Bone golem balance issue

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Alexander82
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Bone golem balance issue

Post by Alexander82 »

I've tested the bone golem and i swear that is a piece of cake to have a swarm of these. It is really strong (as it was meant to be) and i don't think that should change, but it is really too easy to make a army of these.
Fre workers can easily make a ton of towers in no time, so i think that we should make towers cost much more.

Also i have seen that you want it to have vanishing. I agree but after disappearing he should become a tower again (in place) and it should remain a tower for a certain amount of turn before making it able to transform again.
I also will realize a hybrid icon that could be the aspect ni the turn you trasform (before fully becoming a golem).

another thing (that might be as it is on purpose) is that it can't enter your own tc.
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Re: Bone golem balance issue

Post by Stratego (dev) »

balance: with vanishing it will be ok - isnt it?
re-towering: that would be op i think, simple vanish sounds good to me.
TC: yeah they dont need golems in there i think :)
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Alexander82
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Re: Bone golem balance issue

Post by Alexander82 »

I don't think that vanishing will be enough, you can easily make 20 towers and activate them all together. Unless vanishing is 1 or 2 you end up with a defense that cannot be passed. If someone attacks me with a big army i can just activate the golems and wipe them out.
For example to have a unit that is comparable with that a orc player should wait 8 turns in a mega building (that are pretty slow to make).
A human player should make dragons
A orc dragon requires a unit that needs 6 turns and 3 units to sacrifice and has vanishing
Elves dragons require dragons too or ents that are slow to make.

With 5 workers you can make a tower every turn, with ten workers 2 towers per turn etc...
I think that's here that we should rework the idea.
It is good that the unit is strong and i don't think that make it revert to tower would be op, but we need a way to make a player produce less golems

For example a tower could have this stats
cost: 10
hp: 150
armor 2
pierce armor 4
sight 9
this way you need at least 2 turns to make 1, if the unit revert in tower mode it's useful for tanking and could become some sort of movable wall and when you want to strike you make it back in golem form
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Re: Bone golem balance issue

Post by Stratego (dev) »

i did not plan to make the tower stronger...

hmmm...

what if a sorcerer can only turn it to golems? eg. the monk, he will have a spell turnin one to golem. this way you an only turn 1 tower per turn (with 1 monk)
?
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Alexander82
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Re: Bone golem balance issue

Post by Alexander82 »

I don't remember the monk unit, how much it costs?
Anyway if we want to make tower unique i think they shouldn't rely on other units to work, but that's just my opinion, we might still want this skill to have a cooldown to make it in line with other units with comparable strenght.
For example, you make the tower but you can't make it a golem until 4/5 turns, or, to avoid it being used to attack, you can morph it only if enemies are in a certain range. What do you think?
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Re: Bone golem balance issue

Post by Stratego (dev) »

Range: no. The reason of it to e activated when enemy near the undead.
Cooldown can be an option.
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Alexander82
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Re: Bone golem balance issue

Post by Alexander82 »

ok that one for enemies was some sort of trigger to help defending.

Then you might give it a 5 turn cooldown for turning into golem, even though noone restrict you from activate more at once. To balance it we might add that vanishing making it turn back to tower.
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Re: Bone golem balance issue

Post by Stratego (dev) »

I did not wanted it to be able to turn to tower again. It will wanish when vanishing countdown ends.
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