About the game
News
Sign in
Register
Top Players
Forum
3:33
1075
 online
Authorization required
You are not logged in
   Forums-->General game forum-->

[NEWS] balancing update


1|2|3|4|5

Author[NEWS] balancing update
Changes in balance sheet 2


Dear players, some changes have taken place in the balance:
1. Two new skills of "Nature's Magic" have been added: Master of Magic and Obstacle Master ;
2. The factional ability of necromancers-masters of death has been changed. Now the Hero's detachment is shifted on the initiative scale by 50% + 3% * [Hero skill]. The Hero's shift on the initiative scale and the preservation of the health of the resurrected units of the Hero were canceled;
3. Changed the ability "Sorrowful yell" in Banshee - increased damage, in addition, the ability reduces the blood rage in the units of the barbarians by 40 points;
4. Reduced the effectiveness of blindness Cyclops shamans;
5. Changed the ability to "Enchanted Armor" in Magnetic Golems - now they take damage from enemy magic, but still do not get damage from the magic of the Allies;
6. The fury of the blood will not increase in creatures at the moment of applying the spells of magic of darkness to them;
7. Increased the army of necromancers, the masters of death;
8. Changed fractional effects in all sets of artifacts.

This is not the last change in the balance sheet.

this is a direct translation (using google)
COOL its a big change b4 anniversary :D
3. Changed the ability "Sorrowful yell" in Banshee - increased damage, in addition, the ability reduces the blood rage in the units of the barbarians by 40 points;


YAYAYAYYA! i love this change.

What is sorrowful yell though? Are they talking of shadow barb central talent?
Player banned by moderator MrBattleControl until 2018-02-27 14:23:18 // Forum rule #4.2.1 / Long string violation (Warning)
Triumph of death for Death proclaimers.
[Post deleted by moderator Meshy // ]
2 new nature talents look nice too
oh i meant i like 5 not 3 :)

3 is useless imo. The proclaimers aren't exactly tanky enough to resist my strikes. Maybe it has some meaning against tribal builds but i doubt it will be much useful.
The magic punch skill increases dmg of unholies, and fire wall decreases armor... which can be interesting when combined :)
And btw classic wiz also got the new nature talents (and maybe elf too but they don't have sp anyway).

So now holy wiz build can add 2 nature talents and get sp*4% increase to damage with magic punch..? Not sure if that makes up for balanced fights... Anyways good thing I was just about to play AG with classic wiz :)
So now holy wiz build can add 2 nature talents and get sp*4% increase to damage with magic punch..? Not sure if that makes up for balanced fights

I think it will be ok because those nature talents would be replacing erudition talents, and the parameters from erudition make a big difference in PvP. A magic punch from holy build would probably cause just 20-24% extra physical damage and it would only make sense to use it after all buffs have been used. So a holy wiz would only use it towards the end of the battle, whereas he could have the parameters from expert erudition throughout the battle - I think that's better for PvP.

But this could be viable in some AG battles... please share if you try it ;) I'd like to see how it works.
What I think this suggests to me is the viability perhaps of a firewall and elementals build, with then perhaps more selective raising. The potential 25% reduction in defence will significantly help in the ability of UN to grind enemy down

At high level wizard there may be a similar possibility, mini artifacts give high defence and lots of hp as well, though of course the resurrection will be less significant.

This I think is more viable when the arts are available that give significant buffs to heroes iniative.

I wonder how DoF with a firewall reducing damage too may stack. DOF BW and UN firewall build and defensive builds will have no way to go.

Perhaps we will start seeing more rush builds as most recent balance updates all include variants that ignore def.
what does the point 2 means? I can not underatand it.
for RevolutionRebel:
Hero's troops now shifts by 50% + 3% * [Hero skill].
Shifting of hero is cancelled. HP reservation is cancelled; means now UN also suffers 20% HP loss like classic necro.
for ProZyk:
a completely different unholy lies before us, far more aggressive and deadly.
I wonder if mark of nature works against monsters... it's not armor reduction so I guess it should.
Just wonder why elves have no buffs for Nature magic, who else should have it?...

I mean they do not have sorcery talent, thus they hero turns go damnly slow. The raising of units take 40% HP and -2 morale for all stacks... The nature magic is for elves absolutely useless in GB.
16

it's best for elf to put parameters on attack and use phantom. firewall and magic punch are useless for elves because no one wants to wast parameters on spell power.
ipsen is having an orgasm of his life right now (pls dont ban me)
#18 he definetly will :D
Why?
Can you guys point me why is this news good for UN?
That HP reduction is very big nerf... for example, even after 1st raise, dreads hp will be down to 32.
This topic is long since last update and considered obsolete for further discussions.
1|2|3|4|5
Back to topics list
2008-2024, online games LordsWM