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Dwarves Balance

Aug 15th, 2014
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  1. PLan for dwarves factions
  2. Last edit: 21/08/2014
  3.  
  4.  
  5.  
  6. Cavernei (somewhat finished)
  7. - Slow and healthy + runes so they stand their ground and fight trying to use runes + mages to their advantage. (more vulnerable to acane 0, and fire 0 compared to others) Have 1 type of magical damage -arcane (since they were already given a HP buff in the previous version there isn't much that needs to be changed)
  8.  
  9. Suggested changes:
  10. -decrease thunderer speed to 4
  11. -If possible make runes activate on move-to (except for the heal and permanent health one who activate at the end of turn) (this way you still get to heal your units if you leave them there (in a quicker facion than fountain) So you can move in with a unit and you will get the heal effect before the enemy's turn. So it helps them hold their line better (and deal more damage since they can use the runes the turn they are created)
  12. -decrease eagle rider speed to 7 and 9 or 7 and 8 (they have a lot of extra health and the faction is supposed to be slower than general.
  13.  
  14.  
  15. Normal Dwarves (somewhat finished)
  16. (diverse unit functions, damaging, speed) (Have gryphon that has more speed than Cavernei one but less HP, have ulfserker, and chaotic units for night fights) (could give them speed advantage to use for when to advance and when not to so quicker than normal dwarves (so that they can engage and disengage from battles easily (to help with their chaotic units otherwise once you engage you are stuck in the battle because you have slower units and u cant retreat or u die) Increase thunderer damage but not as much as EE Dwarves (or the same but it has to have higher level up cost). Cheaper and stronger on level 1, after that they lose steam and become worse than many dwarven factions.
  17.  
  18. -no magical damage (which can be ok)
  19.  
  20. Changes:
  21. -increase all their main units speed to 5 (thunderer, guard, fighter) .
  22. -thunderer damage 20
  23. -thunderguard damage 30
  24. -Dragonguard damage 45
  25. -Ulfsker cost 18 (cheap as a factional advantage)
  26. -Foodpad cost 12 (cheap as a factional advantage)
  27. -Thief cost 11(or 12 not sure) (cheap as factional advantage)
  28. -Gryphon rider cost 23 (cheap as factional advantage)
  29. -Poacher flaming arrow(second ranged attack) fire 8-2 (for 20 damage at night)
  30. -Trapper flaming arrow - fire 12-2
  31. -Huntsman flaming arrow -fire 18-2 marksman (for 42 at night)
  32. -Ranger 14-2 flaming arrow (17x2 at night i think)
  33. Giving poacher branch diversity instead of decreasing price
  34.  
  35.  
  36. Changes give them: Speed, low price, fire damage on level 1
  37.  
  38.  
  39.  
  40.  
  41.  
  42. EE Dwarves (somewhat finished)
  43. (slow, damaging more than normal ones and carverni ones) (have gyrocopter-weaker scout , have charger (can be damaging) Slow, no diversity but higher damage than normal dwarves) (steemwheel is just like a normal charger (and very cheap at that)
  44. Scout is nice mixed fighter but they already have a lot of fighters. (slightly worse scouts-gyrocopter instead of Gryphon)
  45. Arcanister is better if you provide him with aura
  46. -no magical damage (which can be ok if they are sturdy + damaging) (level 2 they get fire damage flamethrower so maybe make their thunderer cost less exp? to get there quicker)
  47.  
  48.  
  49. Changes:
  50. -thunderer damage damage 20 but exp 32 instead of 40 something (to make him better than the standard thunderer this will help them get their fire damage quicker from the flamethrower (factional advantage)
  51. -Thunderguard level 2-3 exp decreased from 96 to 86
  52. -Thunderguard damage increased to 30
  53. -DragonGuard damage increased to 45
  54. - Figher , Scout, Guardsman, Ulfserker, Thunderguard, Steamwheel - Always strong trait that could be called "pure blood"
  55. (1 permanent trait the other one is random (but can't be strong or quick) since they are sturdy and slow and quite traditional dwarves) Their quickness comes from their machines their problems would then be surrounding the enemies and catching them off guard)
  56.  
  57. -Only scouts can occasionally get "quick trait" symbolizing that when the occasional "quick" dwarves are born they are always trained as scouts (and allows the odd 6 movement scout to surround the enemy and block him)
  58.  
  59. -Gyrocopters on the other hand can never get the "strong" trait(only the weakest dwarves are assigned to pilot them so if they are weak they are considered "impure blood" and somewhat too cowardly to fight)
  60.  
  61. -Dwarvish Guardsman exp requirements level 1-2 reduced form 48 to 38
  62. -Dwarvish stalwart exp requirements level 2-3 reduced from 86 to 78
  63. (again because they require less experience than other dwarves due to the traditional environment they grew up in (so they get experienced quicker)
  64.  
  65. -Rune arcanister 21 50 65 (136 at 50% exp - a bit more expensive than the Triththa one since they are not such great smiths as the other Triththa ones (who have wandered around the world and upgraded their smith techniques with the knew knowledge)
  66. -Dwarvish Fighter level 1-2: exp 42 , Runesmith level 2-3 exp decreased to 100 instead of 110, Runemaster level 3-4 exp decreased from
  67. 220 to 130 (this is he 100% exp values)
  68. (more expensive than the Triththa one because of the potential lord "dwarf leader" aura giving him up to 60 physical resistances and up to 20% magical ones)
  69.  
  70. -Steamwheel damage increased to 16-1 (no change) (so 17-1 with "pure blood")
  71. -ThunderWheel damage increased to 24-1 (25-1 with "pure blood")
  72. -ThunderWheel exp cost increased for level 2-3 from 60 to 70 (just a bit because of the damage increase It is still cheap for a standard charger)
  73. -WarWheel damage increased to 32-1 (33-1 with "pure blood")
  74.  
  75. //(the faction lack magical/high precision damage except for the arcanister branch) Maybe give the wheel marksman and lower damage and
  76. // increase cost?(this way it can be a very reliable charger but not very thematic since its hard to aim on a motorbike)
  77.  
  78. -Dwarvish steelclad/lord gain ("Dwarf leader" Giving all firendly dwarves +5/10% (5 for steelclad 10 for lord) to all resistances and +15%/+25% damage)
  79. the difference in the auras is just to ensure that you upgrade your steelclads for the extra damage/resistances ====> so overall the aura is better than supplies but also the EE dwarves are less exciting than the Triththa ones and the aura is only better on level 3 unit compared to "cheap" armorers)
  80.  
  81. (maybe create a different unit copying the old one just rename him to "Ancient/Traditional (whichever sounds better) Dwarvish lord" and "Traditional Dwarvish Steelclad")
  82.  
  83. -Ancient Dwarvish lord ranged damage increased from 10-2 to 11-2 (just to go along with the strength buff for the whole faction)
  84.  
  85. (since they are more expensive exp-wise and slower(no quick trait) they have a little bit more damage)
  86.  
  87.  
  88.  
  89. Changes give them: damage, slow, Leadership + resistance aura, quick access to fire on level 2
  90.  
  91.  
  92.  
  93.  
  94.  
  95.  
  96. Triththa (somewhat finished)
  97.  
  98. (slow, cost effective normal damage/health - cheaper , have leadership from supplier huge diversity of unit roles ) (Balista, Cuttle fish cheap smiths are the strengths -so they have interesting diversity for water fights and for breaking through lines (ballista)
  99. (Best shielders with their slow) Crossbowman = normal archer as good as thunderer. Ballista can cost less
  100. Mixed bag of things, have even cheap charger. Have very good level 4 vs melee damage worse then EE one, but more cost-effective. Overall great vs mundane damage and diverse.
  101. Weak because they have no magical damage like the other dwarves. (arbalester somewhat better than Thunderer because of marksman on level 3)
  102. -no magical damage (which can be ok) (could give Plainsrider an extra fire attack(like throw fire bomb (animation similar to Balloon attack) (or maybe even a cold attack instead of fire attack something like alchemical cold or freezing bomb there are a lot of factions with fire magic and cold magic is not as widespread)
  103.  
  104. Changes:
  105. -Ballista cost reduced to 35 from 39 (it was costing a bit too mcuh)
  106. -Plainsrider Crossbow damage increased to 10-1 instead of 9-1
  107. -Plainsrider gets extra "fire barrel" (uses animation from balloon) attack 8-1 fire
  108. // removed "inflamed" effect - non practical
  109. // removed (maybe a freezing bomb or some other idea but fire is more traditionally dwarvish)
  110.  
  111. -Runefighter Hp increased to 50 from 46
  112. -Runewarrior Hp increased to 60 from 54 (so that the upgrade competes with the arcanister branch)
  113. -Dwarvish fighter exp level 1-2 decreased to 36 from 42 (to make rune warriors more appealing)
  114. -Dwarvish runewarrior exp level 2-3 decreased form 74 to 68
  115. -Dwarvish steelclad exp level 2-3 decreased from 74 to 68
  116.  
  117. (making them cheaper exp-wise than the EE ones(with the supplies arua around earlier) but with less resistances in the longer game(due to no aura on Dwarvish lord)
  118.  
  119. -Dwarvish crossbowman price decreased to 16 from 17 (he is too expensive for archer doing 6x3)
  120. -Dwarvish compounder ranged damage increased from 9x3 to 10x3
  121. -Dwarvish repeater melee damage increased form 7-4 to 8-4
  122. (to make sure that people pick this one when the unit is strong, and whenever they need some more melee damage and need to fight land battle not a siege, right now the other choice is the dominant one)
  123. -Dwarvish shieldman price decreased to 20(i dont know if that is too low people will ignore the shieldmen because of slow) (it is a factional strength)
  124. -Armoured Cuttlefish damage increased form 6-2 to 10-2 (it was strange that the ranged attack had no scaling
  125. -Armoured Cuttlefish blade resistnace increased to 30 (20) also finny that covered in steel the blade resistance didnt increase. (as the pierce did)
  126. -Armoured Cuttlefish Exp requirements increased form 100 to 110 (slight increase because of the buff to damage and buff to blade armor)
  127.  
  128. -Rune smith movement speed decreased to 4 from 5 (it was a bit wierd that all his upgrades have 4 movement speed and he had 5
  129. -Rune smith Hp increased to 32(a bit more health to compensate for the lack of 1 movement speed)
  130. -Rune smith - Rune arcanister 17 45 65(since they are quite effective early on no need to reduce the exp more)
  131. -Rune smith level 1-2: 34 , level 2-3: 90 , level 3-4: 130
  132.  
  133. -Dwarvish rusher - I dont know what to do with this one he is steadfast with dwarvish resistances + charge (6x2) for low cost)
  134. so you can use it as a guard, or as a charger. He is fine as he is since your first target to level up is an armorer to give you "supplies" and then the unit becomes 7-2 or 9-2 if strong (which is like a normal charger for 15 gold) Plus the added benefit of good defensive resistances. Possibly increase damage to 7-2(then all of them would get 9-2 or 10-2 with leadership) but im not sure if that is too much. since they are hard to kill anyways. And you dont want to focus the steadfast unit, but if you dont he will charge your vulnerable units. So the unit is probably fine as it is right now.
  135.  
  136.  
  137. Issues: fire damage might not be enough on level 1, could make them diverse by making the bomb a "feezing one" giving them cold damage and giving the crossbow fire damage.
  138.  
  139. changes give them: cost-efficiency gold and exp wise, small amount of fire damage on level 1
  140.  
  141.  
  142.  
  143.  
  144.  
  145.  
  146. Clockwors (FINISHED)
  147. (marksman, higher chance to hit, have diverse damage have fire and cold vulnerability but huge blade and pierce resistances (might need a fix) They are a bit expensive, and too reliant on countering blade and pierce.(which is not bad so they are the "armored" dwarves faciton) OK scout, cheap but too vulnerability/resistances focused. they have leadership, and lack impact damage. Thay have also bad movement speed in forest and in mountains which is unusual for dwarves (plus bad defences there so need to keep that in mind and give them a bit more survivability. I am not 100% sure about the movement in forests and mountains.
  148. -1 type of magical damage (get one more at level 2) -(unfinished)
  149. Unit selection:
  150.  
  151.  
  152. Typical fighter 67 vs blade/pierce/impact , 60 vs magic
  153. Clockwork 64 vs blade, 48 vs pierce 54 vs impact, 38 vs magic (increase Hp decrease resistances a bit to make it similar vs blade/pierce/impact but better off vs magic. Their marksman is factional strength so I dont count it in on level 1.
  154.  
  155. Increased HP Clockwork values: 73 vs blade/pierce, 63 vs impact ,51 vs magic
  156. (exactly where we want him, weaker vs magic somewhat weaker vs impact, stronger vs pierce, blade.
  157.  
  158. Changes: clockwork soldier blade resistance decreased to 30% from 40%
  159. Changes: clockwork soldier Hp increased to 36 from 27
  160.  
  161.  
  162.  
  163. level 2 runefighter 89 vs Blade/pierce/impact, 79 vs magic ------ damage 30 magical
  164. level 2 steelclad 120 vs blade/pierce/impact, 93 vs magic -------- damage: 33
  165. level 2 Miasmist 104 vs blade/pierce, 91 vs impact, 72 vs magic------ damage: 24 and 21 +8 ranged (when reduced to 30% blade)
  166. (so definitely a more damaging one(53 damage overall) so he needs to be squishier)
  167.  
  168. level 2 Marshal 135 vs Blade, 101 vs impact, 116 vs Pierce, 81 vs magic ----- damage: 30 marksman, Leadership (with reduced -10% to blade they become in a sweet spot of being good units with marksman ability a combination of endurance+ macial weakness so no need to change anything but -10% blade.
  169.  
  170. level 2 Miasmist with reduced hp: 93 vs blade/pierce , 82 vs impact , 65 vs magic
  171. (most of the magical damage is ranged, so he will deal a lot of damage in retaliation to squishy mages. Still have more HP vs blade/pierce than rune fighter)
  172.  
  173. Changes:
  174. - Miasmist HP reduced to 46
  175. - Miasmist blade resistance reduced from 40% to 30%
  176. - Marshal blade resistance reduced from 40% to 30%
  177. (again that puts him in a sweet spot between steelclad and runefighter exactly where he should be, he will still be more vulnerable to magic but does more damage (vs defensive terrain than steelclad and has more HP than runefighter) the Leadership is just a bonus.(which is fine since some steelclads have dwarvish leadership)
  178.  
  179. Runewarrior: 122 vs blade, 107 vs pierce/impact, 95 vs magic ------ damage: 39 magical + 18 ranged magical
  180. Dwarvish lord: 188 vs blade, 161 vs pierce/impact , 125 vs magic ------ damage: 45 + 20 ranged
  181. Gas Baron: 130 vs blade/pierce, 114 vs impact, 91 vs magic ----- damage: 30 and ranged 36 +8 ( 74 overall)
  182. (since he's not a general he doesnt get +10% blade on the last upgrade)
  183. General: 161 vs blade 138 vs /pierce 121 vs impact ,97 vs magic ------ damage: 39 marksman , no ranged
  184. (so we need a buff to get him to values similar to those of the lord (since his damage is weaker) Also damage could be increased to 48 marksman)
  185.  
  186.  
  187. Decreased Gas Baron: 114 vs blade/pierce, 100 vs impact, 80 vs magic
  188.  
  189. Increased HP General: 185 vs blade, 159 vs pierce, 139 vs impact, 111 vs magic ----- damage 48 marksman, no ranged
  190. (so the values are closer to the Dwarivsh lord now, and the magic resistances is closer to the Runewarrior one. In open field Dwarvish lord will be the best one, while in a high defences battle runewarrior does more damage while clockwork general has more survivability.
  191.  
  192. Suggested changes:
  193. -Miasmist exp reduced level 2-3 from 86 to 74 (just to compensate for the loss of HP)
  194. -Gas baron hp reduced to 56
  195. -Gas baron blade resistance decreased from 40% to 30%
  196. -General damage increased from 13-3 to 16-3
  197. -General HP increased to 78
  198.  
  199. The rest of the EXP requirements seemed fine
  200.  
  201.  
  202. Triggerman: (on level 1 he has similar stats to thunderer, less damage but more Hp )
  203.  
  204. Suggested changes:
  205. Triggerman Hp decreased to 35 from 38 (i wanted to keep the High defences theme of those dwavers (on flat-40%)
  206. Triggerman Cost decreased to 17 from 19 (still somewhat of a strength)
  207. Gunner melee damage increased to 6-2 from 3-2(i think the lowered the damage on level 2 was there by mistake)
  208. Gunner HP reduced to 45 from 47 (with every upgrade their ranged unit become more powerful vs normal attacks)
  209.  
  210. Artillery seems fine another strength of the faction(a bit better than thunderer)
  211.  
  212.  
  213. Greaser: (interesting mixture between healer/melee mage and blocker)
  214. Has more HP/gold than changed clockwork soldier vs blade/pierce/impact. but less damage
  215.  
  216. Suggested changes: (a buff to their damage and Hp/cost) This can be another strength since he is quite resilient as a mage)
  217. Greaser cost decreased from 22 to 18
  218. Greaser Hp decreased from 43 to 38
  219. Greaser movement increased from 3 to 4 (no unit should have movement 3 unless extremely powerful and greasers were not the case)
  220.  
  221. Oiler movement increased from 3 to 4
  222.  
  223. Blazer Hp increased from 59 to 64
  224. Blazer movement increased from 3 to 4
  225. Blazer damage increased from 12-3 to 14-3
  226. Oiler Exp increased from 76 to 84 (because of the increased damage)
  227. (Otherwise the units seems quite powerful but a little bit of a hit and miss)
  228.  
  229. Armored Mechanic resistances: Arcane 10, Blade 30, Cold 0, Fire 0, Impact 20, Pierce 30
  230. (increase of all resistances by 10% since he's supposed to be armored)
  231. Armored Mechanic moves increased from 3 to 4
  232.  
  233.  
  234. Wooden Bird (their scouting should be a bit better than the other dwarves)
  235. Rebalanced to be more like a quick balloon or gyrocopter. (with different strengths and weaknesses ofc)
  236.  
  237. Changes:
  238. Wooden Bird Hp increased from 27 to 32
  239. Wooden Bird blade resistance decreased from 40% to 30% (to be systematic with the other clockwork dwarves)
  240. Wooden Bird pierce resistance decreased from 60% to 40% (making it slightly less invulnerable to pierce damage)
  241. Wooden Bird fire resistance increased from 10% to 20% (it is wooden after all)
  242.  
  243. Steel Eagle (damage is higher compared to other scouts, again to compensate for the lack of magical/marksman abilities so their scouting is stronger than the weaker scouts) (also his fire vulnerability from -20% on the previous upgrade reverts back to -10% its made of steel now)
  244.  
  245. Changes:
  246. Steel Eagle Hp increased form 39 to 44
  247. Steel Eagle blade resistance decreased from 40% to 30%
  248. Steel Eagle pierce resistance decreased from 60% to 40%
  249. (again trying to normalize the values, making it less vulnerable to cold-fire and less invulnerable to pierce)
  250.  
  251.  
  252. Contraption: quick, skirmisher, but no zone of control + low damage and high resistance to some things while very weak to others.
  253.  
  254. Changes: (this overall keeps the blade HP, reduces the pierce HP, increases the magical/impact HP and also gives him more damage)
  255. Contraption Hp increased from 21 to 23
  256. Contraption blade resistance decreased from 40% to 30%
  257. Contraption Pierce resistance decreased from 60% to 40%
  258. Contraption damage increased from 5-2 to 7-2 (to address their lack of impact damage (slightly worse than soldier damage/gold ratio - (contraption: 1.16 compared to 1.31 for soldier)
  259. So now instead of pierce blocker you get a more complete unit, who fills the gap for the lack of impact damage.
  260.  
  261.  
  262. (this upgrade becomes more "skirmisher" like instead of buffing health when removing resistances we buff the damage)
  263. Golem damage increased from 6x3 to 7x3
  264. Golem blade resistance decreased from 40% to 30%
  265. Golem pierce resistance decreased from 60% to 40%
  266. Golem cost increased to 15
  267.  
  268. Automaton blade resistance decreased from 40% to 30%
  269. Automaton pierce resistance decreased from 60% to 40%
  270. Automaton flat defence increased from 40% to 50%
  271. (this is the buff to compensate for the missing resistances)
  272. (It is also thematic since it has extra pair of limbs so they "scuttle like spiders and leap like frogs" )
  273.  
  274. Autoamton cost increased to 27 (just in case you can buy it in the ageless heroes)
  275.  
  276.  
  277.  
  278. Wanderer: Kind of heavy infantry, golem and spearman mix.
  279.  
  280. Wanderer HP increased from 49 to 50 (more thematic than anything else its a great unit as it is)
  281. Wanderer damage increased from 11-2 to 12-2 (to compensate a bit for the lowered resistances)
  282. Wanderer blade resistance decreased from 40% to 30%
  283. Wanderer pierce resistance decreased from 60% to 40%
  284. Wanderer exp price level 1-2 increased from 40 to 46
  285.  
  286. Rambler damage increased from 11-3 to 12-3
  287. Rambler blade resistance decreased form 40% to 30%
  288. Rambler pierce resistance decreased from 60% to 40%
  289. Rambler exp price level 2-3 increased from 70 to 80
  290. (the upgrade gets a lot of extra hit points and speed just making it cost a little bit cheaper for what it does (instead of a lot cheaper)
  291.  
  292. Itinerant damage increased from 11-4 to 12-4
  293. Itinerant blade resistance decreased form 40% to 30%
  294. Itinerant pierce resistance decreased from 60% to 40%
  295.  
  296. (just consistency changes he gets more movement speed with each upgrade so he's a fine and cheap unit)
  297.  
  298.  
  299. Changes give them: stable resistance(more HP less resistances/vulnerabilities), cheaper level 1, more damage
  300.  
  301.  
  302.  
  303.  
  304. Runemasters (squishy and somewhat less damaging at early levels and more expensive,no leadership but better at higher levels 3-4 (cost effective, stronger, better able to deal with other units - Runeaura) , huge fire damage too reliant on it - if the enemy has a lot fire resistance, they are fucked up until level 4 (which doesn't happen in a normal game) Weakest scout in terms of damage (but its fire damage) Also slowest scout, so in general they don't have as much vision control as others.
  305.  
  306. (level 1 ,2,3 orcish warrior beats level 1,2,3 dwarven warrior level 1 does it cost effectively by being slightly better than dwarvish warrior durring night and even durring normal time(but costs 2 less gold) level 2 beats it too and so does level 3, level 4 is close matchup.)
  307.  
  308. Rune warrior is worse than a lot of otherlevel 2 and 3 units, Give it cheap experience : 15 - 35 - 60 (110 same as barbarian king, they have different purposes barbarian king is purely offensive unit killing 2 units per turn, rune lord is defensive soaking up damage) (make this faction very cost effective because it is weaker on lower levels. (similar thing to sky kingdom but they are slower and deal less damage both scouts are weak)
  309.  
  310.  
  311.  
  312. Rune Master exp rebalanced: from 23 - 50 -65 to 18 - 45 -70 (this way the first upgrades come a bit quicker to help them earlier while keeping the overall price almost the same (138 vs 133) ( and to 70 on level 3-4 when the ability to ignore any aura with their aura has been implemented.
  313.  
  314. (compared to rune artist of Cavernei who has 18-30) it is still an expensive upgrade to level 3 just gives them a bit more pushing power at level 3 the overall cost doesnt change(a lot) just the distribution (but again you can add the 3 extra exp on the level 3-4 upgrade so its gonna be 73 (for consistency) (so its gonna be more or less like 40-90-135)
  315.  
  316.  
  317. Also noticed that the creator of the faction (inferno8) had intended to give Runemasters slow(its within the code and in the description, but he misplaced (not commented out) the weapon special (on the second attack) (I know that you can stray away from that, but it will be a nice boost for their late game)
  318.  
  319. (before I spotted that in the EoMa code)
  320. I was also thinking how nice it would be for the faction to have some slow against higher level units:)
  321.  
  322.  
  323. Parachute not working (at least on my version)
  324.  
  325. RECENT EDIT: Maybe tune down the power of the mechanic and of the technician (need to talk to you about that)
  326. Make them more of a support unit with some offensive power rather than an invaluable piece in your army
  327.  
  328. Grenade damage reduced to 20 from 30
  329. Price reduced from 16 to 14
  330. Exp requirements reduced from 25 to 20
  331. Repairs increased on level 1 from 5 to 6
  332. Pierce damage increased from 4x3 to 5x3(this way you use fighters for normal blade damage and mechanics for pierce damage)
  333.  
  334.  
  335. Technician grenade damage reduced from 45 to 30(or 35)
  336. Repairs increased from 8 to 12 (so this way he is a good support for your machines which will be his main goal) but his damage is greatly reduced.
  337. To compensate that Rune adepts get a reduction in the Exp requirements(making them a bit more appealing and the choice if unit if you need fire/impact damage)
  338.  
  339.  
  340. Tehcnician switch Saw damage from 7-3 to 6-3
  341. with Screwdriver from 6-3 to 7-3
  342. (trying to address their lack of pierce damage)
  343.  
  344.  
  345. - 1 type of magical damage
  346.  
  347. Changes give them: Late game powerhouse
  348.  
  349.  
  350.  
  351.  
  352.  
  353.  
  354.  
  355.  
  356.  
  357. Brungar : (UNFINISHED)
  358. (not weak) Need re-design, Keep the theme of Water dwarves, Hills-40 mountains 50% defences.
  359. or water 40-50% defences(max 50 instead of 60%) water will be their advantage + summoning so they will have similar stats to the other dwarves, but will be much better than them in water.
  360. SeaTurtle - 15 gold great blocker. Could get cold damage on ranged, to address lack of magical damage (steadfast)
  361. Crocodile movement reduced to 5 gains back flat movement (maybe redesign to be like water boala warrior still quite good because of high damage)Shallow water 60% instead of 70%.
  362. Make students good, 7-2 maybe 6-1 ranged marksman.
  363. Make huntsmen like spearmen/durable (for the cost and dealing somewhat good damage)
  364. Council Member is a good but costly unit with leadership no point in using him as a main battle unit. (hybrid fighter)
  365. Tamer is NOT the main battle unit ( weaker than hunter , hunters and harpoonier should be the backbone fighter and archer, with sparring use of tamers and council members. Tamers weaker damage/hp per gold. But you want them to level up to get another unit.
  366. Crabs and turtules - default blockers Crabs have better defences, turtles have better resistances try to make it so that crabs are more effective in their terrain (deep water,sand, shallow water) than turtles vs most units (despite turtle's resistances) and make turtles better than crabs on flat and when facing magical damage(getting rid of the higher 50-60% defences)
  367. Hunter and Harpoonier should be good/better than average warrior and ranged unit
  368. Rebalance summons make them equally powerful but good for different situations so that people have a choice depending on the terrain
  369. Maybe normal damage blocker(scorpion)/damager(wolf)/water unit (tentacle of the deep)/ ranged unit mudcawler
  370.  
  371. On level 2 he summons huge creatures such as Spider and Sea serpent. Maybe change those to "tamed Giant spider" and tamed Sea serpent
  372. (make those a lot weaker equal to a level 2 unit). It has 62 exp to level up from 2 to 3 that is very low for what it does (giving a free unit + upgrading the unit to a very good level 3) . when 100 is the average.
  373.  
  374. Expert Tamer has the same HP as Experienced tamer. (lower damage as a unit higher HP they tame stuff, it means they try not to kill units but just damage them and recieve a lot of wounds from those creatures hence they are healthy but less damaging) (if we keep the exp low).
  375.  
  376. -no magical damage
  377.  
  378.  
  379.  
  380. There is this runesmith who is missing upgrades to come from so im not sure what he is supposed to be
  381.  
  382. Same as an Arcainister missing level 3 to come from(might be campaign only unit)
  383.  
  384. Wanderer Clockwork is missing image for clockwork lance, latter upgrades have the image
  385. Contraption slam image missing (maybe try to find out some image that can fit) (same as dwarvish tank trample maybe? just black square?)
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