Advertisement
SiegeTank

Minotaurs Balance

Jul 3rd, 2015
331
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.29 KB | None | 0 0
  1. Minotaurs:
  2.  
  3. Faction overview:
  4. Generally damage is on the high end(for some units), Hp is also very high, defence is low (30% flat), price is also high. When i buy one unit i imagine buying 1.2 of a unit. So upkeep is lower as a result (since you buy more in 1 go) Exp is normal. Divine health means each unit has 3 extra HP per turn (prolonged battle is helping them) Blade-10%,fire-10%,arcane-30% but cold+10%.
  5. (the negative resistances offset the divine health specialty)
  6. Ok charger , good but expensive Mage, ok archer, expensive hybrid fighter, ok fighter, expensive berserker.
  7.  
  8.  
  9. Unit overview:
  10. Behemoth:
  11. High Hp, ok damage, good movement speed, quite expensive for a berserker(19g average) defences like a dwarf. (similar effective HP to dwarvish ulfsker only the damage is 1 higher. (effective damage per gold 0.83 compared to 0.84 of ulfsker) his effective HP/gold is a lot lower than that though 2.67 compared to 3.19 for ulfsker)
  12. (23 gold would make him equal to ulfsker 22 would make him a factional strength and slightly better (cost wise) because of woods defences and chaotic, however i feel that its a unit that needs to be respected so its ok to make him factional strength)
  13. (slight price decrease effective damage per gold 0.90, HP/gold = 2.92 compared to 3.19 for ulfsker)
  14.  
  15.  
  16.  
  17.  
  18.  
  19. Boar Knight - decent charger for the price, 40% grass defence, high HP. - no change needed
  20.  
  21. Cutthroat: hybrid fighter with ranged slow(which is always good) However his cost is very big for what it brings (factional weakness) his damage is also very low. (will need 1 extra damage to make it somewhat worth buying) (compared to desert hunter, has 54 EHPs vs 50) but costs 3 more gold, same damage and 2 less movement speed.
  22. (increase damage to 20(same) so that the unit is still a weaker than desert hunter who is supposed to be a factional strength, but a bit more balanced)
  23.  
  24. Gnoll: somewhat balanced by its lower price, decent unit. Same effective HP as elfish archer, cheaper, less damage. - overall balanced.
  25.  
  26. Gore: average-to-expensive cost wise. Average Hps for fighter. above average damage(24). Slow (so people can escape from them at night. What you pay is what you get. -overall factional strength. (not as cost effective as grunts, but coming close)
  27.  
  28. Shaman: very good mage, slow, arcane damage (can be a plus or a minus), high damage, Effective Hp 1 less than Neglect mage(although better vs mages) Very expensive. -factional weakness(at that price) but if the price is reduced can become a factional strength (by becoming more cost-effective.
  29.  
  30.  
  31.  
  32. Suggested changes:
  33.  
  34. Behemoth:
  35. price reduction 22g from 24g
  36.  
  37. Cutthroat:
  38. price reduction to 22g from 23g
  39. Hp increased to 40 from 38
  40. melee damage increased to 5x4 from 4x4
  41.  
  42. Slayer:
  43. Hp increased to 54 from 50
  44.  
  45. Executioner:
  46. Hp increased to 66 from 62
  47.  
  48. Shaman:
  49. price reduction to 23 from 25.
  50. (less cost-effective than neglect mage against almost everything, but quite strong at night- (more cost effective then)
  51.  
  52. Mystic: (the upgrades seemed to have low Hp(as low as some normal mages so a slight increase will help them differentiate through the levels)
  53. HP increased to 58 from 55
  54.  
  55. Warlock:
  56. Hp increased to 53 from 50
  57.  
  58. Elder:
  59. Hp increased to 70 from 65
  60.  
  61.  
  62. (P.S. ageless heroes pricing is off, will address that in the ageless heroes pricing balance sheet)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement