Author | Discussion of the balance. |
Taking a walk on your forum, I realized that you do not have a whole section here that is most popular now in the Russian sector. It is called "discussion of balance". Decided that a similar topic could be relevant in this thread of the forum.
Speak out, the balance of which fractions causes you questions. Offer your solutions for problem pairs. Such as, for example, the Unholy necromancer and the Tribal. |
to balance some extremely matches of unholy, I have the following ideas:
unholy vs chaos casters:
add a new talent under chaos magic tree: each time an unit hit by a chaos spell cast by your hero, it suffers 20% more magic damage during the whole battle, stack up to 10 times.
comment: now unholy have to kill casters in a moderate faster time if they learn this talent, while this talent does not work quite effective when versus fast factions.
unholy vs tribal:
death proclaimer's ability "triumph of death" gives -60 tribal spirit effect, mirage dragon's "affliction strike" gives -50 tribal spirit effect.
comment: together with the -90 of vampire, unholy now have a pile of way to reduce tribal spirit, which requires tribal to kill them faster, rather than the way "auto and win" nowadays. |
About the unholy and the tribal spirit: with similar changes this will allow necromancers to easily kill other factions that depend on the spirit, such as an alternative class of barbarians. |
That talent honestly seems stupid strong. Stacking up to 20 times that means they would take 400% more magic damage in a long battle. That is crazy no other way to say it.
Something I have noticed is that low level charmer elves seem weak. Some sort of a mini-buff to the number of units could help with that with a decaying growth rate through leveling could fix that |
for Hunter Thompson:
the fact is now unholy necro stand no chance against all those tribal spirit factions, including shadow and fury barbarian. also decreasing spirit is useful but not as crucial as versus tribal when versus shadow and fury barb.
for Albriech:
that talent is quite weak at high level when against normal factions since most stacks perish in 2 or 3 spells, it is only pain for unholy, and probably shadow barbarian and knight.
at low level, the talent is too costly to become imbalance. |
for RevolutionRebel:
first suggestion is a poor one - It directly buffs chaos magic instead of improving the chaos vs unholy match up as the original implication was. The extra damage should only apply to undead units (but i am afraid classic necro will have to suffer as a consequence even in this case if your idea is to be taken seriously).
Also, unholy is not weak against fury barb due to spirit at all, it just gets overpowered by range attack and firebird's innate resistance to fire damage. Against shadow barb, its not even an unfair matchup so your second suggestion is misdirected as well. |
I think, second suggestion is not bad. It’s interesting option. |
Translated for you the theme created by Maxim (adm). Some of these changes have already been entered.
«We suggest discussing the planned balancing, not concerning the increase and reduction of armies.
The essence of the balance is to minimize the deliberately losing variants of bundles in duels, make the battles more dynamic and interesting.
1) Magic of Nature:
A new perk is a "destructive fire wall". Reducing Firewall Protection:
The protection for 1 move is reduced by 2% for 1 spell power, but by no more than 25%.
The new perk is the "label of Nature". A creature that has received damage from a magic punch will receive 50% more physical damage over two turns. damage from the army that placed the mark.
If you have an Expert Magic of Nature, the hero will be able to call any elemental he want for 24. Manas.
2) Unholy Necromancer:
Cancellation saving of health while lifting the dead.
Abolition of the Hero's shift on the scale when lifting the dead.
Add a shift in the ATB-scale of raised creatures, depending on the skill of the Hero.
Significant addition of the army.
The banshee scream, in addition to inflicting damage, will reduce the rage of blood. Also increase the damage from the banshee scream.
The cost of attack perks is reduced to 9.
The cost of perks Good luck reduced to 10.
3) Barbarians Shamans:
Significant addition of the army.
To give magic a blind to the Cyclops.
Give +1 health to Hyenas.
Make an increase in the magic power of Cyclops at 1st and 2nd levels of blood rage.
Increase 30% damage from meteor rain Cyclops.
4) Battlewise wizard:
Change enchanted armor so that it will be susceptible to enemy magic of Chaos.
Changes in the "Aura of Susceptibility" Gargoyles, so creatures nearby will receive + 50% damage from the Magic of Chaos.
5) Blood Rage:
From the defense, blood rage points will drop by 100.
The rage of blood from the victim, who has received a spell from the Magic of Darkness, will not increase.
6) Gnomes:
New Perk - + 5% damage per item. good luck» |
Nice!
Thanks for the translations :) |
And something else from our beloved Maxim (adm)
«Under consideration is the idea to conduct several times a day in the Commanders' guild (CG) "equal fights". Such battles imply an equalization in the pumping of characters. If this is a duel, then all the guilds that give the stats, skills, anti-players of the players are leveled up. If this is a mixed HT battle and there are no single-level players, then the guilds that give the stats, skills, and anti-player abilities rise to a certain level above the average.
The essence of the idea is to give a temporary opportunity to play in the CG on equal footing and pumping.
How do you like the idea?» |
Amazing :)
Will be fun to play variations :) |
How do you like the idea?»
That would be loved mostly by those who have weaker character. |
But for the equal fights, how will exp and fsp be distributed? If it is done as normal, wouldnt this equal footage be the best possible way for players to increase anti fsl? Not that this would be a bad idea though :D |
I suppose what he meant was fighting with your faction with equal skills and guilds; you will still need to have castle. So not free anti skills. |
I tihnk that last one is a very good idea! For duels sure it would be beneficial for lower levels, but in group battles it would benefit high level players aswell.
The battles will be more fun challenging. In my experience almost every battle has 3 strong players and 1 weak. So when you are a pumped player paired up with weaklings you'l still lose most of the times. This would make 2 vs 2 battles way more fun for everyone. Personally i dislike too easy battles aswell, except for tournament battles ofcourse :P |
1) Magic of Nature:
A new perk is a "destructive fire wall". Reducing Firewall Protection:
The protection for 1 move is reduced by 2% for 1 spell power, but by no more than 25%.
Kind someone explain this to me in better English? I dont get it.
Since it concerns me :)))
The new perk is the "label of Nature". A creature that has received damage from a magic punch will receive 50% more physical damage over two turns. damage from the army that placed the mark.
I suppose this will make people play Nature/Melee-Hybrid Wiz n UN? Interesting.
Unholy Necromancer:
Cancellation saving of health while lifting the dead.
Abolition of the Hero's shift on the scale when lifting the dead.
Add a shift in the ATB-scale of raised creatures, depending on the skill of the Hero.
So, Undeads will lose the normal -20% HP on Raise of Undead? (-40% for Livings)
This Nerfs Nature UN, and Buffs Melee UN, since it mentiones a Pseudo-Fervor after Raise (Since you guys know, a Raised Undead has 0 gained Ini).
Also, all these things are planned?
Because some of them (Post 8#) are already done.
If they put all these things, a massive amount of players will go UN, and I wouldnt like it.
Will be an insane Buff. |
1) Magic of Nature:
A new perk is a "destructive fire wall". Reducing Firewall Protection:
The protection for 1 move is reduced by 2% for 1 spell power, but by no more than 25%.
Kind someone explain this to me in better English? I dont get it.
Since it concerns me :)))
Protection = defense. I believe this is like doF but limited to 25% instead of 50%. |
The new perk is the "label of Nature". A creature that has received damage from a magic punch will receive 50% more physical damage over two turns. damage from the army that placed the mark.
I suppose this will make people play Nature/Melee-Hybrid Wiz n UN? Interesting.
Now classic wiz will have its own dof ;) as might wizard already have nature talents anyway as theres not much else on the tree |
Now classic wiz will have its own dof ;) as might wizard already have nature talents anyway as theres not much else on the tree
I guess, but it sounds like the label of nature will be in effect only for the caster's army. Its not universal effect like doF and lasts two turns instead. |
I guess, but it sounds like the label of nature will be in effect only for the caster's army. Its not universal effect like doF and lasts two turns instead.
50% increase in damage is better than 50% defense reduction in low defense battles, would be good in player ambush I think |