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SiegeTank

Avians and other Suggestions

Aug 16th, 2014
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  1. UNFINISHED
  2. Last edit: 20/08/2014
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  4. Avians charger still too good so people chose him as the main scout unit - not intended price increased from 19 to 21 (or 22 but leave it at 21 for now) (make him even more expensive so that it hurts if you lose one. This way you will have a choice between expensive scout/chargers or less expensive jackdaws/other scouts. Also you wont be able to completely destroy factions with ranged scouts (because of scout charger being more expensive == slower expansion compared to jackdaws but less damage onto ranged scouts)
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  6. Dart wood/swamp defences reduced to 40% (he's the charger with the best pathfinding, no need to give him higher terrain defences
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  11. Avian charger level 2 charger 8x3 rework the other wwo
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  13. More hp on the other charger less Movement
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  15. Destroyers beast cost 16 (right now he's worse than a normal skeleton but he costs 3 gold more) I might have over-nerfed this one.
  16. (has better damage diversity than skeleton but less damage and is 1 movement slower so 15 gold might be allright) (it also has much fewer vulnerabilities than skeleton so the slow speed + lower damage compensates for that.
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  18. frost fighter cost 17 from 18
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  21. Barbarians berseker fury change to one more target max. not infinite number of targets.
  22. -1 movement regained only and damage on level 1 reduced to 5-3 and on level 2 to 6-3
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  24. Cyclops breaker after level exp needs to be much higher 80 probably instead of 40
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  26. Kamikaze scaling -5 damage per level of target
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  28. bug if unit kills itself and an enemy with grenade the enemy remains on negative HP
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  30. Barbarian Goblin archer experience increased from 28 to 36 (18 at 50% most archers have 20-22) The unit does 3x10 marksman + 8 poison damage(with the marksman its almost 100% sure you will get that poison in). which is as good as average archer ( 36 marksman for elvish archer who is a good archer) So making their level 2 cost enough for what they do. (still cheaper than normal archer exp requirements)
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  32. Onryo soultaker adds 2 permanent damage instead of 1. (its your enemy's fault if he uses level 0 units around her) she wastes 8-16-24 exp to get +1 permanent damage which is not good enough. Unless you can make her get damage depending on unit level something like
  33. 0-1 level: +1 level 2-3: +2 level 4 : +3 Otherwise i'd never even attepmt to waste experience on her getting last hits, only if it happens by mistake. (this way also you prefer last-hitting lower level units like level 0,1,2 to get enough damage for the wasted experience)
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  36. Tribesmen, boomerang spinning +20% chance instead of +10% this way they are better vs high defence units than normal archers(while being more expensive) and on the open they are slightly worse.
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  39. Despair might have been overnerfed with the change to movement type (i didnt know that flat defence was changed in the new patch).
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  41. To balance Ukains (too powerful upgrades and cheap and no magical type of damage) Berserkers with 9 speed + skirmisher a bit OP, remove skirmisher. Exp requirements too low agian. (this archaic era...)
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