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- Changed the alignment of the Jundi from lawful to liminal. To balance this change:
- Increased the melee attack of the Jundi from 5-3 to 6-3
- Increased the ranged attack of the Jundi from 5-3 to 6-3
- Changed the alignment of the Monavish from lawful to liminal. To balance this change:
- Increased the HP of the Monavish from 41 to 46
- Increased the melee attack of the Monavish from 7-4 to 9-4
- Changed the alignment of the Mighwar from lawful to liminal. To balance this change:
- Increased the HP of the Mighwar from 53 to 58
- Increased the melee attack of the Mighwar from 8-5 to 10-5
- Changed the alignment of the Muharib from lawful to liminal. To balance this change:
- Increased the melee attack of the Muharib from 6-4 to 8-4
- Increased the ranged attack of the Muharib from 6-4 to 8-4
- Changed the alignment of the Batal from lawful to liminal. To balance this change:
- Increased the melee attack of the Batal from 8-4 to 10-4
- Increased the ranged attack of the Batal from 8-4 to 10-4
- Changed the alignment of the Hakim from lawful to liminal. To balance this change:
- Increased the melee attack of the Hakim from 6-2 to 7-2
- Decreased the cost of the Hakim from 18 to 17
- Changed the alignment of the Tabib from lawful to liminal. To balance this change:
- Increased the melee attack of the Tabib from 7-3 to 9-3
- Increased the HP of the Tabib from 38 to 39
- Decreased the cost of the Tabib from 35 to 33
- Changed the alignment of the Rami from lawful to liminal. To balance this change:
- Changed the damage type of the Rami's melee attack from blade to impact
- Increased the melee attack of the Rami from 4-2 to 5-2
- Increased the ranged attack of the Rami from 6-3 to 7-3
- Decreased the XP requirements of the Rami from 40 to 32
- Changed the alignment of the Saree from lawful to liminal. To balance this change:
- Changed the damage type of the Saree's melee attack from blade to impact
- Increased the melee attack of the Saree from 6-2 to 7-2
- Increased the ranged attack of the Saree from 7-4 to 9-4
- Decreased the XP requirements of the Saree from 70 to 56
- Changed the alignment of the Jawal from lawful to liminal. To balance this change:
- Changed the damage type of the Jawal's melee attack from blade to impact
- Increased the melee attack of the Jawal from 7-3 to 8-3
- Increased the ranged attack of the Jawal from 8-5 to 10-5
- Did various balance changes to the Arif line:
- Increased the sword attack of the Ghazi from 12-2 to 13-2
- Increased the sword attack of the Shuja from 15-2 to 12-3
- Increased the sword attack of the Khalid from 10-4 to 11-4
- Decreased the shield bash attack of the Shuja from 12-2 to 11-2
- Increased the Mudafi's melee attack from 12-2 to 15-2
- Increased the Rasikh's melee attack from 13-3 to 14-3
- Did various balance changes to the Khaiyal line
- Increased the spear attack of the Faris from 26-1 to 29-1
- Changed the spear attack of the Mufariq from 26-2 to 44-1
- Did various balance changes to the Qanas line:
- Increased the HP of the Qanas from 45 to 48.
- Increased the HP of the Hadaf from 54 to 57
- Miscallenous changes:
- removed dependency on FLY_MOVE and FLY_DEFENSE to make it standalone
- Changelog and comments:
- Hakim: liminal, damage to 7-2 (6-2), gold to 17 (18) <---
- Jundi: liminal, both damage to 6-3 (5-3) <----
- Monavish: liminal, hp 41 -> 46, damage to 8-4 (7-4) <--- changed to 9-4
- Muharib: liminal, both damage to 8-4 (6-4)
- Qanas: no change(?) <--- 3 extra hp to both units
- 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)
- Saree: liminal, melee to mace, mace: (7-2) 8-2, bow to 9-4 (7-4) <-- 7-2 mace should be more logical
- Tabib: liminal, melee to 9-3 (7-3) <--- also added an extra HP (might wanna add more actually)
- level 3:
- Jawal: liminal, melee to mace, mace to 9-3 (7-3), bow to 10-5 (8-5) <-- 8-3 mace looks more logical
- Mighwar: liminal, sword to 10-5 (8-5), hp to 58 (from 53)
- Batal: liminal, both weapons to 10-4 (from 8-4)
- Hadaf: no change(?) <--- see comments
- Arif line balance:
- Ghazi: sword to 13-2 (12-2) <---
- Mudafi: spear to 15-2 (13-2) <---
- Rasikh: spear to 14-3 (13-3) <--- 14-3 seems to be enough
- 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)
- Khalid: sword to 11-4 (10-4), shield bash to 12-3 <-- to go with RIPLIB
- Khaiyal line change (20-1 / 6-3 -> 29-1 / 9-3 -> 44-1 / 14-3) Level 1 seems to need smth extra. Better resists?
- Ideas:
- Mixed fighter on skirmisher line. What to do about it?
- Is falcon neutral?
- Mixed horseman: best of two movetypes? Make them Neutral?
- Costs altogether (esp level 2/3's, not very important for now)?
- Qanas line = usage: archer? (typo in cfg?)
- 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
- TBS+CSARMI messages
- Comments:
- 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.
- 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.
- I have my doubts about Monavish, I don't feel people would want to pick that on levelup.
- Another idea about Ghazi line is to give Mudafi a ranged attack with slow.
- The Black Sword wrote:
- My Thoughts:
- Lvl 1
- 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.
- Csarmi:
- 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.
- The Black Sword wrote:
- 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.
- Csarmi
- 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.
- The Black Sword wrote:
- Any chance of fixing the almost unusable Khaiyal? Resistances, price drop or 7-3 mace would be nice.
- Csarmi
- 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?
- The Black Sword wrote:
- Lvl 2
- 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?
- Csarmi
- 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?
- The Black Sword wrote:
- 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.
- Csarmi
- I agree. I can't see why I would choose him.
- The Black Sword wrote:
- Qanas, ok, I'd like to see a small hp increase.
- Csarmi
- 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?)
- The Black Sword wrote:
- Faris, 29-1 is nice, tbh I'd go higher :wink: . I'd also like to see some hp for him.
- Csarmi
- 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?
- The Black Sword wrote:
- 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?
- 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.
- Csarmi
- 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.
- The Black Sword wrote:
- 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.
- Don't really feel like thinking about the lvl 3s atm. :)
- Csarmi
- Yes kf units are very expensive. Well I don'T know, way too few games have been played so far.
- Csarmi vs Cackfiend chat:
- Cackfiend: so which units are going to be liminal?
- server: Optos has logged into the lobby
- csarmi: and spammibng lobby is bad
- csarmi: Hakim
- csarmi: Jundi line
- csarmi: Rami line (the shooter variant)
- csarmi: maybe falcon but not sure yet (not my decision)
- csarmi: I can list you what stat changes we came up with so far
- csarmi: Hakim: liminal, damage to 7-2 (6-2), gold to 17 (18)
- 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)
- Cackfiend: wow jundi are getting a buff?
- Cackfiend: arent they already op spamming them vs certain races?
- csarmi: well you can buff them or nerf them
- server: Optos has logged into the lobby
- csarmi: I was for making them 5-3 melee 6-3 ranged
- Cackfiend: yes
- Cackfiend: that sounds fine
- csarmi: but Noy didn't like the idea of split damage
- csarmi: we can always nerf them back ofc
- Cackfiend: problem with 6-3 melee is if theyre strong and then its dusk/dawn they become 9-3
- csarmi: yes
- csarmi: his already happens ofc
- server: Optos has logged into the lobby
- csarmi: this
- Cackfiend: oh theyre currently 6-3?
- csarmi: no
- Cackfiend: then how does it already happen
- csarmi: now they got 6/5/4
- csarmi: hmm maybe I cant calc?
- csarmi: wait
- server: Optos has logged into the lobby
- csarmi: I think we'rve got a misunderstanding here
- csarmi: this is how liminal works:
- csarmi: now Jundi does 6/5/4 damage (day/dusk/night)
- Cackfiend: ya
- csarmi: they would do 5/6/5
- csarmi: 6/7/6 if strong
- csarmi: liminal = unchanged damage at dusk, -25% at day/night
- Cackfiend: thats if u do nothing to them
- Cackfiend: er
- server: Delano has logged into the lobby
- Cackfiend: i thought liminal was +25% dmg at dusk/dawn
- Cackfiend: no?
- csarmi: or shall I call it twilight? dunno these english words
- csarmi: is there a common phrase describing dawn/dusk
- csarmi: no
- csarmi: = dam at dusk/dawn
- csarmi: -25% otherwise
- Cackfiend: oh
- Cackfiend: wow
- csarmi: so no change would mean 20% buff
- Cackfiend: ok i understand now
- Cackfiend: basically liminal is a huge nerf
- csarmi: now with Jundi we could make them either 5/6/5 or 4/5/4
- Cackfiend: so you need to buff each unit
- csarmi: from 6/5/4
- csarmi: yes
- Cackfiend: interesting
- csarmi: Hakim went to 5/7/5 from 7/6/5 (nerf)
- csarmi: Jundi 5/6/5 from 6/5/4 (slight boost)
- server: teles has logged into the lobby
- Cackfiend: slight nerf atually
- csarmi: my idea was to make them like footpad, melee = ranged-1
- csarmi: why nerf
- Cackfiend: 5/6/5 = 16 and 6/5/4 = 15
- csarmi: because at day they wouldn't be able tosupport attack?
- csarmi: thats why it is boost
- csarmi: 16 gt 15
- Cackfiend: oh
- Cackfiend: i got it backwards
- Cackfiend: thought the 2nd one is what its going to be
- csarmi: 6/5/4 to 5/6/5
- Cackfiend: gotcha
- Cackfiend: hmm
- csarmi: now the level 2's had to be changed too (they do matter because of leader)
- Cackfiend: well of course
- Cackfiend: but focus on the lv 1's first lol
- csarmi: yea
- csarmi: Rami: liminal, melee to mace, mace to 7-2 (4-2), bow to 7-3 (6-3)
- csarmi: that's a huge difference
- server: railroadbill has logged into the lobby
- 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
- Cackfiend: i think i understand now
- csarmi: Noy says sword was a mistake they were supposed to have mace
- csarmi: by 20%
- Cackfiend: so both the horse units are gonna have impact damage>?
- server: Turbo has logged into the lobby
- csarmi: 120+120+90+90+90+90 = 125+125+100+100+75+75
- csarmi: seems so
- Cackfiend: thats not very diverse
- csarmi: he says sword wasn't intended
- server: gracz has logged into the lobby
- Cackfiend: thats silly
- Cackfiend: going with the race, they had curved swords to be able to swing from horse back
- Cackfiend: scimitars...
- csarmi: well their sword damage wasn't very useful so far anyway
- Cackfiend: of course its only 4-2
- Cackfiend: thats garbage
- csarmi: yes but it gets boosted to 7-2
- csarmi: and thats a different story
- csarmi: problem was this:
- csarmi: now they had 7/6/5
- csarmi: wecould make them 7-3 and that is a nerf to 7/5/5
- server: Matosozord has logged into the lobby
- csarmi: which makes them seldom any better than Jundi on ranged...
- csarmi: or make them 8-3 and that is 8/6/6
- Cackfiend: are rami staying 16gp?
- csarmi: well I can argue for scimitar ofc
- csarmi: they are supposed to
- server: Optos has logged into the lobby
- Cackfiend: i just think its dumb to have that many impact units for one race
- csarmi: or do you think they should have a different cost?
- csarmi: yes me too
- Cackfiend: with 3 impact units, +8 healer, and a melee/ranged fire units id hate to be undead
- csarmi: well attacking that horse would suck
- csarmi: 7-2 melee impact is no joke
- csarmi: so you think that the the Rami line shuld stay blade
- csarmi: and maybe the mixed fighter level 2 horse too?
- csarmi: i don't get it how they fight with mace from horseback anyway
- Cackfiend: sorr was afk
- csarmi: how wuld you like a Ramiwith 7-2 blade and 7-3 bow?
- csarmi: or would 5-2 blade 8-3 bow be better? problem is that 8-3 bow is very powerful
- Cackfiend: 6-3 bow from horseback is fine
- csarmi: it would be dusk/dawn only though
- csarmi: well 6-3 at day/night, 8-3 at dusk/dawn
- Cackfiend: the 4-2 blade should be raised to 6-2 blade imo
- csarmi: do you think 6-2 blade 8-3 bow would be too strong?
- 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
- Cackfiend: yes waaaay too strong
- Cackfiend: plus the elvish scout already has 2 big bow shots
- csarmi: well 6-3 bow wuld be out of the question
- Cackfiend: if you want a unit with some diversity keep it to 3 archer shots from horseback
- Cackfiend: it is currently 6-3 bow...
- csarmi: that is worse than Jundii
- Cackfiend: the units currenyl gets 4-2 melee and 6-3 bow
- csarmi: yes but they change to liminal
- csarmi: and Jundi is 6-3 axe 6-3 bow liminal
- csarmi: you have to make them at least 7-3 bow and that's already a nerf
- Cackfiend: ok so jundi is getting their bow changed but melee is staying the same, so the unit is getting nerfed?
- csarmi: now 7/6/5 would be: 5/7/5
- csarmi: as things stand now Jundi would get 5-3/5-3 boosted to 6-3/6-3
- Cackfiend: oh my bad
- csarmi: but even if they were boosted to 5-3/6-3
- Cackfiend: i was looking at a strong one LOL
- csarmi: the Rami is in a strange situation
- Cackfiend: jundi are khalifates all-around unit with great movement speed
- csarmi: yes 6 moves
- csarmi: nasty footpad 2.0 with armor
- server: Lim has logged into the lobby
- Cackfiend: yea
- csarmi: Rami is the horse guy with 4-2 blade 6-3 bow currently
- Cackfiend: they seem op vs some races
- csarmi: 7 moves
- Cackfiend: yes
- csarmi: and not really sure how to change them
- Cackfiend: anyway i dont see whats the big deal with the horse bow dmg
- server: DAMIANO has logged into the lobby
- server: mistzone has logged into the lobby
- Cackfiend: 7-3 would be too op
- csarmi: it is 7-3 now
- Cackfiend: no hes 6-3 right now
- csarmi: youi're still not thinking liminal :)
- csarmi: yes now it is 7/6/5
- csarmi: if you keep it at 6 damage then it's 5/6/
- csarmi: boosting to 7 = 5/7/5
- csarmi: boosting to 8 = 6/8/6
- Cackfiend: yea but what im saying is
- Cackfiend: 5/6/5 is fine since you're buffing his melee big time
- csarmi: they would be dominated by Jundi in every respect
- csarmi: except that 1 move difference
- Cackfiend: give the more hps or something then
- Cackfiend: jundi have 32 and rami 34
- csarmi: would you ever want to buy a Rami for 16g when you could geta a Jundi that has better damage in every respect
- Cackfiend: or lower their xp requirement
- Cackfiend: so they only need 2 kills if intelligent to level
- Cackfiend: like every other scout unit
- Cackfiend: theres other wayts to make units diverse
- csarmi: would 7-2/7-3 be to powerful?
- csarmi: what is the current usage of Rami?
- csarmi: scout?
- Cackfiend: yes
- Cackfiend: its their dmg output scout unit
- csarmi: they are best archer currently too though
- Cackfiend: falcons are terrible on some maps and vs certain races
- csarmi: or gold can be lowered to 15
- Cackfiend: maybe khalifate shouldnt have a dedicated archer unit
- server: Lim has logged into the lobby
- csarmi: i like xp better
- Cackfiend: as of right now they need 22xp if intelligent
- Cackfiend: lower that to like 18 like an elvish scout
- Cackfiend: raise their melee
- Cackfiend: and keep archery the same
- Cackfiend: keep gold the same
- Cackfiend: and i think they should be a very good unit
- csarmi: melee to 7-2 would mean
- Cackfiend: you just run the risk of them getting spammed vs certain races if theyre too good all around
- csarmi: 5-2/5-3 inbad ToD
- csarmi: well they can't hold villages
- Cackfiend: do khalifate get a unit that gets 50% in forest?
- csarmi: the problem is that they would be changed completely from archer to all-rounder
- csarmi: they dont
- server: DAMIANO has logged into the lobby
- csarmi: falcon has 60% :)
- csarmi: all the others including horses have 40%
- Cackfiend: ive seen them get owned a lot because they dont have a unit that can hold a forest hex
- server: DAMIANO has logged into the lobby
- Cackfiend: and since theres generally more forest than hills on maps due to elves being garbage outside of forest
- Cackfiend: it doesnt bode well for khalifate lol
- csarmi: yes
- csarmi: well on Sullas for example
- Cackfiend: maybe give jundi 50% in forest but take 3mp to get there?
- csarmi: there is a forest next to every village
- csarmi: dunno
- csarmi: well at least theiir horse can deny forest
- csarmi: with 40% def
- Cackfiend: ah yea good point
- csarmi: better than nothing
- Cackfiend: they dont get 30% there
- Cackfiend: thats fine then
- Cackfiend: back to rami
- Cackfiend: if you go from 4-2 and 6-3 to 7-2 7-3 it just seems like a big boost
- csarmi: Noy said they had mace sprite but I dont see that
- csarmi: well ranged nerf
- csarmi: melee boost
- Cackfiend: its a big melee boost though
- Cackfiend: and jundi are goiung from 5-3 5-3 to 6-3 6-3?
- csarmi: yes that was Noy's idea of compensating for ranged nerf
- csarmi: yes
- csarmi: but ofc they can be made 6-2/7-3
- csarmi: or even 5-2/7-3 and lower xp
- Cackfiend: 5-2 is crap
- Cackfiend: unless its impact
- Cackfiend: brb
- csarmi: it could be impact
- Cackfiend: back
- Cackfiend: so anyway
- Cackfiend: the problem with them going 8-3 is they would be op vs drakes
- Cackfiend: cuz that would be 6/8/6 which is 7/9/7 vs most drake units
- Cackfiend: so basically i think
- csarmi: yes?
- Cackfiend: hold on
- Cackfiend: thinking about it now lol
- csarmi: maybe 5-2/7-3 and lower xp?
- 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 ?
- Cackfiend: hmm
- Cackfiend: im not sure
- Cackfiend: but 8-3 ranged is out of the question
- csarmi: yes I think so too
- csarmi: what about 5-2 impact 7-3 bow and lower xp? overpowering?
- 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
- csarmi: yes
- Cackfiend: if hes Strong and Intelligent yes its op :P
- csarmi: that would be 10-2
- csarmi: vs outlaws
- csarmi: they already have a fire all--rounder
- csarmi: and that JUndi
- csarmi: too many all-rounder units are a problem no?
- Cackfiend: vs outlaws they would dominate hardcore if strong
- Cackfiend: 6/8/6 would be 8/10/8
- csarmi: scary
- Cackfiend: jundi is their all around unit
- Cackfiend: and yes more than 1 is bad
- Cackfiend: so the rami needs to be good vs some stuff and bad vs others
- csarmi: well Naffat has low hp at least
- csarmi: but 8-2/6-3 i think?
- Cackfiend: correct
- Cackfiend: and thats fire damage
- csarmi: yes
- Cackfiend: its OP vs undead imo
- csarmi: well they're quite unique i dont think they'll be changed
- csarmi: no idea how to change them acftually
- Cackfiend: the only counter undead has is adepts
- server: jurijuice has logged into the lobby
- Cackfiend: well naffat are required vs woses
- Cackfiend: to make naffat unique they would just need melee fire... since orc archer already has ranged fire
- Cackfiend: to counter wose retal you could give them blunt resist instead of -10%
- Cackfiend: but htye would need a hp boost too i think
- Cackfiend: i dunno, noy seems pretty set on keeping that unit with melee and ranged fire
- csarmi: yes
- Cackfiend: it should have 2 melee dmg types, fire and something else imo
- csarmi: well Jundo culd get ranged blade instead
- Cackfiend: lol
- csarmi: that would help vs woses too
- Cackfiend: well then dwarves should get ranged impact :P
- csarmi: yup :)
- Cackfiend: they should take the hammer melee away from dwarf fihters and give it like a 4-2 ranged hammer throw!
- csarmi: dwarves shuld geta firethrower for thunderer :)
- Cackfiend: lol
- csarmi: 18-1 pierce 4-4 fire
- csarmi: so what about the Hakim?
- csarmi: has 6-2 melee now
- csarmi: and heal
- csarmi: i thought changing them to 17g wouldnt be a bad idea
- csarmi: they would have a unit on 17g finally :)
- csarmi: and 7-2 melee is a slight nerf
- Cackfiend: hm
- server: trewe has logged into the lobby
- Cackfiend: sounds good to me i guess
- Cackfiend: i just dont know how i feel about a +8 heal lv 1 unit ....
- Cackfiend: seems incredibly OP vs non poison races
- csarmi: well it doesn't cure at least
- Cackfiend: but it def adds diversity
- csarmi: yes
- csarmi: well non-poison races are the lawful ones
- csarmi: except dwarves
- Cackfiend: as far as the Khaiyal (terrible name btw) if youre going to give the Rami impact then something needs to change with him
- Cackfiend: cant have 3 units with impact melee..
- csarmi: well the idea is that all horses have maces
- csarmi: but I'll try to convince Noy to keep that blade
- Cackfiend: 3 impact units and a fire/fire unit is just too op vs undead
- csarmi: not that it REALLY matter if it is low damage anyway
- Cackfiend: not to mention the melee marksman
- csarmi: hmm maybe it does
- Cackfiend: how would undead hold a lone
- Cackfiend: line
- csarmi: dunno
- csarmi: ghoul i suppose
- csarmi: undead seemed to have trubles vs khalifate
- csarmi: in the games i sawΓΊ
- Cackfiend: yes
- csarmi: at least Jundi are somewghat less effective there. somewhat
- Cackfiend: ghouls are gonna get owned by arifs too though
- csarmi: well marksman is not magic
- Cackfiend: yes i realize that
- csarmi: my Arifs miss just fine :)
- Cackfiend: but ur gonna have a 33hp ghoul being able to be attack from 3 hexes
- Cackfiend: it has to have a decent shot of defending
- csarmi: aha
- csarmi: and 10-2 coming
- csarmi: maybe 11-2
- Cackfiend: arifs are going from 9-2 to 10-2 or 11-2?
- csarmi: not to mentin the naffat
- csarmi: what are ghoul resists?
- Cackfiend: um
- csarmi: arifs arent changed
- Cackfiend: 10% fire
- csarmi: but they have grunt damage if it helps your thinking
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- Cackfiend: 10% blade
- csarmi: 11/9/7 and 12/10/8
- Cackfiend: 30% pierce
- Cackfiend: are arifs liminal?
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- csarmi: lawful
- Cackfiend: oh
- Cackfiend: interesting
- csarmi: and naffat too
- csarmi: and Khaiyal
- csarmi: falcon undecided
- Cackfiend: lol are u kidding me
- csarmi: probably stay neutral
- Cackfiend: ur gonna have arifs and kaffat be lawful?
- Cackfiend: and then 3 liminal units with impact?
- Cackfiend: LOL
- csarmi: not me :)
- Cackfiend: poor undead
- csarmi: well only two
- csarmi: Jundi has no impact
- Cackfiend: hakim khaiyal and rami?
- csarmi: we could give them a 6-3 hammer though if you like
- csarmi: Hakim, Jundi, Rami = liminal
- csarmi: Khaiyal, Naffat, Arif = lawful
- csarmi: falcon = liminal
- Cackfiend: 6-3 hammer would be way more diverse compared to other races
- Cackfiend: since that doesnt exist
- csarmi: then 7-2 hammer :P
- csarmi: kidding anyway Jundi is good enough
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- csarmi: r maybe 5-4 hammer they're quick
- csarmi: well yea poor undead
- Cackfiend: lol
- csarmi: so how that setup wuld play you think?
- csarmi: the half liminal half lawful
- Cackfiend: over all i do like the diversity of khalifates abilities, but balancing them is another story
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- Cackfiend: sounds way too op vs UD, which they already dominate in the current state
- csarmi: undead issue needs to be looked at for sure
- Cackfiend: brb
- csarmi: what about other races?
- csarmi: kay
- Cackfiend: well tbh
- Cackfiend: when 1.10 comes out
- Cackfiend: and they start 1.11 beta
- Cackfiend: they should include khalfiate in it and then just people need to test it
- Cackfiend: i think they should go from 1.9 to 2.0 though
- csarmi: they wont
- csarmi: and yes they'll have to be tested
- csarmi: the plan is now to keep them about as balanced as they are now
- csarmi: which won'T be an easy thing with liminal
- csarmi: I got some ideas on level 2's too
- csarmi: Monavish: liminal, hp 41 -> 46, damage to 8-4 (7-4), Muharib: liminal, both damage to 8-4 (6-4)
- csarmi: well it was Noy's take actually
- csarmi: my idea was to boost Monavish hp if their melee is nerfed
- Cackfiend: im not even going to begin trying to figure out lv 2 changes
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- csarmi: do you think someone would choose 8-4 melee skirmisher over 8-4/8-4?
- Cackfiend: dont you think it would be a better idea to have all of khalifates units liminal
- Cackfiend: rather than half lawful?
- Cackfiend: it would solve the UD problem
- csarmi: i dont know
- csarmi: but its not my decision either
- csarmi: i like the half lawful/half flavour wise
- csarmi: okay if you dont want to figure level 2's just one question
- 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
- csarmi: which is obviously stupid and obviously bpth two low for level 2 esp. as leader
- csarmi: hello Mint
- Cackfiend: sec
- Mint: hi
- csarmi: feel free to share yur thoughts
- Mint: well my thoughts on melee marksman is it is either way weak or way OP
- csarmi: no, we will not delete Khalifate :?)
- csarmi: why OP?
- Mint: you don't remember them cause they never existed in the first place. :)
- csarmi: whats better in melee marksman
- Cackfiend: well if the arif is staying lawful i dont see a reason to change their lv2 at all
- Mint: better in?
- csarmi: well the spear guy with 12-2 spear firststrike is a joke
- csarmi: esp. as a leader
- Mint: they are weak power vs more units, but the light foots are so screwed when there is an arif around
- csarmi: as in ranged marksman r ranged magic
- Cackfiend: well vs the loyalist pikemen...
- Cackfiend: they have 20% less pierce but 20% slashing
- Cackfiend: but -10% blud
- csarmi: i thought about boosting blade to 13-2 marksman and spear to 15-2 fs
- csarmi: pikeman has 10-3
- Cackfiend: i could see 14-2 as pierce i guess
- csarmi: 15-2 too much?
- Cackfiend: well then thats 30 dmg potential just like a pikemen
- Cackfiend: why not just make them the same unit
- Cackfiend: :P
- csarmi: huge difference between 19/15/11 AND 17/14/11
- csarmi: what is pikemen hp?
- Cackfiend: 55
- Cackfiend: 3 less
- csarmi: these have 58
- csarmi: i find the 12-2 blade a bit lacking too
- csarmi: not sure though, marksman is great on a leader
- csarmi: but compared to 9-4 marksman ranged
- csarmi: actually 15-2 would be 38 damage at day 22 at night and pike has 36 at day 24 at night
- csarmi: not to mention different number of strikes
- csarmi: my other idea was 12-2 spear 10-1 ranged slow
- csarmi: and that would be a nice simmetry with 12-2 blade 10-1 melee slow
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- Cackfiend: nota bad idea
- Cackfiend: so i made a post on the forums about buffing loyalist bowman
- Cackfiend: since orc archers are like twice as good now
- Cackfiend: twice as good as the loyalist bowman i mean
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- 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...
- csarmi: i didnt understand actually
- csarmi: what was the point of that
- Cackfiend: of my post or his post?
- csarmi: i mean what matters is the unit NOW
- csarmi: his
- Cackfiend: yea exactly
- csarmi: but bowman ws mixed fighter earlier
- csarmi: went to an archer
- csarmi: you want to put back to mixed fighter?
- Cackfiend: yes but they got overnerfed
- Cackfiend: and ever since hardly anyone uses them
- Cackfiend: nah just from 4-2 to 5-2
- csarmi: why not make them low xp to level
- Cackfiend: nah then you're taking the 1 weakness away from loyalist
- csarmi: instead of melee boost
- csarmi: well you would spam archers then?
- Cackfiend: 6-2 was too OP before because strong meant 9-2 at day
- Cackfiend: 4-2 was an obvious overnerf
- Cackfiend: 5-2 is where it needs to be
- csarmi: i think it would be interesting
- csarmi: to have a single loyalist unit that levels easier
- Cackfiend: they need to do that or change something with the orc archer
- 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...
- csarmi: make it 29xp
- Cackfiend: and loyalist are already regarded as the most powerful
- csarmi: meh cant calc
- csarmi: not sure what xp's are on loys now
- Cackfiend: all their units except merman i think need 3 kills to level if int
- Cackfiend: merman i think are 2.5?
- Cackfiend: yea merman need 20 xp
- Cackfiend: if intelligent
- csarmi: well make bowman the same?
- Cackfiend: that would be ok i guess
- Cackfiend: right now intelligent bowman need 22xp
- csarmi: buw what would you like to achieve with making bow stronger?
- Cackfiend: or 2.75 kills
- Cackfiend: to see them actually used?
- Cackfiend: theyre terrible vs orcs
- csarmi: 2 kills and 6 shots
- csarmi: well lowering xp would make people use vs orcs?
- csarmi: or 5-2 melee?
- Cackfiend: either
- Cackfiend: but the melee is a better option imo
- Cackfiend: ,since like i said
- Cackfiend: loyalist weakness is they need lots of xp to level
- csarmi: but if you make them 5-2 melee
- csarmi: who cares
- Cackfiend: exactly
- csarmi: they still do shit retal to melee
- Cackfiend: its a tiny buff
- csarmi: so why would i buy them more vs orcs
- csarmi: i do love longbowman leader vs orc though
- Cackfiend: well if theyre strong they can then do 7-2 at day
- Cackfiend: which means theyre not free targets for grunt at day
- csarmi: are they now?
- Cackfiend: yes
- csarmi: 6-2 is free?
- csarmi: or 5-2
- Cackfiend: better option than attacking any of the other loyalist unit thats attacking your front line at day :P
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- Mint: cack; the problem is you haven't called it balance ideas for 1.9.x :)
- Cackfiend: the fact is theres a reason you barely see loyalist bowman used since the nerf in 1.5
- csarmi: make them 13g
- Mint: the bowman is actually quite a good unit already though
- Cackfiend: well them stoppin all balance idea changes for 1.9 is dumb
- csarmi: it isnt
- csarmi: they want to put 1.10 out
- csarmi: for that they need string freeze
- csarmi: not sure why the hurry however
- Cackfiend: yea considering all the problems with 1.9 still
- Cackfiend: i mean the water isnt evfen fixed yet, wtf
- Mint: /me remembers the 1.8.0 disaster
- csarmi: what water?
- Cackfiend: um the water edges
- Cackfiend: looks TERRIBLE in 1.9
- csarmi: well i didn't notice that
- Cackfiend: i cant stand ity
- Cackfiend: bbl
- Mint: and the ford looks like water with a heap of crap in it :/
- csarmi: another question. Is it only my feeling that 8-4 skimisher is much worse than 8-4/8-4 no skirmisher?
- csarmi: would there be a rason to level into the former?
- csarmi: reason
- csarmi: or want it as a leader
- Mint: that skirmisher is so useless
- csarmi: well as things stand now it would be even more useless
- csarmi: wouldn't even have higher melee damage than the non-skirmisher guy
- csarmi: I like skirmisher on leader however
- csarmi: i need to go soon anyway, tx
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