculated:
1) when calculating, the developers confused the sizes of wyverns and paladins (they considered paladins as large and wyverns as small), so, since large size is a serious disadvantage, wyverns turned out to be significantly weaker than they were supposed to be.
2) they don't have Bloodlust (in other words, they often take twice as much damage as other orcs with Bloodlust and don't have any bonuses).
Vampires: upgrade < alt, change the stun factor from 1 to 3 (about 30% chance instead of 70%), increase hit points from 35 to 45
It is better not to touch them – there will be a clear imbalance.
Dancers: upgrade < alt, reduce damage from 4-6 to 2-5
I agree + reduce the damage of the upgrade by 1.
Guys, before making such changes, equalizing upgrades and alts, you need to make sure that the balance of the factions is not worsened overall.
Forest Archers: Elven Archers are not the strongest faction anyway, and you want to nerf what they rely on (along with Ents). Don't do that. If you equalize the upgrades, then rather strengthen the masters, or, if you even want to nerf, then boost unicorns or something else.
Unicorns or dragons cannot be buffed (these are rush units again), Ents can be buffed (with the consent of the majority), but only in terms of damage (because increasing hit points will seriously strengthen the elf-chaos hero).
What motivates the reduction in damage for human and elven alt archers? These are not only super-strong units, but they also introduce a huge element of luck in mirror matches. Whoever shoots first one-shots the archers of the opponent; this is definitely not a good practice (there was no such excess in any of the previous parts up to part 5).
I definitely don't want to weaken the Elves, so in parallel with nerfing the Dancers and Archers, I suggested increasing the Fae's growth by 20%. The upgraded Archers are already top-tier in their tier, and the Alt Archer is an obvious overpowered unit. A similar situation exists with the Dancers: the upgraded ones are very strong (the best unit of tier 2), but if we raise the regular ones to their level without violating the concept, we will get simply insane additional damage for rushers, which will ruin the game (the Elves already have the strongest rush).
Unicorns or Dragons cannot be buffed (these are rush units again), and Ents can be buffed if desired (with the consent of the majority), but only in terms of damage (because a buff to hit points will seriously strengthen the Elf-Chaos hero).
What motivates the reduction in damage for the Human and Elf Alt Archers? These are not only super-strong units, but they also introduce a huge element of luck in mirror matches. Whoever shoots first one-shots the opponent's Archers, which is clearly not a very good practice (there was no such imbalance in any of the previous parts up to the 5th part).
I completely agree with this (especially the one-shot imbalance is annoying), and I was generally surprised that someone thinks that Unicorns are weak and need to be buffed:eek: - initiative, magic defense, decent HP for their level, and also Blind. Ents are also awesome - for me personally, they are the most amazing unit of level 6 in the entire game - units of this level suffer from low growth and a considerable cost, which leads to the fact that the loss of even one unit is noticeable - Ents are almost unkillable, and if you attach someone dangerous to them (for example, the same Chaos Demon), then you can practically ignore him - after rooting, the defense is off the charts + infinite retaliation, which makes the low initiative of the Ent a fact of not the first importance, and if you also take Nymphs, then you can even bring a couple of Ents back from the dead. By the way, regarding the Fae - the Alt version is a hundred times better than the upgraded one - symbiosis, higher damage (2-3 versus 2-2), the spells Remove Charm and Swarm can be ignored - at level 0, both spells are useless (in my mod, I gave Lay on Hands instead of symbiosis)
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 completely agree (especially the one-shot mayhem is annoying), and I was surprised that someone thinks unicorns are weak and need to be buffed:eek: - initiative, magic defense, decent HP for their level, and also blindness. Ents are also awesome - for me, they are the best tier 6 unit in the entire game - units of this level suffer from a small increase in stats and a considerable cost, which leads to the fact that the loss of even one unit is noticeable - ents are almost invulnerable, and if you attach someone dangerous to them (for example, this same Black Dragon), then you can ignore him - after rooting, the defense is off the charts + infinite retaliation, which makes the low initiative of the ent not very important, and if you also take nymphs, then you can bring a couple of ents back from the dead. By the way, regarding fairies - the alternate form is a hundred times better than the upgraded one - symbiosis, higher damage (2-3 versus 2-2), the spells remove charm and swarm can be ignored - both spells are useless at level zero (in my mod, I gave Lay on Hands instead of symbiosis).
However, it is possible that in a breakthrough, ents look much better than in a final battle against a live opponent.
In short, in some situations, ents are good, and in others, not very good. In other words, they are perfectly balanced. I don't think that ents need to be changed at all (personal opinion).
Regarding fairies, yes, there is an imbalance, I missed it during a quick review (in RoA, the difference is corrected not by stats, but by enhanced spells). You can go the same way, increase the spellcasting skill of remove charm and swarm by 1. This is good because the stats are not touched at all (as if there are no changes). If you go the way of improving stats, then it's more complicated. Initiative can be increased by a maximum of +1 (up to 16), because this is the limit, and this is not enough, damage cannot be increased (the alternate form specializes in damage), increasing the survivability of fairies looks about as clumsy as with Cerberuses, and touching the speed is a bad idea (it significantly changes the perception of the unit).
And in general, I was surprised that someone thinks that unicorns are weak and need to be buffed – they have initiative, magical defense, decent HP for their level, and also a blinding ability.
I saw unicorns as a fairly simple solution, as they are clearly not as favored at their tier as archers at their tier, druids at their tier, and ents at their tier, for example. Although, perhaps, Nargoth's idea is better. But with nerfing archers and dancers, a significant buff for fairies is needed. Perhaps, increase the magic of dryads (give them a higher skill level) and a special ability for nymphs? I think it would be good in its own way.
Regarding fairies, yes, there is an imbalance; I missed it during a quick review (in RTA, the difference is corrected not through stats, but through enhanced spells). You can follow a similar path, increasing the spellcasting and dispel magic skills by 1. The advantage is that stats are not touched at all (as if there are no changes).
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...
Although, on the other hand, maybe it won't differ much from the tactic of clearing neutral creatures near the Town Hall... Here -- 5 single units of fairies, archers, and druids (the most likely setup). There -- 7 single units of hunters and a Chaos hero. Should we equate these situations? Heh, maybe not.
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 saw Unicorns as a fairly straightforward solution because they are clearly not as favored on their tier as Archers are on theirs, Druids on theirs, and Ents on theirs, for example. Although, perhaps Nargott's idea is better. However, if Archers and Dancers are nerfed, the buff for Fairies needs to be quite significant. Perhaps strengthening the magic of Dryads (giving them a higher skill level) and a special ability for Nymphs? I think that would be good in its own way.
However, Wasps shouldn't be overestimated either – yes, each stack will deal 40% knockback (in total for 2 casts), but the damage of the best upgrades of tier 2-3 is significantly reduced, and continuing to use basic Fairies in the middle of the game means giving up on, say, basic Druids, which are no less effective.
had a good laugh at the balance changes. (thanks)
There isn't even a way to comment on anything specifically – there's just too much. So many unique unit features were removed from the game.
So, I'll just write down what I think should be done:
remove invisibility from the first-level units of the Dungeon faction.
Frozensoull
I had a good laugh at the balance changes.
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Your idea is quite interesting; visually, the spell blends perfectly with the image and name of the shamans, but the main problem lies in its implementation. Creating the ability itself won't be difficult, but the damage it deals depends on the number of creatures in the stack. Since there are far fewer Thunderlords, the ability will deal significant damage. If you give it to the shamans, there will be no escaping them. Furthermore, the Daughters of the Earth will become useless.
I gave the fire hounds the lava breath of the Alt Gnome dragons and weakened it – it was fun: immediately 6 fire attacks from a single bite...
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Nargott, you surprised me. After all, you can offer specific solutions. Thank you for that.
Added 10 minutes ago
Now regarding the issue: I will highlight my comments in bold for clarity.
My comments will be highlighted in green and red.
Rakshasas: upgrade < alt, increase initiative from 8 to 10, plus possibly swap speed (7 for upgrade, 6 for alt)
There is no need to increase their initiative and speed - it's already quite high; on the contrary, I would like to weaken them a little - this is a very strong unit
In version 1.0.1, both the upgrade and the alternative upgrade received +1 to initiative. This is more than enough.
Lizards: upgrade > alt, give alt 25% chance to hit up to 100%
I agree
Agreed. The damage coefficient of the "Random Attack" ability will be increased to 75%, instead of 25%.
Crossbowmen: upgrade < alt, reduce alt damage from 2-8 to 2-6, increase upgrade range from 3 to 4
Either don't change at all, or only increase the attack range from 3 to 4
Changes to crossbowmen/archers will be determined by the results of the vote.
Demons: upgrade < alt, increase health from 13 to 16, increase explosion in 2-3 times (or more)
It's better not to touch them - it will create an obvious imbalance
Partially agreed. The unit will be strengthened.
Succubi: upgrade < alt, decrease initiative for alt from 9 to 7
I completely agree
Agreed. Initiative will be reduced to 8 units (compared to Demonesses, the difference will be 2 units of initiative, which is more than enough to compensate for the control advantage).
Skeletons: upgrade < alt, increase upgrade damage from 1-2 to 1-3
There is no need to increase damage (it will cause an imbalance); it's better to increase their HP by 10%
I agree with Rameliya; they will overwhelm with numbers, especially in games at low levels, since skeletons and their upgraded versions will primarily be recruited.
Vampires: upgrade < alt, change alt stun factor from 1 instead of 3 (about 30% chance instead of 70%), increase upgrade health from 35 to 45
It's better not to touch them - it will create an obvious imbalance
Partially agreed. The mechanics of Higher Vampires/Vampire Princes will be revised.
Dervishes: upgrade < alt, reduce alt damage from 4-6 to 2-5
I agree + reduce upgrade damage by 1
In version 2.0, Dancing Death received the "Charge" ability and a slight nerf to damage, as the ability was too powerful for a tier 2 creature. This is more than enough to compensate for the inequality between the upgrade and alternative upgrade.
The damage of Dancing Death will be further adjusted, as sometimes it is extremely high and far exceeds that of Wind Dancers.
Lurkers: upgrade < alt, remove direct hit or enhanced arrow from alt, plus possibly swap initiative (11 for upgrade, 10 for alt)
I agree
Partially agreed. Master Archers will be strengthened further; version 2.0 did not completely solve the problem of inequality between the upgrade and alternative upgrade.
Shields: upgrade > alt, increase alt damage from 1-2 to 2-2
There's no point in touching them
Partially agreed. The unit's survivability will be slightly increased. The "Defensive Position" ability is significantly inferior to the "Wall of Shields" ability; because of this, Mountain Guards have stats slightly higher than Warriors, but this is not enough.
Berserkers: upgrade < alt, increase upgrade damage from 3-8 to 6-8
It doesn't make sense; it's better to add HP
Partially agreed. The characteristics of the unit will be revised.
Fighters: upgrade < alt, increase upgrade health from 12 to 15
I agree
Agreed. Health will be increased to 15 units.
Shamans: upgrade < alt, give upgrade 16 mana
Either this option or don't touch them at all
Changes to Daughters of Heaven will be determined by the results of the vote.
Next, a little creativity for frankly failed tiers:
Wyverns (expensive, weak, and without blood): increase recruitment from 2 to 3, or make them available on week 1 (lower the threshold)
There's no point; it's better to add 5-10% HP
I wouldn't say that Paoka are particularly bad; they can win many battles. Poisonous Wyverns were strengthened enough in version 2.0.
Necrodrakes (very expensive and weak): significantly (twice?) reduce the total cost of building dwellings, both overall and per mercury
Oh, this is a very good idea. I agree
Ghostly and Astral Dragons were significantly strengthened back in version 1.0.1, and they now provide almost equal competition, and in some situations, perhaps even a slight advantage over other tier 7 creatures. Reducing the cost of building dwellings was implemented in version 2.0.
P.S Before suggesting changes, please make sure that they have not been made before. You can view the list of changes here.
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It's clear that if the Thunderlords have a chain lightning attack, then the Sky Maidens won't. Some things are obvious.
Or, as a crazy idea, you could remove the ranged attack from one of the upgrades (while increasing the speed). That would be interesting...
As a crazy idea, you could remove the shooting ability from one of the upgrades (while increasing its speed). That would be interesting...