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Infernai balance

Aug 8th, 2014
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  1. Infernai balance
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  3. First: My suggestions towards infernai:
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  5. Infernai overview(very cost-effective faction, Lucifer level 4 being very cheap(slightly more expensive than barbarian lords) Ifreet are great combat mages + healers and lost souls can get very annoying if you dont have arcane damage. Their Fiends at night are great too. Their archers are above average having good melee damage as well as fire based ranged damage(so less comfortable to counter than pierce) (i'd say after despair they were the most cost-effective level 2-3 faction with some great level 2-3 units and very low exp costs which would be nice to keep)
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  7. The other thing is their huge fire resistances, it means that most factions when facing them(who dont have other ranged damage than fire will have some problems. What I suggest is give level 1 units 50% fire resistance and then each level after that they can get +5% to it. This way the race will be still thematic where lower level demons are fire reistant but not nearly as immune to it as Lucifer for example).
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  9. (gogs can be exception and start at 60 since they are exception no at 80%)
  10. The reasoning behind this is that you give the other faction that is very weak against you a chance to level up their fire damage sources and change them (at level 2) since some mages have a lot more variety in damage at level 2 than at level 1). Also u can see that the great Efreeti in EoMa has only 40% fire resistance.
  11. With this change infernai will have 50% fire resistance on level 1, 55% on level 2 , 60% on level 3, And u can leave Lucifer at 70% fire resistance since he's supposed to be king of hell. It will help towards balancing Infernai to some manageable level.
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  13. (the idea behind resistances change is: if you have a faction with 1-2 nearly immune units to certain type of damage, you just try to ignore those and attack other units that have less of a immunity, while you tackle the 1-2 units with their counters) Problem is every infernai unit is immune to fire, so factions cannot redirect that damage and if they try to use it they lose 70% of its damage). If Infernai had 1-2 units that are fire immune(70% is pretty immune) then it'd be fine because the rest of the units would be able to die to that fire damage. Problem is there is only 1 unit that is not fire immune the rest have resistances varrying form 50 to 70%.
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  15. In here I try to make 1st level units fire resistances lower so that factions having mostly fire damage, dont feel completely useless against infernai. On higher levels they regain some of their higher resistance back (but still up to 60%) Because the enemy faction will be able to levelup their units too and change the type of damage(if it has different upgrades) that their units do. This is done so the fire resistance is a bonus rather than complete counter to some factions.
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  18. Suggested resistances changes:
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  20. Level 0
  21. Imp fire resistance to 40% (this way his level 1 gets 45% and level 2 gets 50% to compensate for the cold resistance they get)
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  24. Level 1:
  25. Scamp fire resistance to 45% from 70%
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  27. Ifreet, Fiend, Demon dog fire resistance to 50% from 70%
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  29. Pit Fiend fire resistance to 40% from 50%
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  31. Gog fire resistance to 60% from 80%
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  34. Level 2 (they get more fire resistance since they get closer to the lower levels of hell)
  35. Pit Lord fire resistance to 45% from 50% respectively
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  37. Tormentor fire resistance to 50% from 70% (instead of 45% because the unit is supposed to be tanky with good resistances)
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  39. Demon, Archfiend , Sadist, Hell hound, Master Ifreet fire resistance to 55% instead of 70%
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  41. Magog fire resistance to 65% instead of 80%
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  44.  
  45. Level 3
  46. Pit Master fire resistance to 50% from 50% (no change here)
  47.  
  48. Devil, Horned one, Bloodbather, Cerberus, Ifreet Sultan fire resistance to 60% from 70%
  49.  
  50. Incubus fire resistance to 70% from 80%
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  52.  
  53. Level 4
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  55. Lucifer fire resistance to 70% from 70% (no change here)
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  57.  
  58.  
  59. Now just normal balance changes:
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  61. Lost soul balance (while Lost soul is balanced by its relatively low damage and low Hp, Evil essence more than compensates for that with 10-3 at night (8-3) drain and slow plus huge resistances and respectable HP and Defence, it is hard to any melee unit to take it down.
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  63.  
  64. Suggested changes: Lost soul fire resistance decreased from 30 to 10.
  65. Suggested changes: Lost soul level 1-2 exp increased from 36 to 46 (slight increase to show that the level 2 unit you get is great tanky unit)
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  67. (This is in order to keep with consistent with the idea of having one unit not-vulnerable to your factional weakness but resistant to it, while sacrificing ur factional strength, Also on level 2 he does have 10% fire resistance instead of 30)
  68. Suggested changes: Lost soul cold resistance decreased from 70 to 60%
  69. (alongside the resistances change) (90EHP vs cold compared to 120 so its still a great counter to any cold-attack users just bring is more in line with the fire resistances chage)
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  73. Suggested changes: Evil Essence melee damage reduction from 8-3 to 7-3
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  75. (reducing the damage difference that the unit deals from 45 to 39 (drain inlcuded). Which is more in line with the damage difference some units can deal.
  76. (at the moment with the resistances and the 50% defence the Evil Essence has 128EHP vs most things which is the equivalent of a 76HP unit level 2 unit (on grass) And while their goal is to be good tanks,they have become very good damage dealers and can sustain their Hit points back making them very very hard to deal with. They also deal 10-3 during night + drain make that effectively 45 damage difference between u and the enemy (gaining 5 health each hit) and slow.
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  78. Suggested changes: Evil Essence cold resistance decreased from 70% to 60% (since the huge amount of HP increase the unit gets I dont think +5% scaling to 65% is good for him and I didnt want to give Lost soul 50%-55% cold resistance so that this one stays the same)
  79. (when changed 160 EHP from 213 EHP, just make a evil essence take some damage its still very effective vs cold)
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  81.  
  82. Ifreet balance: At level 1 they are great unit, and very well balanced too, however due to his HP scaling he gets rather scary at higher levels.(with his 50% defence as well as 40% resistances) (at level 1 he has 66 EHP (with resistances) compared to 32HP mage with (53 EHP) which is a bit high but still manageable because of the vulnerabilities) On level 2 and 3 his Hp however grow drastically so he becomes much stronger and harder to take down plus he has heals 8 (which works better on units with resistances and heal is always a good utility ability.Master Ifreet durring neutral daytime has higher damage output than most mages 10-3 (9-3 8-3 7-4), has more movement, flies-so even more enhanced movement.
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  84. Ifreet sultan has a bit less damage than a mage durring normal daytime and same damage output durring night compared to level 3 mages.
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  86.  
  87. A level 2 mage with 45HP(higher than most mages) has (75EHP) on grass - Master Ifreet has 106EHP plus he gains heal 8,
  88. A level 3 mage with 55HP(again higher than most) has (91EHP) on grass - Ifreet Sultan has 160EHP
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  90.  
  91.  
  92. Suggested changes Master Ifreet Hp reduction from 32 to 28
  93. this will give him 93 EHP. (same as normal mage with 56Hp on grass) While his arcane and cold EHP will be 45EHP. And he does same/more damage than normal mages plus he has heal, 1 movement speed more than most mages, so being squishy vs factional counters should be alright.
  94.  
  95. Suggested changes: Ifreet Sultan HP reduction from 48 to 38
  96. making his effective hp 126 (vs 91) (same as a mage with 75HP ) . His damage at that point is slightly less than a normal mage but he compensates for that with Staying power.
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  100. Imp balance:
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  102.  
  103. Suggested changes Scamp: Melee damage reduction from 5-3 to 4-3
  104. Suggested changes Scamp: Ranged damage reduction from 10-2 to 9-2
  105. Suggested changes Scamp: HP reduction from 30 to 26
  106. Suggested changes Scamp: cold resistance reduction from 30% to 20%
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  108. (You have 2 upgrades for your imps. Scamp and Fiend As things stand at the moment I'd never pick Fiend. He has 6 more Hp but that is as far as it goes. Scamp does 15 melee + 20 ranged damage (so 15 damage more) and has 30% cold resistance (so your enemies counters wont work) At night things get worse. 24 melee vs 18 melee and 24 ranged damage making the difference in damage even hgiher)
  109. With the suggestions at place the scamp will be as his description suggests(weak and not being able to kill anyone in melee ,having to steal things on the surface = 4x3) and being able to toss fire balls. His hp decrease will make him more of a glass-cannon unit still doing a lot more damage than fiend but having 10 less Hp.
  110. At night he'd do 15 melee and 22 ranged so just a slight nerf to the damage values.
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  112. Suggested changes Familiar: Melee damage reduction from 6x4 to 5x4
  113. Suggested changes Familiar: Ranged damage reduction from 17-2 to 14x2
  114. Suggested changes Familiar: HP reduction from 45 to 40
  115. Suggested changes Familiar: cold resistance reduction from 50% to 40%
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  117. (If you consider that Familiars are like archers(having similar exp, requirements form level 2-3 and similar Hp) their level 2 form was too strong, the reduction of damage will bring them a bit more along the line of what damage archers do at level 2 (30-32) Fiend-28 dmg
  118. and his melee damage is still much stronger 14-6 vs 20. They also have 6 movement which is rather quick for an archer, and their cold resistance too which helps against your factional counter. (a slight decrease in that since you already have 1 unit nearly immune to cold-evil Essence)
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