The statement is unclear. At long range, 8-9 against 5-8, at medium range, 8-9 against 10-16. 8.5 against 6.5 -- 13. It seems quite balanced.
I agree, but removing the ability that is the main "feature" of the creature is even worse, in my opinion.
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The statement is unclear. At long range, 8-9 against 5-8, at medium range, 8-9 against 10-16. 8.5 against 6.5 -- 13. It seems quite balanced.
I agree, but removing the ability that is the main "feature" of the creature is even worse, in my opinion.
Are archers underpowered, even considering their overpowered alternative? I'm curious how. List the creatures that perform better.
It just seems that way; in reality, ranged damage plays a primary role.
According to my data, direct hit is approximately equivalent to +50% total damage (or +60% ranged damage).
Do you have different estimates?
How so? They actually made them stronger: they increased the chance of their ability triggering.
Alternatively, you can leave everything as is, but remove the defense penetration from the enhanced arrow (set the penetration to 0%).
7 Sylvan archers (1-week growth) shoot at emerald dragons, dealing 41-46 damage (without enhanced arrow, 27-30)
7 master archers shoot at emerald dragons, dealing 16-26 damage (32-52 at medium range)
2. Archers: damage 2-6 (was 2-8)
3. Rakshasa Rajas: initiative 10 (was 8), +agility
9. Jarls: 100% fire strike (was 120%)
12. Demonesses: damage 9-13 (was 6-13)
13. Hell Horses: aura damage 7 (was 10)
15. High Vampires: damage 9-13 (was 7-11), Vampire Lords: stun factor 1 (was 3)
16. Trappers, Mistresses of the Night: invisibility 2 rounds (instead of 3)
17. Nimble Riders: 100% tailwind (was 25%), +agility
and the vortex deals +60% melee damage
Are there any dissenters left?
An alternative is 75% chance to hit + agility; it's a matter of personal preference. 75% was used in RTA and TE, while 100% was used in WGE. Let's share our opinions.
The enemy will position themselves in a way that makes attacking multiple units inefficient or impossible. I would estimate this as a +40%, or at most, +50% damage increase.
I don't know. Casting invisibility also means automatically losing one turn. I think three turns was fine. Assassins just need to be made stronger. Remove the penalty to ranged attacks, for example. Or give them armor-piercing, like crossbowmen, for close-range attacks.
100% chance to hit without dexterity. But you could give them retaliate; this would allow them to maneuver fearlessly in any way that is most advantageous, without destroying the original concept of a "glass cannon" for this tier of ranged units.
Without agility, Alts are unlikely to be picked. Counterattack is weaker, and I'm not sure it will be competitive.
Although, I recalculated, and it's possible that exactly 100% bonus damage will be enough to make it competitive with the current setup. Without Counterattack/Agility. It's worth trying to avoid creating new abilities/stats.