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MKnightDH

Shattered Throne - Map 2's new units balance input

Feb 16th, 2017
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  1. -Squire......actually is more creatively balanced as he stands than what I would have previously preferred: 4 ATK base, to make sure he doesn't suffer and like it hitting something, because he felt too niche even with his mobility, thanks to melee lock and lack of AoE. In hindsight, I think if anything, range unit durability just needs to be kept under control. Additionally, Dark Cabal could stand to make sure that emphasis on their tech units is working, because otherwise Squire is going to be realizing why his setup sucks against the Zerg Expy. And yep, comparisons to Starcraft.
  2. -Priestess I think should have 4 Range and a minor price increase. Besides giving her a better stat than Witchhunter, added Range could be useful for sniping units with particularly nasty traits from a safer distance and quite possibly from a Town, while also placing Combo Points more easily per Holy Empire's theme. A higher cost mixed with this would make Priestess more risk-reward so that players don't rely too much on her healing and trait-disabling. Those who treat their nurses well would reap the rewards, while other players would want to consider more creative solutions to dealing with units like Mummy.
  3. -Knight has only one thing that bugs me: he was given +2 HP since a previous balance patch. I would have preferred in place of the +2 HP he get a trait called Skirmish, which if the unit doesn't have any Combo Points on them will received halved damage from each attack, rounded up by the way. While anti-armor units would be affected negatively, it would only really matter on the Knight's phase. On the opponent's phase, Skirmish is already an easy and natural get around because of a concept called Defense Wasting (attacking with your lowest ATK unit first if they won't damage the opposing unit without multiple Combo Points) that would be used as is against Knight's 2 DEF. Knight is already durable enough so all Skirmish would do is encourage having a healthy mix of units.
  4. -Mummy is who I really want to talk about. He shows signs of having the opposite problem of what bothers me with Knight, ironically also with an HP buff, because he has so much to discourage using melee on him. High base ATK, insane HP, Overrun to get anybody who gets in his range mobbed more easily, and a death reaction in Diseased to cause Poison to surrounding enemies. Of course, he is an elite unit with mobility being what would be par for a standard unit, as well as 0 DEF, but--and this is what I'm talking about--this favors range attacks as the answer against him. A prior balance patch gave him +4 HPs, resulting in what he has now, but I think 1 DEF would be a better substitute with two-fold purpose: Mummy would be able to go on a more active offense to overcome his mobility, and his matchups would be less slanted because of anti-armor actually seeing useful effect instead of being gimped by HP mountain.
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