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- Brungar faction overview:
- Have Alligator Rider -hybrid fighter with a lot of damage and ranged slow
- Crab - Tank + sand/water tank
- SeaTurtule - Tank on flat
- Harpooner - Archer
- Hunter - Scout/Spearman/Legionnare(ranged slow) mixture
- Trainer - fighter (special fighter)
- Council member - hybrid fighter + leadership
- StingRay - dedicated water unit - level 2 unit/poison hybrid
- Undecided student - level 1 hybrid fighter that turns into a mage (good combination with council member)
- Brungar unit overview:
- Suggested CHANGES:
- Defences for all human units:
- Deep water : 40%
- Shallow Water : 50%
- alligator rider: (slight increase since its second form is great too)
- exp to 48 from 44
- Sting Ray
- Price increased to 25 from 24
- Hunter:
- movement terrain speed:
- forest to 2 from 3
- hills to 1 from 2
- mountains to 1 from 2
- HP increased to 35 from 25
- exp increased to 40 from 30
- damage increased to 10-2 from 8-2
- price increased to 14 from 13
- movement speed decreased from 7 to 6 (they have the slowest scouting unless in water maps)
- Dwarvish Huntsman:
- movement terrain speed:
- forest to 2 from 3
- hills to 1 from 2
- mountains to 1 from 2
- Hp increased to 43 from 35
- movement decreased to 7 from 8
- melee damage increased to 13-2 from 9-2
- ranged damage decreased to 6-2 from 8-2
- exp level 2-3 increased to 70 from 62
- Dwarvish Huntsmaster:
- movement terrain speed:
- forest to 2 from 3
- hills to 1 from 2
- mountains to 1 from 2
- HP increased to 51 from 45
- damage increased to 17-2 from 12-2
- ranged damage decreased to 8-2 from 10-2
- movement decreased to 7 from 8
- Council member:
- Cost increased to 18 (again still better than dwarvish scout and it has leadership)
- Hp decreased to 35 from 40
- Council Elder
- Hp decreased to 43 from 50
- High Council Member
- Hp decreased to 60 from 65
- Ranged damage increased to 14-2 from 12-2
- High Council Elder
- ranged damage increased form 12-3 to 14-3 (just slight buff to damage at level 4)
- Dwarvish Harpoonier
- Ranged damage increased to 10-2 from 9-2
- melee damage decreased to 5-2 from 6-2
- Harpoon Specialist
- Hp decreased to 42 from 44
- Harpoon Guard
- Hp decreased to 57 from 63
- melee damage increased to 9-2 from 8-2
- Amateur Tamer: (similar build to Dwarvish scout)
- cost decreased to 16 from 18
- melee damage increased to 6-3 from 5-3
- ranged damage increased to 6-2 from 5-2
- so you use him mostly as a hybrid fighter when you need blade damage and less so for the summons (who are nice addition but no the main thing about the unit)
- Amateur Tamer exp level 1-2 increased from 34 to 54 (you get a second unit for the price of 1 so at least the exp will be higher than normal
- Experienced Tamer: (trying to keep him similar to Dwarvish scout in terms of stats)
- ranged damage increased to 10-2 form 9-2
- Hp reduced to 40 from 55
- exp level 2-3 increased to 110 from 62
- Expert tamer
- reduced after level exp to 120 from 150
- Expert tamer stats are fine.
- Summoned units:
- Here we might need a copy of the units, and rename(tamed) this will differentiate them from the wild versions.
- Wolf(tamed)
- Hp reduced to 27 from 32
- (trying to make them a bit squishier than before without destroying their offensive power too much since they are somewhat like scouts
- Scorpion (tamed)
- movement speed to 4 from 8 (there is always the wolf rider if you want a fast creature this one is supposed to be tank+ poison so you can't make him quick as well)
- Hp reduced to 32 from 40
- Blade increased to 30% from 10%
- Pierce increased to 30% from 10%
- Impact reduced to 40% form 70% (you already have mud crawler to fill in this gap
- Arcane vulnerability reduced to -20% from -50%
- Fire vulnerability reduced from to -40% from -100%
- Cold vulnerability reduced from to -10% from -20%
- (the resistances change is meant to create a more reliable blocker that is not immediately countered by fire/arcane)
- Scorpion (tamed) sting damage reduced from 9-1 to 6-1 (slightly less damaging so that you are enticed to use the pincers attack sometimes too.
- Giant Mudcrawler (tamed)
- Hp reduced to 30 from 36 (trying to make him more balanced vs different types of damage)
- Arcane resistance increased to -10% from -50%
- Fire vulnerability reduced to -40% from -100%
- Cold vulnerability reduced to -10% from -20%
- Impact resistance reduced to 60% from 70%
- Tentacle of the Deep (tamed)
- Hp increased to 34 from 28
- moves increased to 4 form 2 (it still can only stay in water but can help if you need water assault
- melee damage increased to 5x3 from 4x3
- (if you can somehow fix the summon so that it doesn't show you tentacle of the deep as a choice if it is not being summoned in water that'd be great)
- Level 2 summons:
- Giant spider(tamed)
- level 2 from level 3 (for the sake of consitency)
- Hp reduced to 40 from 54
- (already at his weak time of the day he does as much as sea turtle durring strong -45 damage not to mention that he poisons and slows his enemies) You'd pick him if you need slow and good mountain unit. Or damaging unit
- Cuttlefish (tamed)
- Hp reduced to 40 from 67
- (does 50 damage if untouched - more than the spider)
- Sea Serpent (tamed)
- HP reduced to 48 from 85
- damage reduced to 16-2 from 18-2
- level 2 from level 3 (for the sake of consistency)
- Back to normal units:
- Crab desert/water hybrid at night
- Crab branch:
- Water Spray change to cold damage (maybe rename to "Cold Water Spray")
- reduce Hills defences to 40% form 50%
- reduce swamp defences to 40% from 50%
- Giant crab
- movement speed reduced to 5 from 6
- Baby Sea turtle
- cost increased to 17 from 15
- blade/pierce/impact reduced to 20% from 30%
- exp level 1-2 increased to 44 form 30
- (again level 2 unit is much better than guardsman so at least it should cost as much as a guardsman costs in terms of exp)
- Sea turtle
- melee damage reduced to 10x2 from 8x3
- impact resistance decreased form 30% to 20% (while there is an increase in blade and pierce defences his shell can still be cracked by an impact damage)
- exp level 2-3 increased to 80 form 78 (again just evening it up even thought the unit is far superior to guardsman)
- Giant Sea Turtle
- speed decreased to 5 from 6
- exp decreased to 130 from 156
- Leviathan
- speed decreased to 5 from 6
- Undecided student
- price increased to 11 from 9
- hp increased to 25 from 23
- melee damage increased to 7-2 from 6-2 (for 9-2 or 10-2 with leadership level 1)
- ranged damage increased to 7-1 + marksman from 5-1(for 9-1 with leadership)
- Ocean Apprentice
- Hp increased to 27 from 23
- melee damage increased to 7-2 from 5-1
- Gets second attack called "small ice shard" 4x4 cold magical damage (you can get the image and everything from the level 2 unit)
- Ocean Apprentice exp decreased to 54 from 60
- Ice Apprentice
- Hp increased to 38 from 36
- melee damage increased to 5x3 from 4x3
- Ice Apprentice exp increased to 80 from 72
- Crystal Master
- Hp increased to 50 from 48
- melee damage increased to 6-4 from 5-4
- movement speed decreased to 5 from 6
- Wave rider
- melee damage increased to 8-2 from 6-2
- ranged damage increased to 10-3 from 9-3
- He "forgets" the second ranged attack
- Waver Rider exp level 2-3 decreased to 80 from 92
- Wave Master
- HP decreased to 53 from 55
- ranged damage increased to 14-3 from 12-3 (42 ranged magical)
- Melee damage increased to 10x2 from 6x3 (20 melee)
- Apothecary
- Hp increased to 29 from 27
- second ranged attack added (herbal fumes) 3-5 fire
- melee damage increased to 5-3 from 3-3
- exp increased to 58 from 40
- Herbicider
- melee damage increased to 8-2 from 6-2
- Toxin Specialist
- melee damage increased to 8-3 from 6-3 (dealing 32 melee)
- ranged damage increased to 8-4 from 7-4 (dealing 40 ranged fire non-magical)
- HP decreased to 55 from 60
- Herbalist
- HP increased to 37 from 34
- melee damage increased to 5-4 from 3-4
- ranged damage altered to 4-5 from 1-20
- exp increased to 72 from 66
- Practitioner
- Hp decreased to 50 from 58
- Melee damage increased to 5-5 from 4-5 (25 melee) EDIT: (6-4 instead of 5-5)
- ranged damage altered to 7-6 from (42 ranged) EDIT: (after further talks as u suggested 7-5 might be better)
- Changes address the following:
- 1. Brungar lack of magical types of damage - fire/cold/arcane
- 2. Brungar overly relying on tamer's ability
- 3. Brungar overpowered in water
- Now they have cold damage on level 1(crab), sea turtles are less overpowering as a cheap blocker. They also get marksman ability on their students to help them tackle high defence units. Also they get a bit of magical cold and fire attacks on their level 1 mages(once you level up your student)
- So overall plan is survive with your good units and allow the student to last hit 1-2 targets and you get a mage.
- Which means they become very diverse for dwarves in terms of magical types of damage.
- Tamer ability has been rebalanced leaving the tamer's stats untouched on higher levels, making him cheaper(so that you can use some of them as hybrid fighters when you have a level 1 fight, while increasing the exp so that you "pay" for the extra creatures that you get
- Now that they have magical diversity you cant keep on relying on overpowered cheap summons.
- Brungar while still the strongest faction around is a bit more penalized for being so strong in water If you buy dedicated water units (with 50-60% water defences they might not be as useful on land, if you keep using your normal dwarves they have lower defences in water to compensate for their versatility, so they are gonna be a bit weaker(still the best) in water to at least give you a chance.
- More separation between dedicated water unit and hybrid unit.
- Also the two main fighter/archer branches have been looked at and balanced around the other dwarves still being stronger than other dwarves on flat and in water.
- Harpoonier, hunter, tamer are your mainland units now Council should be used together with student to increase their damage
- Crabs for cold damage and desert fights, Turtles as blockers, Sting ray/crocodiles are specialist good fighting units but mostly for water superiority (since they are slow on land)
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