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SiegeTank

Despair Balance

Jul 31st, 2014
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  1. (started talking in 100% Exp requiremnts so all the exp here are at 100% value)
  2.  
  3. Despair balance suggestions:
  4.  
  5. (overall they are not as imbalanced as others (Destroyers) so you can beat them durring day with a neutral faction problems start if you are chaotic faction and you are facing them)
  6.  
  7. Fright: balanced at level 0. it gets 6x2x2 attacks if at close quarters but that is only good vs units with no melee attack
  8. seems to be restricted to 3 attacks per turn which is fine. Easy to get to level 2 (20exp requirement) which makes him a lot more useful with 4x2 at night (times 3) plus slow on the ranged attack. Overall balanced by its low health.
  9.  
  10. Shroud: 24hp, moves 6, cost 13, XP required 24, 40% resistances to blade,cold,impact,pierce (basically a tank)
  11. 3-2 (4-2night)drain and 3-3(4-3) ranged. 50% defence everywhere. Unit I'm comparing him to : Orkish Grunt 38 hp 9x2(11x2) at night. (damages are similar) Effective hit points of Orkish grunt 63.33(at40% defence) 80 for shroud.
  12.  
  13. Conclusion: slightly better than grunt due to magic diversity, 6 speed, 1 more gold. So fairly good tank(if not facing arcane damage or fire). Overall on level 1 balanced. However XP requirement is a bit too low. I suggest making it 36Exp. Level 2 Cloaks are much better than ork grunt level 2 plus have 1 extra movement , teleport and the same effective hit points against 4 types of damage (before taking into account the 50% defence) While grunts require 42Exp. (same story about level 3 upgrade requiring only 50 Exp.)
  14.  
  15. Change: Shroud level 1 to level 2 exp from 24 to 36. (+12 exp)
  16. Change: Shroud level 2 to level 3 exp from 50 to 64. (+14 exp)
  17.  
  18. Statues, seemingly overpowered due to their uses and being able to isolate enemy units and freeze them(even higher level units)
  19. So two of these can prevent two enemy's level 2-3-4 for up to 4 turns(which is more than worth the 18 gold you pay for them)
  20. I suggest (maybe in the next patch though if you can't be bothered to) to add a chance for units resist the attack. (after all because of having 2 attacks the chances of petrifiying an enemy is 84% on 40% defence). Also I know that statues lose percentage of their health per victims petrified but still that is a lot less damage than a level 3-4 unit would do to the rest of the army, if free.
  21. Otherwise balanced. 18 gold good tank with few resistances (similar/better than knight 30% blade and 30% pierce, 20% impact) with great special ability. Level up experience is very low as well (26 exp for level 1) (56 for level 2) His level 2 and level 3 while lacking damage get huge ammounts of hit points(64 and 80) (so 152 vs blade/impact and 200 respectively)
  22.  
  23.  
  24. Change: Statue level 1 to level 2 exp from 26 to 40. (+14)
  25. Change: Statue level 1 to level 2 exp from 56 to 70. (+14)
  26.  
  27. Suggested change to petrify: 30% chance to resist +- 20% per level difference (so level 2 statue has 90% chance to petrify level 1 unit on hit)
  28. For example for a level 1 statue: vs level 0 enemy = 90% chance to petrify. level 1 enemy = 70% chance to petrify. level 2 enemy = 50% chance to petrify, vs level 3 = 30% chance to petrify, vs level 4 =10% chance to petrify.
  29.  
  30. (this will make them balanced and if you want to petrify much higher level units you'd have to level up your statue too) (mind you you if both attacks hit = 75% chance to petrify a level 2 enemy unit.
  31. (and for a level 3 unit that would be 51%)
  32.  
  33.  
  34. Suggested change: same thing about sculpts ability
  35. (even thought he unit gets unpetrified durring enemy's turn so you don't get as much utility as from statues, but you dont get the health loss either, so I view them as similar abilities)
  36.  
  37. Suggested change option 2: if you cant be bothered you can consider restricting the petrify ability to units of the same level or lower only. (again to make u want to level up the unit instead of using level 1 units all the time)
  38.  
  39.  
  40. Rider: overview: 32Hp, 7 movement, 18 cost, xp 42, 7x2 (9x2 durring night) Defences 50% - overall better defences plus can go in the mountains compared to normal horses.Village defence 60% too.(rare but important difference so its better at riding enemy's villages without being worried about being killed(horses get 40% usually) 1 less movement on level 1. And no vulnerability to pierce (+20% resistance)
  41.  
  42. Other charges have different HP: 33 , 36, 38, 36, 38, 44 so overall 36 seems to be the average. (Only with considering defence 50vs40% riders have 64EHP compared to 60 of the average rider) (and his resistances are better since he doesn't have pierce vulnerability like most of them)
  43. Charger price 15, 22, 24, 21, 23, 20 so overall 21
  44. Charger damage: 9-2, 13-1, 6-3, 11-2, 7-2, 8x2 so around 16-22 dmg (so during neutral time his damage is a bit less than normal for charger but cold damage so there are fewer chargers that can resist cold and overall can beat most of the chargers 1v1)
  45. The exp for charges seems to be similar so no changes needed there.
  46.  
  47. Suggested change: price 20 (just so that the cost corresponds to the unit more ,no need to nerf his battle stats)
  48.  
  49. On level 2 however you get a very overpowered unit and one which you will always pick over the other upgrade: Dullohan
  50. 40% resistances to Blade,Cold,Impact,Pierce
  51. 9-2 mele charge(compared to 10-2 for the other upgrade) but it has many more resistance plus 9x3 impact ranged marksman.
  52. No sane person would ever pick the other upgrade that has no ranged attack and -20% to resistances. (also the Hp are the same)
  53.  
  54. Change Dullohan: Arcane= -30%, Blade = 20%, Cold =10, Fire =0, Impact = 20, Pierce=20,
  55. (It has only 10% more arcane vulnerability than the other form)
  56. Change Dullohan: 7-2 melee charge (from 9-2)
  57. (this way the other unit will be used as charger while this one will be used as a hybrid with good charge and good ranged attack)
  58. Change Dullohan: After level EXP = 70-80 (52 is too low i think)
  59.  
  60. Change Rider: (the other upgrade) 8-2 cold charge (from 7-2)
  61. 11-2 cold charge (from 10-2)
  62. Exp 80 (from 66) (to compensate to the buff in damage and 80 seems to be the average-ish for a charger)
  63. Those changes are to make it worth while upgrading to the other horse.
  64.  
  65. Change Slayer: (3rd level) 10-2 cold charge (from 8-2)
  66. 14x2 pierce first strike charge(from 12x2)
  67. 20-2 mele (from 18-2)
  68.  
  69.  
  70. Widow : Overview 28 Hp, 16gold, 6 movement, 50% defences, 20% resistance to blade,pierce and impact. 6x3 dmg(7x3 at night)
  71. 4x2 mele. Quicker, as powerful on a ranged attack, and if you compare Effective hit points on flat to those of neglect mage, and battle mage it would be: Widow: 70 (vs blade/pierce/impact) Neglect mage:58 , Battlemage:43. So much better overall and 2 gold less than a battlemage and 1 gold less than a neglect mage. Experience is also 36 compared to 60. While the upgrade is much better than battlemage's war mage. And has much more ranged damage than warrior mage. Level 2 to level 3 is also only 46 exp so you get a level 3 unit pretty much for the price of a level 2. Suggested : nerf.
  72.  
  73. Change: Widow 24hp (from 28)
  74. (slight nerf to HP to make them have a bit less EHP (still 60 EHP(vs blade/pierce/impact compared to 58 of neglect mage) (this will also make him somewhat vulnerable vs enemy's mages while being better than them vs normal units. (battlemage only 43 EHP)
  75.  
  76. Change: price 18 (from 16) (or 17 if you make his level up a lot harder than what i suggest and you want to make level 1 widow the strength of the faction)
  77. (to compensate for the fact that the mage is quick and can escape a lot of situation and get to places easily.
  78.  
  79. Change: EXP level 1 to level 2 : 66 (from 36) (similar to battlemage/neglect mage)
  80. Change: EXP level 2 to level 3 : 100 (from 46) (it has more damage than neglect mage 21x3(at night) on level 3 and has much less exp requirement) Neglect mage needs 110exp, sorcerer needs 86 (mastermage does 44 dmg maxumum)
  81. Change White Lady: After maximum level advancement to 120 exp(only 80 now which is the same as the other upgrade who is level 2) (this is for consistency's sake.)
  82.  
  83. Level 3 White Lady is still much better than the other 2 level 3 upgrades (so 120exp might not be too bad but we dont want to overnerf them, so leave them some strengths)
  84.  
  85.  
  86.  
  87. Last one Soldier: Overview much more balanced than the other units. Exp requirements a bit too low again. 25Hp, 6Movement, 16 gold, 24 Exp, 5x3 pierce firststrike, 3x2 cold ranged . 30% blade/pierce, 20%impact. 40% defence on flat.
  88.  
  89. Change: exp 30 (from 24) (just a slight touch on the level 1-2 exp
  90. Change Level 2 to level 3 EXP : 60 (from 32) ( again as with all despair units the exp was 32 which is less than many level 1 to level 2 upgrades) At 60 is still less than most worriors 2to3 upgrades (around 80 the usual price , some 90, some 70).
  91.  
  92. Thats about it.
  93. Overall the factions seemed to have ridiculously low exp requirements for what the units did(being better than most of their counterparts).
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