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SiegeTank

Runemasters

Jul 1st, 2015
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  1. Edit: to write faction overview
  2. -no leadership
  3. -weak chargers(30% defence, 5 movement,only good vs blade)
  4. -good berserker (but no traits means he will sometimes lose to strong ulfsker/be slower than quick ulfserker)
  5. -weak concentrated damage (maximum damage is 20)
  6. -strong hybrid damage (good on defence)
  7. -no healer(but have repair so half of their units benefit from heal)
  8. -mediocre scout(weak in certain circumstances(worse than EE scout)
  9. -good but expensive fighter
  10. -low ranged damage archer(good mixed damage)
  11. -expensive tanky unit(striding machine has low defences almost everywhere so not really a good tank, also its only resistance better than normal dwarves is the 40% blade (compared to 20%) while having vulnerabilities too) warrior -the other tanky unit is expensive.
  12. -overall slow(normal for dwarves)
  13.  
  14. Edit: to write unit overview
  15.  
  16. Suggested changes:
  17.  
  18. Dwarvish Warrior:
  19. Price decrease from 17 to 16. (making them more affordable-they are the backbone of your army)
  20.  
  21. Dwarvish Heavy Warrior:
  22. Damage increased to 9x3 from 8x3
  23. Exp decreased from 90 to 60 (dwarvish Rune Warrior doesnt bring much to the table as far as improvements go so lower exp is justified)
  24.  
  25. Rune warrior:
  26. Exp increased from 120 to 130
  27.  
  28.  
  29. Mechanic: (become more of a support unit for your army of heavy warriors and tanks)
  30. (they can still fight if they need to but it'd be better to use them sparringly to heal your tanks)
  31. Cost reduced to 15 from 16
  32. Repairs +4 from +5
  33. Damage 15-1 ranged from 30-1
  34. Hp 30 from 35
  35.  
  36. Technician: (make him more vulnerable and back stage unit rather than main fighting unit)
  37. Hp reduced to 45 from 50
  38. Repairs +8
  39. Damage melee blade decreased to 6-3 from 7-3
  40. Damage pierce increased to 7-3 from 6-3
  41. Damage ranged decreased to 25-1 from 45-1
  42.  
  43. Runeadept: (I rarely found reason in getting them and they were underperforming in most situations)
  44. Melee Damage increased to 10-2 from 8-2
  45. Ranged Damage decreased to 8-1 from 9-1 (to counteract a little bit the melee damage increase)
  46. Exp decreased to 40 from 45 (again level 2 unit is nothing special compared to other faction's mages)
  47.  
  48. Runesmith:
  49. Damage increased from 10-2 to 12-2
  50. Ranged damage decreased to 8-2
  51. Exp decreased from 100 to 90
  52.  
  53. Rune Artist:
  54. Exp increased from 130 to 135 (to justify the free rune aura activation)
  55.  
  56. Runemaster:
  57. (the activation takes away more than half of their power prowess and it'd be nice to allow people to activate the aura despite running in red(most ageless heroes games people will play on negative resources)
  58. Also since technician's damage is nerfed you'd need a level 3 unit to deal some significant damage with that aura(instead of the situation at the moment where a level 2 unit does a ton)
  59.  
  60. rune aura cost reduced to 0 from 3
  61. ranged 9x4 attack slow added.
  62.  
  63. Striding Machine:
  64. (we increase this to compensate for the lack of offensive power that the absence of mechanic will create the rest of the line is fine)
  65.  
  66. Damage ranged increased to 5-4 from 4-4
  67.  
  68.  
  69.  
  70. Edit: As you suggested mechanic heal becomes stackable (i'm not entirely sure what u meant by stacking would it mean that if you have 3 mechanics you'd repair for 4x3 (or is there some cap?)
  71. mechanic repair 4 instead of 5
  72. Technician repair 8.
  73. Technician grenade damage 25 instead of 30
  74. Now if the repair values 4 and 8 are too much (because they are stacking) they might be lowered to 3 and 6. the patch after that.
  75.  
  76. However if the cap for units being healed is 8Hp's then stacking repair is not very useful. And you can leave them at 6 and 12 normal non stacking heal. (or 5-10)
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