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SiegeTank

Khton balance Suggestions

Jun 13th, 2015
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  1. Khton race. In general they have strong units, with all types of mundane attacks but no magical or ranged attacks. They are more on the cost-effective side of things with cheap charger and low level up exp(which is fine)
  2. They also get very good resistances on their higher level units. their defences seem normal, they have regeneration or self heal on most units(after level up) So that is similar to having a healer unit(who also needs level 2 to be effective for other factions)
  3. They get more powerful fire attacks on level 2 but they have no magic damage diversity. Only fire damage, and they have almost no ranged attacks. Frogs are cheap and if you can level them up they become like a standard mage unit. I don't understand the purpose of ducks but I guess they act a as a cheap archer unit that is easy to level up. Enthrallment nation wide is very strong. Vector is too strong too. (and both are unreliable since they are great against some factions while useless against undead factions). What i will suggest is to make those abilities weaker so that they are more of a situational boon rather than the main focus of the faction, and to buff the faction overall so that they can survive and do well when facing those undead factions.
  4.  
  5. 1: Enthrallment.
  6.  
  7. Suggestion 1: Restrict it to only units of the same level, make a function that randomly enthralls units 10-25% of the time,
  8. make the thrall units have constant HP and deal 50% instead of 60% (like zombies something like 15-19 HP so that they can easily be killed) The difference would be their offensive powers (since they copy the damage/abilities of the enemies but half their power, they are much stronger than zombies, which is fair enough).
  9.  
  10. Suggestion 2: Constant HP (16-19). Offensive power reduced to 50% instead of 60% (this can be changed at a later stage as well so you can leave it as it is). Restrict it to affect only units of the same level. Instead of having 10-25% chance and be nation-wide ability, give it to a particular unit line as an ability. This way you make that unit line much more useful. (this way it is more reliable in stealing whatever units u'd like to steal, but the problem would be which unit line should he be put in.
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  12. -Ram gives no counterplay, he either does a lot of damage and enthralls or he misses and fails completely (so i dont think its appropriate)
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  14. -Horse - too quick and quite cheap. Again because he's so quick it gives almost no counterplay because you can stay far behind and then enthrall whoever you want.
  15.  
  16. -Yak - the most used combat unit due to cost-effectiveness. (has 5 levels so can enthrall level 5 units) Becomes really hard to kill at higher levels and can keep entralling units. (might need a price increase anyways (level1 unit with 52HP) so maybe increase the price to 20 and give them the entrhallment ability) Also having higher price will make you consider if you want more offensive power (via cheaper units - wolves rams horses or you want more durability (and get the offensive power by last-hitting your opponents) (i personally like this option)
  17.  
  18. -Timber wolf -the standard blade attack warrior a bit squishy early on and very quick on later levels. Becomes very hard to kill and to outplay later on too.
  19.  
  20. -rest of the units weren't considered since they are level 0.
  21.  
  22.  
  23. 2: Vector.
  24. A ranged attack that works 50%+ of the time and has no-counterplay, to take your whole unit by sacrificing a low hp unit that is going to die anyways.
  25.  
  26. Suggestion: (as u suggested) make some sort of threshold of when the opponent's unit can be affected by vector as well: Maybe 20-5%? or the same threshold that the khton has to have to enable the vector attack.
  27. Also let it affect only units of the same level.
  28.  
  29. This allows the opponent to withdraw units that are low on hp in order to counterplay this (or at least dont attack a low HP khton with a low Hp unit of his own) While allowing the khton player to (every now and then) switch his low HP unit for an enemy unit that is low on HP too (and gets healed after that)
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  31. Extra suggestion(if it is still too powerful after the patches maybe let the enemy unit remain with 50% Hp, if that is too powerful too then let the vectored unit remain with the HP that he was when he was attacked by the vector attack. (Can be done in later patches)
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  34. General unit balance: (if the vector/enthrallment suggestions take place)
  35.  
  36. I see no point in the brown duck unit. It costs as much as a horse has 6-2 of the same type of damage compared to 7-2, and has much less movement speed. It only has 10% more defences in deep water and a bit cheaper level up (only slightly 11 compared to 16 in 50%exp)
  37.  
  38. If enthrallment is given only to one unit line (which is what I feel would be best -since its less random) Then the duck line can make up for the lack of cold magical damage, and act as a frog - squishy mage.
  39.  
  40. Brown duck: (level 0)
  41.  
  42. Hp 15 instead of 18
  43. attack 1: 6-1 instead of 6-2
  44. attack 2: 5-2 water spray cold (or 6-2) The reasoning here is that brown duck costs 50% more than a frog so it is allowed to have similar combat stats. (6-2 is better)
  45.  
  46.  
  47. Stympeon: (level 1)
  48.  
  49. Hp 26 instead of 20 : a slight buff to endurance. (so that it can compete with the other branch of upgrades)
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  51.  
  52. Stymphallian: (level 2)
  53.  
  54. Hp 38 instead of 30 : a slight buff to endurance. (so that it can compete with the other branch of upgrades)
  55.  
  56.  
  57. Great duck: (level 1)
  58.  
  59. Hp 24 instead of 36 : since it gets a ranged attack it no longer needs to act as a tank. (although the resistances can remain so that its more durable)
  60. attack 1: bite 7-1 instead of 8-2
  61. attack 2: 6-3 water spray cold.
  62.  
  63. Giant duck (level 2)
  64.  
  65. Hp 34 instead of 60 : same reasoning the inclusion of ranged attack makes it more of an archer than a tank.
  66. Resistances: reduced to be the same as Great duck - (no reason to have tanky 40% impact resistance or 60% cold resistance is
  67. too much for a mage unit - Leave the cold resistance advantage to the toads)
  68. attack 1: bite 12-1 instead of 12-2
  69. attack 2: 8x3 water spray cold (marksman possibly too). (*could be increased later on if needed)
  70.  
  71.  
  72.  
  73.  
  74. Giant toad: (level 1)
  75.  
  76. Hp 30 instead of 20 : necessary to make it compete with the other upgrades (the flying toad that has 1 more movement and marksman)
  77.  
  78.  
  79. Yak:
  80. Price 20 instead of 17: since the enthrall attack is placed on the Yaks their role changes form very cost effective tank (that you'd recruit against almost everything) to a slightly more expensive durable tank with special attacks.
  81.  
  82.  
  83.  
  84. Possible changes: addition to hunters (some sort of defensive ranged units (the unit that was removed for normal games)).
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  86.  
  87. Overall changes bring: more balanced approach to the faction - it wouldnt fail immediately when facing an undead faction due to over reliance on special attacks that dont work on undead. Has now an effective long term gameplay (with the 2 mages that are level 0 (which can be a huge advantage in the long term). Is able to level the mages up easily if it need more fire power. Doesnt have much to deal with high defences as a balancing factor. has good magical damage diversity but not many ranged attacks. (again the cheap level 0 units should work in their favour with that regard but its a bit 1 dimensional) Might want to add a level 1 wildman hunter just in the case that they want some ranged firepower(for defensive purposes)
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