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- Minotaurs:
- Faction overview:
- 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%.
- (the negative resistances offset the divine health specialty)
- Ok charger , good but expensive Mage, ok archer, expensive hybrid fighter, ok fighter, expensive berserker.
- Unit overview:
- Behemoth:
- 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)
- (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)
- (slight price decrease effective damage per gold 0.90, HP/gold = 2.92 compared to 3.19 for ulfsker)
- Boar Knight - decent charger for the price, 40% grass defence, high HP. - no change needed
- 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.
- (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)
- Gnoll: somewhat balanced by its lower price, decent unit. Same effective HP as elfish archer, cheaper, less damage. - overall balanced.
- 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)
- 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.
- Suggested changes:
- Behemoth:
- price reduction 22g from 24g
- Cutthroat:
- price reduction to 22g from 23g
- Hp increased to 40 from 38
- melee damage increased to 5x4 from 4x4
- Slayer:
- Hp increased to 54 from 50
- Executioner:
- Hp increased to 66 from 62
- Shaman:
- price reduction to 23 from 25.
- (less cost-effective than neglect mage against almost everything, but quite strong at night- (more cost effective then)
- 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)
- HP increased to 58 from 55
- Warlock:
- Hp increased to 53 from 50
- Elder:
- Hp increased to 70 from 65
- (P.S. ageless heroes pricing is off, will address that in the ageless heroes pricing balance sheet)
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