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SiegeTank

Elementals balance

Jun 28th, 2015
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  1. Side note. What happened to the old traits (the more overpowered ones) On second thought, standard traits are perfect(but might be a bit borring) If you give them the old overpowered traits back, then they will 100% become overpowered. So depends they also get only 1 trait instead of 2.
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  3. Factional Overview:
  4. resurgance -overall good heal on preferred terrain ( like many factional abilities still helps(sometimes a lot mostly because they can be re-arranged to heal on any terrain but grass, and have good line-holders/50% defence for grass)
  5. All damage types. Mage, marksman, slow, 3 archers. 3 fighters, water unit, 3 flying untis. Overall this faction hasnt got a single weakness that I can see. (which means it is quite overpowered, im surpised not many people play it)
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  7. Units overview:
  8. Brazier Imp. when compared to orcish grunt its a better(much better resistances - reduce fire resistance to 50% from 60% since level 2 have 50% too) and better overall defences(in the more rare terrains. Has 2 more damage and 2 less HP than a grunt all at the cost of 1 more gold. His damage type is harder to counter as well (than the blade one) So overall a strong fighter. -medium advantage
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  10. Elemental whisp. Something like a gate On 70% exp it takes 2 shots to create a level 1 unit, so balanced, but bring versatility. Also level 0 so you can save upkeep by recruiting them. - balanced or small advantage.
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  12. Etheral orb. Archer 16 gold 5x3 archane damage. Heals. Has big resistances. (compared to golem it has 80 effective HP vs 95 effective HP). Weak to fire and arcane (so you can get rid of him with mages, but it will damage them in the process) - small-to-medium advantage due to its durability vs mage-less factions. (could reduce all resistances by -10% so that its not completely overwhelming for factions without arcane and fire)
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  14. Ice Cub. (cold resistances from 90% to 60% (you dont want it to be ridiculous) It has lower than average melee damage, but has ranged slow.Very good unit for 17 gold(which is quite expensive). For now leave it as another advantage (but the 90% cold resistance has to go) Overall a sturdy unit that you wouldnt want to attack(especially in snow or village) Also has above average speed-6. Might hit him with a price increase but for now the faction is underplayed so let them be. -medium advantage
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  17. Initiate. When compared to neglect mage(who is one of the best mages overall in all factions) he is almost the same but has fewer magical resistances. Overall still a factional strength due to sheer ammount of tankiness on a mage. The level 2 units seem balanced for now. - small-to-medium advantage
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  20. Kobold. Huge resistances for almost any type of damage(more notably 50% blade and 60% pierce) Decent damage, high HP, low defence.
  21. He is the perfect tank. (scrub some of the blade and pierce resistances so that you can kill that thing.) (level 2 exp up to 100 instead of 78) (scaling 5% resistances). -medium-to-big advantage
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  24. Salamander. (60-65-70% fire resistance) 24 ranged, 12 melee damage 18 gold somewhat low hit points. blade impact pierce 10% helps with that and also 50% defence helps with that a lot. 25Hp is deceptive since 10% resistances reduces 1 damage from most attacks. So sturdy archer with a lot of damage and one extra movement speed, but expensive ish) (when compared to elvish archer that has 5-4 and 17 gold cost this unit is quite a bit better). -medium-to-big advantage.
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  26. Shock bird. A archer/charger/scout hybrid. 50% defences, good HP, weak charge 9-1. average ranged damage. (might not be doing so well vs horses, but the faction needs weaknesses. (and he's so far balanced if not a slight advantage) Reduce the Hp so that you can make him easy to be killed. (22-4HP) -balanced-to-small advantage.
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  28. Sylph. Above average Hp(for archer) above average movement speed, average damage, marksman, 18 gold, 50% defences.
  29. (another advantage for the faction) could increase the price to 19 and reduce mage's HP so that you have to pick between sturdy marksman or a bit more vulnerable,slower mage. (maybe in the next patch let them be OP for now). medium advantage.
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  31. Undine. average hybrid Water unit, good water defences, 16 gold, very good resistances (combined with 50-60% defences in water it makes him the kobold of water) Not to mention that the resurgence heals him 5Hp each turn in water), unlike Kobold its quite (6 Movement) and has ranged attack. -medium advantage.
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  33. Vine Leaper. average Hp, good damage for hybrid unit, above average speed(6) the most balanced unit i've seen in the whole faction so far:D and still not a bad unit. -balanced-to-very-small advantage.
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  39. Suggested Changes:
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  41. Brazier Imp: (mostly for the sake of consistency)
  42. fire 50% from 60%
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  45. Etheral orb: (could leave that for next patch if you want them to be strong)
  46. blade 20% from 30%
  47. cold 20% from 30%
  48. impact 30% form 40%
  49. pierce 30% from 40%
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  52. Ethereal serpent/dragon: (could leave that for next patch if you want them to be strong)
  53. blade 20% from 30%
  54. cold 20% from 30%
  55. impact 30% form 40%
  56. pierce 40% from 50%
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  59. Ice Cub/Claw/Fang:
  60. cold 60% from 90%
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  63. Initiate: (could leave that for next patch if you want them to be strong)
  64. Hp reduced to 30 from 34
  65.  
  66. Kobold:
  67. blade 30% from 50%
  68. pierce 40% from 60%
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  70. Stone Giant:
  71. Blade 35% from 50%
  72. pierce 45% from 60%
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  74. Stone Titan:
  75. Blade 40% from 50%
  76. pierce 50% from 60%
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  78. Salamander:
  79. fire 60% from 80%
  80.  
  81. Fire Ask:
  82. fire 65% from 80%
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  84. Fire Ghost:
  85. fore 70% from 80%
  86.  
  87. Sylph: (could leave that for next patch if you want them to be strong)
  88. price increased to 19 from 18 gold
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  90. Shock bird: (could leave that for next patch if you want them to be strong)
  91. (it means that they are actually vulnerable now and are somewhat of a weakness of the faction (player has to chose between scout-play with weaker units or pick their quick, strong 6 movement speed elementals but lose some villages)
  92. Hp reduced to 24 from 30
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  95. Hymph line: (could leave that for next patch if you want them to be strong)
  96. (this way they are effective vs cold/fire but not overpowered vs blade/pierce it means that when a fight happens in a river, they can rely on their small resistances + defence against blade/impact/pierce, and rely on their medium resistances against mages (fire/cold) (and they lose their defence due to 70% chance to hit). This way overall we make them less durable in a balanced way.
  97.  
  98. blade 10% from 20%
  99. impact 20% form 30%
  100. pierce 10% from 20%
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