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Avians balance:

Aug 6th, 2014
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  1. Avians balance:
  2.  
  3. Overview Rich faction with great mobiltiy, Only one type of magical damage at level 1(cold) but many magical/marksman abilties. Have archer, charger, Hybrid archer, Magician, Healer , knight(heavy armor tank+impact dmg) , warrior(normal fighter), hybrid warrior(pigeon)
  4. and another hybrid more standard warrior(watchman). They seem to use one warrior for defending castles(since jackdaw has 40% at castle, and use jackdaw for everywhere else(because of 60% grass defence and 70 other terrain defence. At level 2 they gain holy damage.
  5. most of them are neutral with grounded being lawful(thus can deal 28-30 dmg durring day)
  6.  
  7. 1st: archer overview: Normal archer, 20% impact as a cost for 1 terrain travel everywhere(hence good mobility) 7x3 is average for an archer(20ish is normal) 12 mele damage also normal for an archer, but it costs 16 gold instead of 17(what normal archers do) And due to mobility is better than normal archer. So I suggest gold increase to 17 gold. Level 2 upgrades have much more health than a normal archer, (50 and 56) but that is compensated by somewhat lower damage at level 2 so the 40exp it has as a price is fine.(lower than some and higher than others).
  8.  
  9. Suggested change: price increase to 17. (just to level it up with the rest of the archer line)
  10. Suggested change: Archer exp level 1-2 from 40 to 46 (to compensate for the 1 extra movement they get on level 2 Hawkeye upgrade plus the extra mele damage over normal archers)
  11. Suggested change: Hawkeye exp level 2-3 from 74 to 90
  12. (same reasoning they have better HP same damage, more mobility but lower exp than some archers)
  13. Suggested change: Bombardier exp level 2-3 from 76 to 90
  14. (much more Hp than normal archer 70, same damage on ground I however find it as useful as the other upgrade due to 5 Movement speed compared to 6 so exp should be the same)
  15.  
  16. Broadwing: Overview: Role-advanced archer (20 dmg but has marksman on level 1) has 6 more Hp than a normal archer, average damage, 9x2 cold attack(hence diversity) and normal damage. As with archer he's a better archer with more hp, easier terrain travel , more damage(marksman gives you advantage when assaulting positions) more hp. He costs 2 more gold than the average archer. I suggest a price increase by 1 gold to 20. He's a very good and reliable archer when u want to assault enemy positions even despite the price increase in both archers his damage against castles(60%) defence is 12 compared to the 8.4 for the normal archer, when u add in cost(20 gold and 17 gold) He still comes ahead giving you (0.6 damage per gold compared to 0.49 for the normal archer) Hence he's still more effective at assaulting castles. When it comes to normal ground battles on flat terrain he will be less effective(for his gold) but still have 6 more Hp to compensate somewhat for that (bringing 1.9Hp per gold compared to 1.88 for archer so same Hp pretty much)
  17.  
  18. His level 2 upgrades have 60-55 hp (as much as a level 3 normal archer) and bring good utility(leadership) and excellent damage for an archer. So I suggest some increase at level 1-2 Exp Same as level 3 upgrades, they have more damage 52 compared to 45-50 (plus he's chaotic), and more hp(much more 75 compared to 47-8) than archer upgrades while costing less EXP
  19.  
  20. Suggested change: price increase to 20.
  21. (again just to make sure that people pick the different archers for different situations-normal archer for ground battles, Broadwing for sieges and hard terrain assault).
  22.  
  23. Suggested change: exp level 1-2 from 50 to 58-60.
  24. (he has same damage output as level 2 units and more HP and a second damage type)
  25.  
  26. Suggested change: Skyterror exp level 2-3 from 84 to 110.
  27. (again hes much more useful than normal archers and has better damage (due to chaotic too) much more HP, cold attack and ) normal archers cost 70-90
  28.  
  29. Suggested change: Winged Baron exp level 2-3 from 80 to 100
  30. (while having a bit less damage he has leadership and 6 movement compared to skyteror's 4) So he is still very useful upgrade.
  31.  
  32.  
  33. Dart: Overview: Just a normal charger with better mobility and better defences. Mobility is somewhat compensated by the -20% impact which is a racial trait however on chargers mobility is even better than on other units(same as berserkers) because they can catch your opponents off-guard. same defence on grass, however much better defences everywhere else makes hit effective hit points. (20-30% defences for horses where dart has 40-50% and 60% in mountains where horses cant even go) Makes him much more effective at killing units everywhere on the map(similar to Dispair rider) due to having higher defences he can take more retaliation damage. Also has 3x3 ranged attack which is somewhat useful. Has same pierce vulnerability as any charger so at least there they are even. Costs 18 gold compared to the 20-1 agerage gold for a charger. However he doesnt have blade or impact resistances(like normal chargers) and has lower than average HP(32 compared to 35 ish) Exp seems fine, his upgrades have a lot of versatility.
  34.  
  35. Suggested change: Dart price increase from 18 to 19
  36. (20 might be too much Again at 19 gold it is still feels cheap but its a start if we have problems can increase it to 20 later on)
  37.  
  38.  
  39. Suggested not-related change: (by the way equestrian charger Exp decrease from 46 to 44 slight decrease to show that its inferior to some other chargers)
  40.  
  41.  
  42. Grounded: overview dismounted knight type of unit. Good resistances. (mostly blade and pierce) Slow(as some other knights) Big impact damge. Has pierce damage too which is a plus. Can deal 28-30 Impact damage so better than other impact damage dealers(durring day)
  43. While not having the 30-20% defences like golems and lower price.-17 gold.
  44.  
  45. Suggested change: price increase from 17 to 18 (he seems a bit too good for the previous price the 18 gold price will make him a lot more expensive (comared to other units he is as strong as welkin's guardian of the day and he seems to be similar type of unit)
  46.  
  47. Suggested change: exp level1-2 from 42 to 60
  48. (his upgrade is better than most knight upgrades dealing whooping 18x2 dmg (can be up to 24x2)
  49. (and his floater upgrade gives him + 2 movement speed)
  50.  
  51. Suggested change: Ironbeak damage from 18-2 to 17-2 (slight decrease in damage just to make the jump in damage from level 1 to level 2 too high)
  52.  
  53. Suggested change: Ironbeak level 2-3 exp increase from 80 to 90. (just to show the usefulness from going from level 2 to level 3.
  54.  
  55. Suggested change: Steelbeak levle 3-4 exp decrease from 126 to 120. (just to make overall cost for the level 4 unit somewhat closer to what it used to be)
  56.  
  57.  
  58. Jackdaw: overview. Your first type of fighter. Like with the archers you seem to have 2 types one for ground battles and battles outside of the castle and one for castle fights(watchman). Jackdaw has huge defences(60% on grass and 70% in most other terrains) but has 40% castle defence. However he is still great at assaulting enemy forts since he'd have same defence on the grass just outside enemy's forts
  59. as the defenders inside. He costs 17 gold and does 20 damage which is a bit higher than the normal figher's cost and same damage.
  60. However 60% defence and no vulnerabilities makes his effective Hp skyrocket 80 compared to ( 55-65 for dwarves (with resistances vs blade) , 55 for elvish fighter). On top of that he has 8 movement speed so he acts as a scout too. His level 2 forms will need more balancing because at the moment the owl is much more useful having backstab up to 9x3 (18x3) durring night (6x3 normal damage) plus having 2x the HP of a shadow (same Hp when u factor in resistances, more movement speed and 60% grass and 70% defences compared to 50% for shadow, resulting in a much more elusive and healthier unit.
  61.  
  62. Suggested change: price increase from 17 to 19
  63. (for now. I was hesitating between 18 and 19 but he's one of the most useful scouts) (hes a hybrid between ninja(high defence) scout high movement and fighter(high hitpoints and good damage) all these things make him ok for the price(19) and u still will try to use him as a scout more than as a regular warrior at the price of 19 while use your more-mainline warriors for grass battles (for forrest and mountains he's still good because of his huge defences and no negative resistances).
  64.  
  65. Suggested change: Jackdaw exp level 1 increase from 40 to 50. (slight increase to show how good his level 2 forms are)
  66.  
  67. Suggested change: Owl Hp from 45 to 35
  68. (i know its a huge drop in hp however the unit was way too useful otherwise when supposed to be just a squishy damage dealer he outperforms all backstab units having much more effective Hp vs blade/pierce/impact and having huge speed and great mobility and a nightstalk) he still has 87.5 effective Hp compared to the other units (level 2 ghost has 96 with 50% resistance calculated in)
  69. (fanatic's thief for example has similar damage -15x2(when strong) has 39 HP and has -40% blade and -20% pierce and impact : effective hp on grass: 69 vs blade and 81 vs pierce and impact. Olw has no negative resistances(except for little -10% impact).
  70.  
  71. Suggested change: Owl exp level 2-3 increase from 62 to 70
  72. Suggested change: Nightwing Hp from 52 to 42
  73. (105 effective hp vs 104 vs pierce and impact) The Exp and Hp change making healthy as a thief but with more mobility and nightstalk, so the element of surprise is yours too. It has same damage thats why the exp is 10 more than a bandit level3.
  74.  
  75. Suggested change: Crow Hp from 48 to 40( being less effective than Owl he has to have more effective hp and be more of a standard fighter)
  76.  
  77. Suggested change Crow Exp level 2-3 from 60 to 70
  78.  
  79. Suggested change Raven Hp from 58 to 48. (same reasoning being already an effective fighter ,having huge movement speed(starting at 8 gaining 1 per level) and very decent damage (40-5)This Hp reduction will making just slightly more vulnerable while still being great scout and being able to deal a lot of damage.
  80.  
  81.  
  82. Mother: Overview: seems balanced: Good healer, cheap exp so that you get to level 2 and get heal 8 faster, low hp and lower damage output. She is fine as she is.
  83.  
  84. Watchman Overview: seems fine too: good fighter in castles.
  85.  
  86. Pigeon: Overview: Level 1 seems fine 17 gold for 34 Hp great defences no negative resistances and low ish damage better than hidden ones(due to not having negative blade/pierce/impact resistances and having better movement throught terrains) Level 2's have a lot of hp compared to other high defence units.
  87.  
  88. Suggested changes: Dove HP from 48 to 40 (he has no negative resistances, has similar ability to hidden one level 2 ) Just balancing the HP a bit given the huge defences.
  89.  
  90. Suggested changes: Sparrow HP from 50 to 42 (same reasoning)
  91.  
  92. Suggested changes: Hammingbird Hp from 48 to 40 (100EHP compared to 93 of the archer but its more vulnerable to magic/marksman damage while dealing similar damage)
  93.  
  94. Suggested changes Falcon Hp from 68 to 58 (main fighter unit 58 hp = 145 effective hp same as a good 70Hp unit with 20% resistace)
  95.  
  96. Suggested changes Passer Hp from 56 to 48 (same thing, he becomes a skirmisher with great HP and good ranged attac (30 dmg) gets less Hp and has less damage than Falcon mele but gets skimisher + 1 movement too)
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