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SiegeTank

Welkin Balance

Aug 8th, 2014
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  1. Welkin Balance:
  2.  
  3. Neophyte Cost increase from 18 to 20
  4. (while he doesnt have any mele damage so he'll deal less return damage he is lawful and he will deal 10x3 damage for a level 1 mage which is 10 damage more than the average (18-21). So given that he doesnt have melee attack the extra damage is fine ,but the cost should be consistent with most mages.
  5.  
  6. Pyroation damage from 12-4 to 9x4 (too big of a gap between level 1 -2 and too small between level 2-3)
  7. Pyroation Exp from 118 from 110
  8.  
  9. High Pyroation exp level 3-4 from 144 to 130 (the upgrades at higher levels cost too much compared to other level 4 units)
  10. Solar Empyrean level 3 ranged damage from 14-4 to 12-4
  11.  
  12.  
  13. Hierarch of Aten damage from 6x3 melee to 7x3 melee
  14. Hierarch of Aten Hp from 69 to 70
  15. Hierarch of Aten no image for female (unless it was intended to use gurand flyer's image)
  16. Hirearch of Aten afterlevel from 186 to 130
  17.  
  18. Lunar protector 60exp from 50
  19. (guardian has one of the best damages, so its better to avoid it(8x4 melee and 5x3 ranged for a steadfast unit
  20.  
  21. battle sage 6x2 , 5x5
  22. Battle Seer 7x3 ranged
  23.  
  24. Suggested change Sage exp from 110 to 104
  25. Suggested change Doyen exp from 162 to 126
  26. Suggested change Patriarch damage 10x5
  27. Suggested change Patriarch after level from 204 to 120
  28.  
  29. (no1 ever picked battle sage and battleseer, so some damage increase should make them feel better)
  30. (Patriarch damage increased and exp reduced since it whas too expensive for what it did)
  31.  
  32.  
  33. Midnight stalker is fine
  34. Guardian of the day is fine
  35.  
  36.  
  37. Suggested change Flyer exp from 34 to 40
  38. Suggested change Grand flyer Hp from 50 to 44
  39. (still has effective hp of a 53HP unit)(slight decrease because he is very effective unit and has 50% defence everywere)
  40.  
  41. Suggested change Grand flyer: damage from 6x6 to 6x5
  42. (which durring day is 7x5 or 9x5 if strong) so u want the strog ones to become grand fliers
  43.  
  44. Suggested change Mentor Hp from 53 to 48
  45. (still has effective hp of a 58Hp unit)
  46.  
  47. Lord is fine
  48.  
  49. Suggested change Star shooter exp increased form 42 to 48 (all the upgrades have similar damage to level 2 units with 50% defence and 60-70% in mountains and hills so overall all the upgrades are better than the other level 2 units hence the exp cost should be a bit higher
  50.  
  51. Suggested change Twilight Slayer Hp reduced from 46 to 40
  52. ( 6-4 u want strng ones to become slayer for 9x4 and 15-2 (36 and 30) (compared to 9x3(storng arigwaithi strongbow) and 8x3 so 27 and 32 dmg
  53. So this unit has the same damage more moves and 50% defence (plus better than 50% somewhere)
  54.  
  55.  
  56. Suggested change Shadow Raider Hp reduced from 39 to 34
  57. (just to ensure that people do pick some other upgrades sometimes (this becomes glass cannon upgrade)
  58. Suggested change Shadow Raider exp increased from 120 to 140
  59. (astral ranger (if strong can deal up to 45 melee magical and 50 ranged magical so the upgrade is huge and i dont want to nerf the damage)
  60. Suggested change Astral Ranger hp reduced from 71 to 55
  61. (so this upgrades takes longer than quickdraw but it's a lot stronger too)
  62.  
  63. Suggested change Suggested change Quickdraw hp reduced from 49 to 42
  64. Suggested change Suggested change Quickdraw exp increased from 88 to 100 (again the upgrade is more than worth the price)
  65.  
  66. Suggested change Deadeye hp reduced form 66 to 50 (equivalent of 60HP compared to elvish sharpshooter who has 47 and they do 60 damage at night compared to 50 from elves)
  67. Suggested change Deadeye damage increased from 6x4 arcane ranged magical to 7x4 arcane ranged magical
  68.  
  69.  
  70. Flurry level 1-balanced by low HP (and high damage durring day and high defence exp seems a bit low for the upgrades it receives he gets almost double HP on level 2) Another thing is that No one would ever pick Talon Warrior having the same melee damage as whirlwind but less ranged damage
  71.  
  72. Flurry Exp level 1-2 increased from 28 to 40
  73.  
  74. Whirlwind Melee number of attacks decreased from 7x3 to 7x2 21 and 18 vs 14 and 24 (normal damage)
  75. Whirlwind Hp decreased from 48 to 38
  76.  
  77. Tornado ranged number of attacks decreased from 8x5 to 8x4
  78. Tornado Melee number of attacks decreased from 7x4 to 7x3 32 vs 24 vs 21 and 32 (normal damage)
  79.  
  80. Talon Warrior Hp decreased from 51 to 41
  81. Talon warrior exp increased from 74 to 80(just to make it the same as tornado)
  82.  
  83. (since the damage they do is quite high the HP should be a bit lower than usual so around 45 effective hit points)
  84.  
  85. Tornado Hp reduced from 66 to 52 (Tornado does more magical damage hence more useful)
  86. Talon Hero Hp reduced from 65 to 55 (talon hero has more survivability)
  87.  
  88.  
  89.  
  90.  
  91.  
  92.  
  93.  
  94.  
  95. Some other things I've noticed while checking the balance
  96.  
  97.  
  98. Suggested change Chosen of the forrest - regenerates (as for previious form that is if ultracures doesnt include regeneration in itself)
  99. Suggested change Chosen of the forrest 150exp from 180
  100.  
  101.  
  102. Suggested change Mystic Slow 6x3 (here the slow does exactly 50% of the damage so its useful)
  103. Suggested change Chosen of the forest slow 6x4 (here the slow more than half of the damage to get a unit slowed since a level 4 unit wouldn't waste his attack to slow a unit if it does less than 50% of his damage)
  104.  
  105.  
  106. Suggested change to Wyvern : Cost 22
  107. Suggested change to Wyvern : exp level 1-2 increase from 50 to 66 (steep price because of huge amounts of effective HP)
  108.  
  109.  
  110. Suggested change to Great Wyvern: exp level 2-3 increase from 90 to 126
  111. (steep price because u get huge amounts of effective HP plus huge drain)
  112.  
  113. Suggested change to Wyvern Rider: cost 24 (he is better than charger and at night has the same damage)
  114. Suggested change to Wyvern Rider: exp level 1-2 increase from 56 to 66 (same strength as the other level 2 wyvern (overall) so i dont see point in giving it different exp)
  115. Suggested change to Wyvern Tamer: exp level 2-3 increase from 100 to 136 (here the upgrade is better than the other one so an increase in exp cost is at hand)
  116.  
  117. (mechanical dragon for example costs 110 exp and its much worse than the wyverns)
  118.  
  119.  
  120. One more thing about Enchanters they have this unit called: Titan (level 2 costing 60exp)
  121. This is the same exp as a golem, however this unit has 80% resistances to blade pierce and impact ,and has 50% to fire. At the cost of 1 less movement compared to golem. The effective HP of this unit even despite his 20% defence on flat(which is not too bad) goes to 343HP, which is ridiculous for a level 2 unit plus he does ok damage 28x1. Also the alternative upgrade is much weaker(featherlight) although quicker, but still i;d prefer getting myself a lot of titans to that.
  122.  
  123. So i'd suggest a nerf which will make him tough but not unkillable as he is at the moment.
  124.  
  125. Suggested changes Titan: Hp reduced form 55 to 45 (the basic unit has 30Hp, the other upgrade has 40Hp, I dont see why this upgrade has to have almost twice the Hp of the initial unit (plus the huge resistances)
  126. Suggested changes Titan: Blade/Pierce/Impact resistances decreased from 80% to 65%
  127. (160 EHP vs blade pierce and impact (on grass) so still pretty unkillable but hopefully more units will do more damage.
  128. Suggested changes Titan: Fire resistance decreased from 50% to 30%
  129. (91 effective Hp vs fire/cold vs 57 for the other upgrade so almost twice the effective Hp vs magical fire/cold) (also fire melts armor so I dont see why he should have 50%)
  130.  
  131. And this form has 2x the EHP vs blade pierce and impact compared to the other upgrade that has 50% defence (and this one has 20%) at 80 EHp to 160. (after the changes) Also if you get resilient one you'd get 180EHP which is 30 more than a golem boss(who is very healthy). Plus their faction have healer +8 on level 2
  132.  
  133. Suggested changes Titan: damage reduced from 28x1 to 24x1
  134. (this way u ensure that people prefer making strong reductors into featherlights (6x6 dmg) compared to 24 (otheriwse their dmg is still close enough at 28 vs 30 so people shouldn't pick featherlight) Also you'd prefer quick and resilient reductors to become titans just so that u can move them quicker on the battlefield. While intelligent is good for both and quick is kind of good for both too(if the map has many obstacles the 1 extra speed from 4 to 5 wont make any difference to better make a featherlight who can use that extra speed better)
  135.  
  136. Suggested changes Titan: Speed increase from 3 to 4
  137. (while speed 3 is cool to have it is extremely unpractical and people will never be able to get him to places that he need to be)
  138. (he requires 2 moves to get into hills and forrests so effectively moving one tile per turn)
  139. With 4 moves he can move 2 tiles through rough terrain and 4 through normal terrain making him a bit more useful on the offence rather than a unit to hold villages with.
  140.  
  141.  
  142. And one last Note about Pacificator: from runemasters
  143. His last form has pierce damage on level 3 melee attack instead of Impact. I feel that for the sake of consistency you should change that as it is in the first 2 forms and in all 3 forms of EoMa.
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