csarmi

Khalifate (full) - 11-12-30

Dec 30th, 2011
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  1. Changed the alignment of the Jundi from lawful to liminal. To balance this change:
  2. Increased the melee attack of the Jundi from 5-3 to 6-3
  3. Increased the ranged attack of the Jundi from 5-3 to 6-3
  4. Changed the alignment of the Monavish from lawful to liminal. To balance this change:
  5. Increased the HP of the Monavish from 41 to 46
  6. Increased the melee attack of the Monavish from 7-4 to 9-4
  7. Changed the alignment of the Mighwar from lawful to liminal. To balance this change:
  8. Increased the HP of the Mighwar from 53 to 58
  9. Increased the melee attack of the Mighwar from 8-5 to 10-5
  10. Changed the alignment of the Muharib from lawful to liminal. To balance this change:
  11. Increased the melee attack of the Muharib from 6-4 to 8-4
  12. Increased the ranged attack of the Muharib from 6-4 to 8-4
  13. Changed the alignment of the Batal from lawful to liminal. To balance this change:
  14. Increased the melee attack of the Batal from 8-4 to 10-4
  15. Increased the ranged attack of the Batal from 8-4 to 10-4
  16. Changed the alignment of the Hakim from lawful to liminal. To balance this change:
  17. Increased the melee attack of the Hakim from 6-2 to 7-2
  18. Decreased the cost of the Hakim from 18 to 17
  19. Changed the alignment of the Tabib from lawful to liminal. To balance this change:
  20. Increased the melee attack of the Tabib from 7-3 to 9-3
  21. Increased the HP of the Tabib from 38 to 39
  22. Decreased the cost of the Tabib from 35 to 33
  23. Changed the alignment of the Rami from lawful to liminal. To balance this change:
  24. Changed the damage type of the Rami's melee attack from blade to impact
  25. Increased the melee attack of the Rami from 4-2 to 5-2
  26. Increased the ranged attack of the Rami from 6-3 to 7-3
  27. Decreased the XP requirements of the Rami from 40 to 32
  28. Changed the alignment of the Saree from lawful to liminal. To balance this change:
  29. Changed the damage type of the Saree's melee attack from blade to impact
  30. Increased the melee attack of the Saree from 6-2 to 7-2
  31. Increased the ranged attack of the Saree from 7-4 to 9-4
  32. Decreased the XP requirements of the Saree from 70 to 56
  33. Changed the alignment of the Jawal from lawful to liminal. To balance this change:
  34. Changed the damage type of the Jawal's melee attack from blade to impact
  35. Increased the melee attack of the Jawal from 7-3 to 8-3
  36. Increased the ranged attack of the Jawal from 8-5 to 10-5
  37. Did various balance changes to the Arif line:
  38. Increased the sword attack of the Ghazi from 12-2 to 13-2
  39. Increased the sword attack of the Shuja from 15-2 to 12-3
  40. Increased the sword attack of the Khalid from 10-4 to 11-4
  41. Decreased the shield bash attack of the Shuja from 12-2 to 11-2
  42. Increased the Mudafi's melee attack from 12-2 to 15-2
  43. Increased the Rasikh's melee attack from 13-3 to 14-3
  44. Did various balance changes to the Khaiyal line
  45. Increased the spear attack of the Faris from 26-1 to 29-1
  46. Changed the spear attack of the Mufariq from 26-2 to 44-1
  47. Did various balance changes to the Qanas line:
  48. Increased the HP of the Qanas from 45 to 48.
  49. Increased the HP of the Hadaf from 54 to 57
  50. Miscallenous changes:
  51. removed dependency on FLY_MOVE and FLY_DEFENSE to make it standalone
  52.  
  53. Changelog and comments:
  54.  
  55. Hakim: liminal, damage to 7-2 (6-2), gold to 17 (18) <---
  56. Jundi: liminal, both damage to 6-3 (5-3) <----
  57. Monavish: liminal, hp 41 -> 46, damage to 8-4 (7-4) <--- changed to 9-4
  58. Muharib: liminal, both damage to 8-4 (6-4)
  59. Qanas: no change(?) <--- 3 extra hp to both units
  60. Rami: liminal, melee to mace, mace to 7-2 (4-2), bow to 7-3 (6-3) <-- 5-2 mace and xp lowering (or even 5-2 sword sounds better)
  61. Saree: liminal, melee to mace, mace: (7-2) 8-2, bow to 9-4 (7-4) <-- 7-2 mace should be more logical
  62. Tabib: liminal, melee to 9-3 (7-3) <--- also added an extra HP (might wanna add more actually)
  63.  
  64. level 3:
  65.  
  66. Jawal: liminal, melee to mace, mace to 9-3 (7-3), bow to 10-5 (8-5) <-- 8-3 mace looks more logical
  67. Mighwar: liminal, sword to 10-5 (8-5), hp to 58 (from 53)
  68. Batal: liminal, both weapons to 10-4 (from 8-4)
  69. Hadaf: no change(?) <--- see comments
  70.  
  71. Arif line balance:
  72.  
  73. Ghazi: sword to 13-2 (12-2) <---
  74. Mudafi: spear to 15-2 (13-2) <---
  75. Rasikh: spear to 14-3 (13-3) <--- 14-3 seems to be enough
  76. Shuja: sword to 12-3 (15-2), shield bash to 11-2 (12-2) <-- the logic behind this is gradul progression (extra strike for damage)
  77. Khalid: sword to 11-4 (10-4), shield bash to 12-3 <-- to go with RIPLIB
  78.  
  79. Khaiyal line change (20-1 / 6-3 -> 29-1 / 9-3 -> 44-1 / 14-3) Level 1 seems to need smth extra. Better resists?
  80.  
  81. Ideas:
  82.  
  83. Mixed fighter on skirmisher line. What to do about it?
  84. Is falcon neutral?
  85. Mixed horseman: best of two movetypes? Make them Neutral?
  86.  
  87. Costs altogether (esp level 2/3's, not very important for now)?
  88. Qanas line = usage: archer? (typo in cfg?)
  89. Mudafi: spear to 15-2 (13-2) <--- went with dauntless + 13-3, 10-1 javelin slow (need good sprite/weapon name). looks cool and useful
  90.  
  91. TBS+CSARMI messages
  92.  
  93. Comments:
  94.  
  95. Changing damage type of Rami line seems to be uncalled for and gives them too much impact. Also, it is not sure that making them essentially a mixed fighter (from an archer) is a good idea, they have enough of that already.
  96. We had some ideas with Cackfiend. XP decrease to wolf level. 7-2 sword/6-3 bow. 5-2 sword/6-3 bow + XP. 5-2 sword/7-3 bow. 5-2 mace/7-3 bow.
  97. I have my doubts about Monavish, I don't feel people would want to pick that on levelup.
  98. Another idea about Ghazi line is to give Mudafi a ranged attack with slow.
  99.  
  100. The Black Sword wrote:
  101. My Thoughts:
  102.  
  103. Lvl 1
  104. Hakim and Jundi seem fine to test out IMO, slight buff to the two of them and I'm not sure if the Jundi won't need another nerf but I think we could see how it goes.
  105.  
  106. Csarmi:
  107. Yes I think Jundi is strong. This change doesn't make it much stronger by the way. All it does is fix his melee and ranged damage at 5 during bad periods (it was 5 and 4 previously). No matter if he is strong or not.
  108.  
  109. The Black Sword wrote:
  110. I'm not sure about Rami, doing 5-3 ranged damage, the same as the jundi for most turns, seems quite weak to me. I'd prefer trying out 8-3, drakes may be problematic, clashers do quite a lot of counter damage though. Sword adds a bit more variety to mace but if the attack is small(with 8-3 ranged) then the mace wouldn't be a problem. This seems quite a tough decision to me. If 8-3 is ruled out I like 5-2, 7-3 + reduced xp.
  111.  
  112. Csarmi
  113. Currently, I prefer 5-2, 7-3 and reduced xp. It would add some diversity. I'm not sure abut the mace. Noy says this unit was supposed to use a mace but it makes the lineup more boring. Also, a 5-2 mace is 6-2 with strong, 7-2 vs undead which is considerable. Their ranged pierce is low against them, however.
  114.  
  115. The Black Sword wrote:
  116. Any chance of fixing the almost unusable Khaiyal? Resistances, price drop or 7-3 mace would be nice.
  117.  
  118. Csarmi
  119. Sure. But how would you boost them? 7-3 mace is very strong vs undead (again), isn't it? 12-3 at day with strong. I find them useful already. What they do lack is resistences, in my opinion? What are your thoughts?
  120.  
  121. The Black Sword wrote:
  122. Lvl 2
  123. I don't know about the Muharib, 8/6/6 on both ranged and melee seems very stong for what is already one of their best lvl 2s. Perhaps leave the melee at 7-4, still leaves a 50% chance of getting strong and having the 2 attacks the same?
  124.  
  125. Csarmi
  126. If Jundi doesn't get 5-3/6-3,Muharib shouldn't get 7-4/8-4 either. It just wouldn't look thematic. Maybe we could nerf them somehow?
  127.  
  128. The Black Sword wrote:
  129. Monawish should be 9-4 IMO and I like the hp buff. That should make him a viable choice vs Muharib. If you have to, I'd drop the hp before leaving them at 8-4.
  130.  
  131. Csarmi
  132. I agree. I can't see why I would choose him.
  133.  
  134. The Black Sword wrote:
  135. Qanas, ok, I'd like to see a small hp increase.
  136.  
  137. Csarmi
  138. I'll look into it. What do you think about switching its alignment to neutral or giving him best of the two other horseguy's movetypes (it should be some sot of crossbreed, isn't it?)
  139.  
  140. The Black Sword wrote:
  141. Faris, 29-1 is nice, tbh I'd go higher :wink: . I'd also like to see some hp for him.
  142.  
  143. Csarmi
  144. The theme was to be just a bit higher than thunderer and to have the same damage on the two weapons if strong. It looks so nice, I wouldn't wanna change it. Will see about the hp. Maybe we should increase Khaiyal's hp as well? Or the resist of both units?
  145.  
  146. The Black Sword wrote:
  147. Ghazi should be at least 14-2 and Mudafi at least 16-2. Mudafi would still need something else then I think, possibly a higher attack, I was thinking of giving him dauntless perhaps?
  148. Seriously, these guys cost 18g and a lot of xp to level, compare them to any standard lvl 2s with much cheaper lvl 1 counterparts and they suck.
  149.  
  150. Csarmi
  151. I like dauntless. We need to consider them as leaders too. Cackfiend thought 14/16 would be too high for some reason. I would up the spear and the sword. I like some extra ranged attack (say a slowing pilum, any idea for a weapon?) with the same stats.
  152.  
  153. The Black Sword wrote:
  154. You guys were talking about problems in the UD matchup, I haven't found that to be the case. Perhaps check my WTT game with Rigor for a good reference. Generally adept heavy works quite well because the khalifate units are so expensive.
  155.  
  156. Don't really feel like thinking about the lvl 3s atm. :)
  157.  
  158. Csarmi
  159. Yes kf units are very expensive. Well I don'T know, way too few games have been played so far.
  160.  
  161. Csarmi vs Cackfiend chat:
  162.  
  163. Cackfiend: so which units are going to be liminal?
  164. server: Optos has logged into the lobby
  165. csarmi: and spammibng lobby is bad
  166. csarmi: Hakim
  167. csarmi: Jundi line
  168. csarmi: Rami line (the shooter variant)
  169. csarmi: maybe falcon but not sure yet (not my decision)
  170. csarmi: I can list you what stat changes we came up with so far
  171. csarmi: Hakim: liminal, damage to 7-2 (6-2), gold to 17 (18)
  172. csarmi: Jundi: liminal, both damage to 6-3 (5-3), Monavish: liminal, hp 41 -> 46, damage to 8-4 (7-4), Muharib: liminal, both damage to 8-4 (6-4)
  173. Cackfiend: wow jundi are getting a buff?
  174. Cackfiend: arent they already op spamming them vs certain races?
  175. csarmi: well you can buff them or nerf them
  176. server: Optos has logged into the lobby
  177. csarmi: I was for making them 5-3 melee 6-3 ranged
  178. Cackfiend: yes
  179. Cackfiend: that sounds fine
  180. csarmi: but Noy didn't like the idea of split damage
  181. csarmi: we can always nerf them back ofc
  182. Cackfiend: problem with 6-3 melee is if theyre strong and then its dusk/dawn they become 9-3
  183. csarmi: yes
  184. csarmi: his already happens ofc
  185. server: Optos has logged into the lobby
  186. csarmi: this
  187. Cackfiend: oh theyre currently 6-3?
  188. csarmi: no
  189. Cackfiend: then how does it already happen
  190. csarmi: now they got 6/5/4
  191. csarmi: hmm maybe I cant calc?
  192. csarmi: wait
  193. server: Optos has logged into the lobby
  194. csarmi: I think we'rve got a misunderstanding here
  195. csarmi: this is how liminal works:
  196. csarmi: now Jundi does 6/5/4 damage (day/dusk/night)
  197. Cackfiend: ya
  198. csarmi: they would do 5/6/5
  199. csarmi: 6/7/6 if strong
  200. csarmi: liminal = unchanged damage at dusk, -25% at day/night
  201. Cackfiend: thats if u do nothing to them
  202. Cackfiend: er
  203. server: Delano has logged into the lobby
  204. Cackfiend: i thought liminal was +25% dmg at dusk/dawn
  205. Cackfiend: no?
  206. csarmi: or shall I call it twilight? dunno these english words
  207. csarmi: is there a common phrase describing dawn/dusk
  208. csarmi: no
  209. csarmi: = dam at dusk/dawn
  210. csarmi: -25% otherwise
  211. Cackfiend: oh
  212. Cackfiend: wow
  213. csarmi: so no change would mean 20% buff
  214. Cackfiend: ok i understand now
  215. Cackfiend: basically liminal is a huge nerf
  216. csarmi: now with Jundi we could make them either 5/6/5 or 4/5/4
  217. Cackfiend: so you need to buff each unit
  218. csarmi: from 6/5/4
  219. csarmi: yes
  220. Cackfiend: interesting
  221. csarmi: Hakim went to 5/7/5 from 7/6/5 (nerf)
  222. csarmi: Jundi 5/6/5 from 6/5/4 (slight boost)
  223. server: teles has logged into the lobby
  224. Cackfiend: slight nerf atually
  225. csarmi: my idea was to make them like footpad, melee = ranged-1
  226. csarmi: why nerf
  227. Cackfiend: 5/6/5 = 16 and 6/5/4 = 15
  228. csarmi: because at day they wouldn't be able tosupport attack?
  229. csarmi: thats why it is boost
  230. csarmi: 16 gt 15
  231. Cackfiend: oh
  232. Cackfiend: i got it backwards
  233. Cackfiend: thought the 2nd one is what its going to be
  234. csarmi: 6/5/4 to 5/6/5
  235. Cackfiend: gotcha
  236. Cackfiend: hmm
  237. csarmi: now the level 2's had to be changed too (they do matter because of leader)
  238. Cackfiend: well of course
  239. Cackfiend: but focus on the lv 1's first lol
  240. csarmi: yea
  241. csarmi: Rami: liminal, melee to mace, mace to 7-2 (4-2), bow to 7-3 (6-3)
  242. csarmi: that's a huge difference
  243. server: railroadbill has logged into the lobby
  244. Cackfiend: so the idea is that since these units are now -25% in 4 of the 6 turns, you need to basically increase their power by 25% to balance that out so that during dawn/dusk theyre actually more poweful than they are now
  245. Cackfiend: i think i understand now
  246. csarmi: Noy says sword was a mistake they were supposed to have mace
  247. csarmi: by 20%
  248. Cackfiend: so both the horse units are gonna have impact damage>?
  249. server: Turbo has logged into the lobby
  250. csarmi: 120+120+90+90+90+90 = 125+125+100+100+75+75
  251. csarmi: seems so
  252. Cackfiend: thats not very diverse
  253. csarmi: he says sword wasn't intended
  254. server: gracz has logged into the lobby
  255. Cackfiend: thats silly
  256. Cackfiend: going with the race, they had curved swords to be able to swing from horse back
  257. Cackfiend: scimitars...
  258. csarmi: well their sword damage wasn't very useful so far anyway
  259. Cackfiend: of course its only 4-2
  260. Cackfiend: thats garbage
  261. csarmi: yes but it gets boosted to 7-2
  262. csarmi: and thats a different story
  263. csarmi: problem was this:
  264. csarmi: now they had 7/6/5
  265. csarmi: wecould make them 7-3 and that is a nerf to 7/5/5
  266. server: Matosozord has logged into the lobby
  267. csarmi: which makes them seldom any better than Jundi on ranged...
  268. csarmi: or make them 8-3 and that is 8/6/6
  269. Cackfiend: are rami staying 16gp?
  270. csarmi: well I can argue for scimitar ofc
  271. csarmi: they are supposed to
  272. server: Optos has logged into the lobby
  273. Cackfiend: i just think its dumb to have that many impact units for one race
  274. csarmi: or do you think they should have a different cost?
  275. csarmi: yes me too
  276. Cackfiend: with 3 impact units, +8 healer, and a melee/ranged fire units id hate to be undead
  277. csarmi: well attacking that horse would suck
  278. csarmi: 7-2 melee impact is no joke
  279. csarmi: so you think that the the Rami line shuld stay blade
  280. csarmi: and maybe the mixed fighter level 2 horse too?
  281. csarmi: i don't get it how they fight with mace from horseback anyway
  282. Cackfiend: sorr was afk
  283. csarmi: how wuld you like a Ramiwith 7-2 blade and 7-3 bow?
  284. csarmi: or would 5-2 blade 8-3 bow be better? problem is that 8-3 bow is very powerful
  285. Cackfiend: 6-3 bow from horseback is fine
  286. csarmi: it would be dusk/dawn only though
  287. csarmi: well 6-3 at day/night, 8-3 at dusk/dawn
  288. Cackfiend: the 4-2 blade should be raised to 6-2 blade imo
  289. csarmi: do you think 6-2 blade 8-3 bow would be too strong?
  290. Cackfiend: yea 5-3 at day and night and 6-3 at dawn/dusk is still good, and the unit is getting a big melee buff
  291. Cackfiend: yes waaaay too strong
  292. Cackfiend: plus the elvish scout already has 2 big bow shots
  293. csarmi: well 6-3 bow wuld be out of the question
  294. Cackfiend: if you want a unit with some diversity keep it to 3 archer shots from horseback
  295. Cackfiend: it is currently 6-3 bow...
  296. csarmi: that is worse than Jundii
  297. Cackfiend: the units currenyl gets 4-2 melee and 6-3 bow
  298. csarmi: yes but they change to liminal
  299. csarmi: and Jundi is 6-3 axe 6-3 bow liminal
  300. csarmi: you have to make them at least 7-3 bow and that's already a nerf
  301. Cackfiend: ok so jundi is getting their bow changed but melee is staying the same, so the unit is getting nerfed?
  302. csarmi: now 7/6/5 would be: 5/7/5
  303. csarmi: as things stand now Jundi would get 5-3/5-3 boosted to 6-3/6-3
  304. Cackfiend: oh my bad
  305. csarmi: but even if they were boosted to 5-3/6-3
  306. Cackfiend: i was looking at a strong one LOL
  307. csarmi: the Rami is in a strange situation
  308. Cackfiend: jundi are khalifates all-around unit with great movement speed
  309. csarmi: yes 6 moves
  310. csarmi: nasty footpad 2.0 with armor
  311. server: Lim has logged into the lobby
  312. Cackfiend: yea
  313. csarmi: Rami is the horse guy with 4-2 blade 6-3 bow currently
  314. Cackfiend: they seem op vs some races
  315. csarmi: 7 moves
  316. Cackfiend: yes
  317. csarmi: and not really sure how to change them
  318. Cackfiend: anyway i dont see whats the big deal with the horse bow dmg
  319. server: DAMIANO has logged into the lobby
  320. server: mistzone has logged into the lobby
  321. Cackfiend: 7-3 would be too op
  322. csarmi: it is 7-3 now
  323. Cackfiend: no hes 6-3 right now
  324. csarmi: youi're still not thinking liminal :)
  325. csarmi: yes now it is 7/6/5
  326. csarmi: if you keep it at 6 damage then it's 5/6/
  327. csarmi: boosting to 7 = 5/7/5
  328. csarmi: boosting to 8 = 6/8/6
  329. Cackfiend: yea but what im saying is
  330. Cackfiend: 5/6/5 is fine since you're buffing his melee big time
  331. csarmi: they would be dominated by Jundi in every respect
  332. csarmi: except that 1 move difference
  333. Cackfiend: give the more hps or something then
  334. Cackfiend: jundi have 32 and rami 34
  335. csarmi: would you ever want to buy a Rami for 16g when you could geta a Jundi that has better damage in every respect
  336. Cackfiend: or lower their xp requirement
  337. Cackfiend: so they only need 2 kills if intelligent to level
  338. Cackfiend: like every other scout unit
  339. Cackfiend: theres other wayts to make units diverse
  340. csarmi: would 7-2/7-3 be to powerful?
  341. csarmi: what is the current usage of Rami?
  342. csarmi: scout?
  343. Cackfiend: yes
  344. Cackfiend: its their dmg output scout unit
  345. csarmi: they are best archer currently too though
  346. Cackfiend: falcons are terrible on some maps and vs certain races
  347. csarmi: or gold can be lowered to 15
  348. Cackfiend: maybe khalifate shouldnt have a dedicated archer unit
  349. server: Lim has logged into the lobby
  350. csarmi: i like xp better
  351. Cackfiend: as of right now they need 22xp if intelligent
  352. Cackfiend: lower that to like 18 like an elvish scout
  353. Cackfiend: raise their melee
  354. Cackfiend: and keep archery the same
  355. Cackfiend: keep gold the same
  356. Cackfiend: and i think they should be a very good unit
  357. csarmi: melee to 7-2 would mean
  358. Cackfiend: you just run the risk of them getting spammed vs certain races if theyre too good all around
  359. csarmi: 5-2/5-3 inbad ToD
  360. csarmi: well they can't hold villages
  361. Cackfiend: do khalifate get a unit that gets 50% in forest?
  362. csarmi: the problem is that they would be changed completely from archer to all-rounder
  363. csarmi: they dont
  364. server: DAMIANO has logged into the lobby
  365. csarmi: falcon has 60% :)
  366. csarmi: all the others including horses have 40%
  367. Cackfiend: ive seen them get owned a lot because they dont have a unit that can hold a forest hex
  368. server: DAMIANO has logged into the lobby
  369. Cackfiend: and since theres generally more forest than hills on maps due to elves being garbage outside of forest
  370. Cackfiend: it doesnt bode well for khalifate lol
  371. csarmi: yes
  372. csarmi: well on Sullas for example
  373. Cackfiend: maybe give jundi 50% in forest but take 3mp to get there?
  374. csarmi: there is a forest next to every village
  375. csarmi: dunno
  376. csarmi: well at least theiir horse can deny forest
  377. csarmi: with 40% def
  378. Cackfiend: ah yea good point
  379. csarmi: better than nothing
  380. Cackfiend: they dont get 30% there
  381. Cackfiend: thats fine then
  382. Cackfiend: back to rami
  383. Cackfiend: if you go from 4-2 and 6-3 to 7-2 7-3 it just seems like a big boost
  384. csarmi: Noy said they had mace sprite but I dont see that
  385. csarmi: well ranged nerf
  386. csarmi: melee boost
  387. Cackfiend: its a big melee boost though
  388. Cackfiend: and jundi are goiung from 5-3 5-3 to 6-3 6-3?
  389. csarmi: yes that was Noy's idea of compensating for ranged nerf
  390. csarmi: yes
  391. csarmi: but ofc they can be made 6-2/7-3
  392. csarmi: or even 5-2/7-3 and lower xp
  393. Cackfiend: 5-2 is crap
  394. Cackfiend: unless its impact
  395. Cackfiend: brb
  396. csarmi: it could be impact
  397. Cackfiend: back
  398. Cackfiend: so anyway
  399. Cackfiend: the problem with them going 8-3 is they would be op vs drakes
  400. Cackfiend: cuz that would be 6/8/6 which is 7/9/7 vs most drake units
  401. Cackfiend: so basically i think
  402. csarmi: yes?
  403. Cackfiend: hold on
  404. Cackfiend: thinking about it now lol
  405. csarmi: maybe 5-2/7-3 and lower xp?
  406. Cackfiend: if theyre going to be swords, then have them be 7-2 6-3 but if theyre going to be make them impact then go 6-2 7-3 ?
  407. Cackfiend: hmm
  408. Cackfiend: im not sure
  409. Cackfiend: but 8-3 ranged is out of the question
  410. csarmi: yes I think so too
  411. csarmi: what about 5-2 impact 7-3 bow and lower xp? overpowering?
  412. Cackfiend: think with 7-2 slashing is they are 5/7/5 but if theyre strong theyre 6/8/6 which is really big vs certain units
  413. csarmi: yes
  414. Cackfiend: if hes Strong and Intelligent yes its op :P
  415. csarmi: that would be 10-2
  416. csarmi: vs outlaws
  417. csarmi: they already have a fire all--rounder
  418. csarmi: and that JUndi
  419. csarmi: too many all-rounder units are a problem no?
  420. Cackfiend: vs outlaws they would dominate hardcore if strong
  421. Cackfiend: 6/8/6 would be 8/10/8
  422. csarmi: scary
  423. Cackfiend: jundi is their all around unit
  424. Cackfiend: and yes more than 1 is bad
  425. Cackfiend: so the rami needs to be good vs some stuff and bad vs others
  426. csarmi: well Naffat has low hp at least
  427. csarmi: but 8-2/6-3 i think?
  428. Cackfiend: correct
  429. Cackfiend: and thats fire damage
  430. csarmi: yes
  431. Cackfiend: its OP vs undead imo
  432. csarmi: well they're quite unique i dont think they'll be changed
  433. csarmi: no idea how to change them acftually
  434. Cackfiend: the only counter undead has is adepts
  435. server: jurijuice has logged into the lobby
  436. Cackfiend: well naffat are required vs woses
  437. Cackfiend: to make naffat unique they would just need melee fire... since orc archer already has ranged fire
  438. Cackfiend: to counter wose retal you could give them blunt resist instead of -10%
  439. Cackfiend: but htye would need a hp boost too i think
  440. Cackfiend: i dunno, noy seems pretty set on keeping that unit with melee and ranged fire
  441. csarmi: yes
  442. Cackfiend: it should have 2 melee dmg types, fire and something else imo
  443. csarmi: well Jundo culd get ranged blade instead
  444. Cackfiend: lol
  445. csarmi: that would help vs woses too
  446. Cackfiend: well then dwarves should get ranged impact :P
  447. csarmi: yup :)
  448. Cackfiend: they should take the hammer melee away from dwarf fihters and give it like a 4-2 ranged hammer throw!
  449. csarmi: dwarves shuld geta firethrower for thunderer :)
  450. Cackfiend: lol
  451. csarmi: 18-1 pierce 4-4 fire
  452. csarmi: so what about the Hakim?
  453. csarmi: has 6-2 melee now
  454. csarmi: and heal
  455. csarmi: i thought changing them to 17g wouldnt be a bad idea
  456. csarmi: they would have a unit on 17g finally :)
  457. csarmi: and 7-2 melee is a slight nerf
  458. Cackfiend: hm
  459. server: trewe has logged into the lobby
  460. Cackfiend: sounds good to me i guess
  461. Cackfiend: i just dont know how i feel about a +8 heal lv 1 unit ....
  462. Cackfiend: seems incredibly OP vs non poison races
  463. csarmi: well it doesn't cure at least
  464. Cackfiend: but it def adds diversity
  465. csarmi: yes
  466. csarmi: well non-poison races are the lawful ones
  467. csarmi: except dwarves
  468. Cackfiend: as far as the Khaiyal (terrible name btw) if youre going to give the Rami impact then something needs to change with him
  469. Cackfiend: cant have 3 units with impact melee..
  470. csarmi: well the idea is that all horses have maces
  471. csarmi: but I'll try to convince Noy to keep that blade
  472. Cackfiend: 3 impact units and a fire/fire unit is just too op vs undead
  473. csarmi: not that it REALLY matter if it is low damage anyway
  474. Cackfiend: not to mention the melee marksman
  475. csarmi: hmm maybe it does
  476. Cackfiend: how would undead hold a lone
  477. Cackfiend: line
  478. csarmi: dunno
  479. csarmi: ghoul i suppose
  480. csarmi: undead seemed to have trubles vs khalifate
  481. csarmi: in the games i sawΓΊ
  482. Cackfiend: yes
  483. csarmi: at least Jundi are somewghat less effective there. somewhat
  484. Cackfiend: ghouls are gonna get owned by arifs too though
  485. csarmi: well marksman is not magic
  486. Cackfiend: yes i realize that
  487. csarmi: my Arifs miss just fine :)
  488. Cackfiend: but ur gonna have a 33hp ghoul being able to be attack from 3 hexes
  489. Cackfiend: it has to have a decent shot of defending
  490. csarmi: aha
  491. csarmi: and 10-2 coming
  492. csarmi: maybe 11-2
  493. Cackfiend: arifs are going from 9-2 to 10-2 or 11-2?
  494. csarmi: not to mentin the naffat
  495. csarmi: what are ghoul resists?
  496. Cackfiend: um
  497. csarmi: arifs arent changed
  498. Cackfiend: 10% fire
  499. csarmi: but they have grunt damage if it helps your thinking
  500. server: Mabuse has logged into the lobby
  501. Cackfiend: 10% blade
  502. csarmi: 11/9/7 and 12/10/8
  503. Cackfiend: 30% pierce
  504. Cackfiend: are arifs liminal?
  505. server: Anonymissimus has logged into the lobby
  506. csarmi: lawful
  507. Cackfiend: oh
  508. Cackfiend: interesting
  509. csarmi: and naffat too
  510. csarmi: and Khaiyal
  511. csarmi: falcon undecided
  512. Cackfiend: lol are u kidding me
  513. csarmi: probably stay neutral
  514. Cackfiend: ur gonna have arifs and kaffat be lawful?
  515. Cackfiend: and then 3 liminal units with impact?
  516. Cackfiend: LOL
  517. csarmi: not me :)
  518. Cackfiend: poor undead
  519. csarmi: well only two
  520. csarmi: Jundi has no impact
  521. Cackfiend: hakim khaiyal and rami?
  522. csarmi: we could give them a 6-3 hammer though if you like
  523. csarmi: Hakim, Jundi, Rami = liminal
  524. csarmi: Khaiyal, Naffat, Arif = lawful
  525. csarmi: falcon = liminal
  526. Cackfiend: 6-3 hammer would be way more diverse compared to other races
  527. Cackfiend: since that doesnt exist
  528. csarmi: then 7-2 hammer :P
  529. csarmi: kidding anyway Jundi is good enough
  530. server: Anonymissimus2 has logged into the lobby
  531. csarmi: r maybe 5-4 hammer they're quick
  532. csarmi: well yea poor undead
  533. Cackfiend: lol
  534. csarmi: so how that setup wuld play you think?
  535. csarmi: the half liminal half lawful
  536. Cackfiend: over all i do like the diversity of khalifates abilities, but balancing them is another story
  537. server: Anonymissimus3 has logged into the lobby
  538. Cackfiend: sounds way too op vs UD, which they already dominate in the current state
  539. csarmi: undead issue needs to be looked at for sure
  540. Cackfiend: brb
  541. csarmi: what about other races?
  542. csarmi: kay
  543. Cackfiend: well tbh
  544. Cackfiend: when 1.10 comes out
  545. Cackfiend: and they start 1.11 beta
  546. Cackfiend: they should include khalfiate in it and then just people need to test it
  547. Cackfiend: i think they should go from 1.9 to 2.0 though
  548. csarmi: they wont
  549. csarmi: and yes they'll have to be tested
  550. csarmi: the plan is now to keep them about as balanced as they are now
  551. csarmi: which won'T be an easy thing with liminal
  552. csarmi: I got some ideas on level 2's too
  553. csarmi: Monavish: liminal, hp 41 -> 46, damage to 8-4 (7-4), Muharib: liminal, both damage to 8-4 (6-4)
  554. csarmi: well it was Noy's take actually
  555. csarmi: my idea was to boost Monavish hp if their melee is nerfed
  556. Cackfiend: im not even going to begin trying to figure out lv 2 changes
  557. server: SecuryCZ has logged into the lobby
  558. csarmi: do you think someone would choose 8-4 melee skirmisher over 8-4/8-4?
  559. Cackfiend: dont you think it would be a better idea to have all of khalifates units liminal
  560. Cackfiend: rather than half lawful?
  561. Cackfiend: it would solve the UD problem
  562. csarmi: i dont know
  563. csarmi: but its not my decision either
  564. csarmi: i like the half lawful/half flavour wise
  565. csarmi: okay if you dont want to figure level 2's just one question
  566. csarmi: what damage do you think would be normal for the Arif level 2's? now there is the 12-2 marksman blade 10-1 slow guy and the 12-2 spear guy
  567. csarmi: which is obviously stupid and obviously bpth two low for level 2 esp. as leader
  568. csarmi: hello Mint
  569. Cackfiend: sec
  570. Mint: hi
  571. csarmi: feel free to share yur thoughts
  572. Mint: well my thoughts on melee marksman is it is either way weak or way OP
  573. csarmi: no, we will not delete Khalifate :?)
  574. csarmi: why OP?
  575. Mint: you don't remember them cause they never existed in the first place. :)
  576. csarmi: whats better in melee marksman
  577. Cackfiend: well if the arif is staying lawful i dont see a reason to change their lv2 at all
  578. Mint: better in?
  579. csarmi: well the spear guy with 12-2 spear firststrike is a joke
  580. csarmi: esp. as a leader
  581. Mint: they are weak power vs more units, but the light foots are so screwed when there is an arif around
  582. csarmi: as in ranged marksman r ranged magic
  583. Cackfiend: well vs the loyalist pikemen...
  584. Cackfiend: they have 20% less pierce but 20% slashing
  585. Cackfiend: but -10% blud
  586. csarmi: i thought about boosting blade to 13-2 marksman and spear to 15-2 fs
  587. csarmi: pikeman has 10-3
  588. Cackfiend: i could see 14-2 as pierce i guess
  589. csarmi: 15-2 too much?
  590. Cackfiend: well then thats 30 dmg potential just like a pikemen
  591. Cackfiend: why not just make them the same unit
  592. Cackfiend: :P
  593. csarmi: huge difference between 19/15/11 AND 17/14/11
  594. csarmi: what is pikemen hp?
  595. Cackfiend: 55
  596. Cackfiend: 3 less
  597. csarmi: these have 58
  598. csarmi: i find the 12-2 blade a bit lacking too
  599. csarmi: not sure though, marksman is great on a leader
  600. csarmi: but compared to 9-4 marksman ranged
  601. csarmi: actually 15-2 would be 38 damage at day 22 at night and pike has 36 at day 24 at night
  602. csarmi: not to mention different number of strikes
  603. csarmi: my other idea was 12-2 spear 10-1 ranged slow
  604. csarmi: and that would be a nice simmetry with 12-2 blade 10-1 melee slow
  605. server: Dethh has logged into the lobby
  606. Cackfiend: nota bad idea
  607. Cackfiend: so i made a post on the forums about buffing loyalist bowman
  608. Cackfiend: since orc archers are like twice as good now
  609. Cackfiend: twice as good as the loyalist bowman i mean
  610. server: CrimsonFox has logged into the lobby
  611. Cackfiend: and some dumb mod quoted the change log that showed the nerf to bowman and then it showed a buff to them that was later nerfed...
  612. csarmi: i didnt understand actually
  613. csarmi: what was the point of that
  614. Cackfiend: of my post or his post?
  615. csarmi: i mean what matters is the unit NOW
  616. csarmi: his
  617. Cackfiend: yea exactly
  618. csarmi: but bowman ws mixed fighter earlier
  619. csarmi: went to an archer
  620. csarmi: you want to put back to mixed fighter?
  621. Cackfiend: yes but they got overnerfed
  622. Cackfiend: and ever since hardly anyone uses them
  623. Cackfiend: nah just from 4-2 to 5-2
  624. csarmi: why not make them low xp to level
  625. Cackfiend: nah then you're taking the 1 weakness away from loyalist
  626. csarmi: instead of melee boost
  627. csarmi: well you would spam archers then?
  628. Cackfiend: 6-2 was too OP before because strong meant 9-2 at day
  629. Cackfiend: 4-2 was an obvious overnerf
  630. Cackfiend: 5-2 is where it needs to be
  631. csarmi: i think it would be interesting
  632. csarmi: to have a single loyalist unit that levels easier
  633. Cackfiend: they need to do that or change something with the orc archer
  634. Cackfiend: yes but the only weaknesses loyalist have are they have no flying unit and all their units take 2.5 or 3 kills to level...
  635. csarmi: make it 29xp
  636. Cackfiend: and loyalist are already regarded as the most powerful
  637. csarmi: meh cant calc
  638. csarmi: not sure what xp's are on loys now
  639. Cackfiend: all their units except merman i think need 3 kills to level if int
  640. Cackfiend: merman i think are 2.5?
  641. Cackfiend: yea merman need 20 xp
  642. Cackfiend: if intelligent
  643. csarmi: well make bowman the same?
  644. Cackfiend: that would be ok i guess
  645. Cackfiend: right now intelligent bowman need 22xp
  646. csarmi: buw what would you like to achieve with making bow stronger?
  647. Cackfiend: or 2.75 kills
  648. Cackfiend: to see them actually used?
  649. Cackfiend: theyre terrible vs orcs
  650. csarmi: 2 kills and 6 shots
  651. csarmi: well lowering xp would make people use vs orcs?
  652. csarmi: or 5-2 melee?
  653. Cackfiend: either
  654. Cackfiend: but the melee is a better option imo
  655. Cackfiend: ,since like i said
  656. Cackfiend: loyalist weakness is they need lots of xp to level
  657. csarmi: but if you make them 5-2 melee
  658. csarmi: who cares
  659. Cackfiend: exactly
  660. csarmi: they still do shit retal to melee
  661. Cackfiend: its a tiny buff
  662. csarmi: so why would i buy them more vs orcs
  663. csarmi: i do love longbowman leader vs orc though
  664. Cackfiend: well if theyre strong they can then do 7-2 at day
  665. Cackfiend: which means theyre not free targets for grunt at day
  666. csarmi: are they now?
  667. Cackfiend: yes
  668. csarmi: 6-2 is free?
  669. csarmi: or 5-2
  670. Cackfiend: better option than attacking any of the other loyalist unit thats attacking your front line at day :P
  671. server: sagi3348 has logged into the lobby
  672. Mint: cack; the problem is you haven't called it balance ideas for 1.9.x :)
  673. Cackfiend: the fact is theres a reason you barely see loyalist bowman used since the nerf in 1.5
  674. csarmi: make them 13g
  675. Mint: the bowman is actually quite a good unit already though
  676. Cackfiend: well them stoppin all balance idea changes for 1.9 is dumb
  677. csarmi: it isnt
  678. csarmi: they want to put 1.10 out
  679. csarmi: for that they need string freeze
  680. csarmi: not sure why the hurry however
  681. Cackfiend: yea considering all the problems with 1.9 still
  682. Cackfiend: i mean the water isnt evfen fixed yet, wtf
  683. Mint: /me remembers the 1.8.0 disaster
  684. csarmi: what water?
  685. Cackfiend: um the water edges
  686. Cackfiend: looks TERRIBLE in 1.9
  687. csarmi: well i didn't notice that
  688. Cackfiend: i cant stand ity
  689. Cackfiend: bbl
  690. Mint: and the ford looks like water with a heap of crap in it :/
  691. csarmi: another question. Is it only my feeling that 8-4 skimisher is much worse than 8-4/8-4 no skirmisher?
  692. csarmi: would there be a rason to level into the former?
  693. csarmi: reason
  694. csarmi: or want it as a leader
  695. Mint: that skirmisher is so useless
  696. csarmi: well as things stand now it would be even more useless
  697. csarmi: wouldn't even have higher melee damage than the non-skirmisher guy
  698. csarmi: I like skirmisher on leader however
  699. csarmi: i need to go soon anyway, tx
  700. server: Delano has logged into the lobby
  701. server: greenorb has logged into the lobby
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