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AuthorRebalanced troops
Updated just now.
Share your changes so everyone can know
I used to have
43 shrews, 19 mintaurs, 15 Liz charges, 8 hydras

Now 1 reduced for shrews. Everything else same
18CL demon
- 1 spawn, -1 nightmare, +2 mistresses lol
CL14 classic DE:
-2 shrews +1 Poisoners
+1 Lich, +1 poltergeist, at CL 15 UN.
Confirms UN is weaker than average (or i just suck xD)
CL 17 BW: +2 gremlin wreckers, +1 fortune genie
Cl 17 wiz: -2 ench gargs, -1 lorekeeper
CL 17 DE: no change
Cl 17 TDE: + 6 stalkers OR +2 mino gladiators OR + 1 foul hydra
CL16
Drawfs: No change
Knight: +1 clerics
Holy knight: +1 warders, +1 wild griffins,+1 exorcists
Charmer elf: +1 forest brethren,+1 savege treant
Cl 17 dwarf no change as well.

Fury barb got 4 orcs
Classic barb has 2 more ogres i think. Really useful imo.

Didn't check shadow cuz i don't remember their usual army counts.
I think shadow was nerfed for cyclops and ogres.

Down to 7 cyclops instead of 8. Much deserved change. I would prefer if they reduced their blind efficiency instead however because this class was already quite weak against mages.

Also -1 ogre shamans and -2 orc shamans.
I would prefer if they reduced their blind efficienc
Exactly, I mean:
Im surprised as to how they tackle the Faction Balance, by just adding 2 or 3 units here and there.
... Instead of touching the Racial Skills, Spells, and so on.
Still I got benefits from this small change, so I cant complain.
Cl15 wiz -2 gargs and -2 lorekeepers. Seems like quite a reduction when most classes seem to have got extra troops
CL 18 Necro + 1 draco and some +1 lich (I think), huge buff anyways.

Im surprised as to how they tackle the Faction Balance, by just adding 2 or 3 units here and there.
... Instead of touching the Racial Skills, Spells, and so on.


Game is well balanced at this point I think, theres nothing that stands out as OP, maybe the blind from cyclops, but thats it as far as I know.

Whats more bothering me are small stupid things IMO.For example chaos magic for dwarf costs 11 TPs. No one would use it if it was 8, so why is it 11?
^ IKR :P
As I always say: "Diversity".
Lower the Cost of the Chaos branch in Dwarf wheel, so maybe we can see some weirdo playing it.
...Maybe it wont be as "Efficient" as other factions playing Chaos magic builds, but at least it'd be fun.
Also, Patriarchs have Judgement... Would heavily favor a strong Fireball throw.
Patriarchs always had judgement.

17 elf nothin

178 tribal lost 3 warlords and got 15+- goblins
12 dark elf -1 shrew

12 elf +1 anchorites
for Aurelija:
seems like tribal lost 1 warlord only. It used to be 25 after the last change. Now its 24.
Lvl 18 elf +6 elite forst keepers, -1 grandmaster bowmen, -1 ironroot treefolk
Lvl 18 darelf no changes found, same as before.
Correction to Lvl 18 darkelf seems to be -1 poisoner, since I don't use it I almost missed it.
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