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As a result, you'll get two colossi with increased speed, and it's not worth doing that.
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As a result, you'll get two colossi with increased speed, and it's not worth doing that.
It would be possible to give the Thunderlords a chain of lightning, and leave only shooting for the Titans, but increase the damage. You could make the Thunderlords kind of "chaotic" in a figurative sense, that is, give them a relatively dangerous chain for their own units and a large damage spread, and the Titans would then be shooters, shamans hitting one target with stable damage.
Or, as a crazy idea, you could completely take away shooting from one of the upgrades (while increasing the speed). That would be interesting...
What about this option: don't touch the Titans, but replace the Thunderlords' cloud with an unexpected storm a limited number of times per battle? Or give them both, but cut the damage in half?
The base wasps deal 20% damage to the health bar, which will undoubtedly significantly increase the ability to break through several low-health units, especially in the early game.
The spell doesn't have an icon.
Not "significantly," but "very significantly."
Option 1: At the NONE level, give a 5-10% reduction to differentiate the Hive as not just a damage spell, but as a control spell.
Option 2: There's an unused level, EXTRA_EXPERT, where you can do anything you want.
Chain Lightning would visually suit the Titans, while the Storm Riders need something more...airy... but I can't recall anything similar that would fit.
And it would be a shame to take away the Storm Riders' ability to shoot, the animation is beautiful.
and it's unlikely that anyone will use it, because ranged units are usually prioritized over melee units.
Option 1: at the NONE level, give a knockback of 5-10% to highlight the Hive as not just a damage spell, but also as a control spell.
If so, should we swap the visuals? Because it makes sense for Thunderers to throw lightning bolts, based on their name, but it's not necessarily the case for Titans.
For some reason, I thought they had the same animations...
Players of the Shadow League disagree with you.
With Titans, the logic is simple: they are a tier 7 unit and also a large creature, which makes them not the best archers. They are easy to take down.
They have a lot of health and defense, which allows them to effectively tank.
If you increase their stats or give them a good melee ability (a stunning blow? Maybe a cast of some kind of spell on hit, like lightning? Although I'm not sure if that's feasible), then it would more than compensate for the ineffective ranged attack in this case. Another upgrade, with ranged attack, would be taken under certain circumstances: a general focus on ranged attack for the mage, capturing/defending cities, and so on, which are also possible uses.
Or, swap the visual models of the titans (lightning and wind effects)?
first, they removed the melee penalty.
secondly, the titans were given a lightning strike, and the storm elementals were given a cloud, so this more than compensates for their size on the battlefield.
The storm elementals could have been good melee units, but the titans are good in both melee and ranged combat; personally, I wouldn't take the storm elementals. Either the melee penalty should have been removed from the titans to emphasize the fundamental difference.
All our words are worthless until they are put into practice. Some people do it, some don't.
I wouldn't say that 190 HP for Tier 7 is a lot; it's a rather average value. Although, they are indeed effective as tanks, largely due to their melee attack without a penalty.
really?
Let me tell you this: right now, the "mods" section, specifically what's written here, is 100% important. I haven't used anything else.
(This is something to think about... instead of living by "standards").
I wouldn't say that 190 HP for a Tier 7 unit is a lot; it's a rather average value. Although, they are indeed effective as tanks, largely due to their melee attack without a penalty.
Tanking with melee attacks WITHOUT a penalty?:smile52:
Well, yes, that's definitely the main feature of tanks.
I don't understand one thing: each race, in general (if we compare troops... all units... from Tier 1 to Tier 7), has its own "advantages and disadvantages." How can you balance the game by considering only one specific unit? It's not like it fights alone on the battlefield.
There's a big problem with the upgrades for Tier 7 Academy units. The stats are identical - they should be changed. And, for example, give them Counterstrike and Endless Retaliation.
I don't need to say anything, it's not necessary to resort to personal attacks.
There's no need to take a word out of context and exaggerate its meaning. I didn't say that it's the main attribute of a tank or anything like that. I meant that the Titan is "tough" enough to fulfill the role of a tank in some situations, and since it has no penalty in melee, it can inflict considerable damage in close combat and, as a result, take less damage in return.
Also, for example, allow them to fire back and provide endless retaliation.
then the same can be said about any unit of level 7