As a result, you'll get two colossi with increased speed, and it's not worth doing that.
Posts from UNIT - Creature Balance + Visual 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...
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...
A chain of lightning would visually suit the Titans, and the Thunderlords need something more... airy... but I can't remember anything similar that would fit.
And it would be a pity to take away the shooting ability from the Thunderlords, the animation is beautiful, and it is unlikely that anyone will take them, because shooters are usually a priority over melee units.
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?
----------------------
Now about the crossbowmen and Daughters of Heaven. The opinions were divided as follows:
(opinions were taken into account not only in the topic, but also in PMs, as well as in VK)
no one voted for option 1.
1 vote for option 2.
1 vote for option 3.
3 votes for option 4.
2 votes for option 5.
1 vote for option 6.
2 votes for option 7.
Daughters of Heaven.
3 votes for option 1.
1 vote for option 2.
4 votes for option 3.
So, option No. 4 was chosen as the basis for changing the crossbowmen;
Of the proposed options for the Daughters of Heaven, option No. 3 was chosen, the unit will be returned to its original state.
Thank you to everyone who participated in the voting, as well as to those who owned the ideas of some of the options.
Added after 6 hours 28 minutes
By the way, no one has left any feedback about the visual aspect of the mod yet.
Do you like these kinds of changes?
Have the creatures, animations, etc. become more beautiful?
Should this aspect be further developed in the mod?
P.S. The visual aspect has a secondary priority in development, in relation to balance.
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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.
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.
Option 2: There is an unused level called EXTRA_EXPERT, on which you can do anything you want.
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.
Extra Expert causes glitches with silences.
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.
The logic with the Titans is simple: they are a tier 7 unit, and also a large creature, which are not the best ranged units. 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 shooting in this case. Another upgrade, with shooting, would be taken under certain circumstances: a general focus on shooting for the mage, capturing/defending cities, and so on, which are also possible uses.
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.
I didn't quite understand, are you suggesting replacing the cloud visual with a chain of lightning bolts?
Or swapping the visuals of the Titan models (lightning and wind effects)?
As an alternative, we could swap the names of the Titans and Thunderers, and then give the Thunderers (formerly Titans) a chain of lightning bolts (but not as a spell, but as an ability). Although, I don't think that's a great idea.
For some reason, I thought they had the same animations...
In general, yes, the animations differ only in color, but in any case, they shoot very epically, and I wouldn't want to lose that...
Players of the Shadow League disagree with you.
The Shadow League mainly focuses on initiative, high mobility, and damage output; archers are only for minor support. The situation is somewhat different with the Academics; the faction as a whole is designed for ranged combat and magic.
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.
Yes, that's true; their size often negates the usual ranged attack of a unit, but the developers have taken this into account. First, they removed the melee penalty, so Titans and Storms can deal even more damage than some dragons... Second, Titans were given a lightning strike, and Storms a cloud, which more than compensates for their size on the battlefield.
They have a lot of health and defense, which allows them to effectively tank.
I wouldn't say that 190 health for a tier 7 unit is a lot; it's a fairly average value. Although, they are indeed effective as tanks, largely due to the melee attack without a penalty.
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.
Storms could become good melee units, but Titans are good in both melee and ranged combat; personally, I wouldn't take Storms. Or, we could remove the melee penalty from Titans to emphasize the fundamental difference. But then again, Titans might be less in demand than they should be.
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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.
Let me tell you this: right now, in the "mods" section, what is written (here) accounts for 100% of the importance. 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 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.
Well, yes, that is their main feature.
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 the only one fighting on the battlefield.
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").
In other words: a person comes up with an idea, but it doesn't get implemented. What's the point of that idea?
There's a big problem with the level 7 upgrades for the Academy. The stats are the same – they should be changed. And, for example, give it a counterattack and infinite retaliation.
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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 no need to take a word out of context and exaggerate its meaning. I didn't say that this is the main attribute of a tank or anything like that. What I meant was that the Titan is "tough" enough to fulfill the role of a tank in certain situations, and since it doesn't have a penalty for melee attacks, it can inflict considerable damage in close combat and, as a result, take less damage in return.
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.
Their identical stats are a bit annoying, but there's also a fundamental difference in their special abilities. I'm seriously starting to consider the idea of turning Storm Lords into melee units... it would be like the Undead Tier 1: skeletons-melee, archers-ranged DPS, and again skeletons-melee, but with "bonuses." Perhaps we should do something similar here. Judging by the stats, even the developers didn't know what to give Storm Lords.
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[Модификация]NewTransformUndead-Таблица поднятия нежити.
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I don't need to say anything, it's not necessary to resort to personal attacks.
Addressing someone does not necessarily mean "resorting to personal attacks."
I was giving myself as an example. So, please, no fantasies.
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.
But the "Titan" is the second weakest unit of level 7 in terms of parameters (if "Bone Dragons" can even be considered... they have a completely different growth rate). So, in my opinion, talking about Titans as tanks... means you could say the same about any level 7 unit.
Also, for example, allow them to fire back and provide endless retaliation.
By the way, as a completely crazy idea: give a non-shooting upgrade the "Strike from Heaven" ability. That would be a worthy alternative to shooting, but it would have its drawbacks.
then the same can be said about any unit of level 7