Zurgo helmsmasher redesign/rebalance DISCUSSING

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Alexander82
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Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Alexander82 »

Image

Since this was the original design of the unit i have remade it.

The current zurgo is the old design of the orc leader (that i have remade since I really disliked it and tought didn't deserve to be in game)

I also think that noone uses zurgo right now since there is no point.

A growing unit like zurgo should have a higher survivability, otherwise it is better to produce a unit that is powerful from the start or a swarm of cheaper units (that will die easily but you won't cry on them).

Those are my suggestions (also based on the card effects).

Zurgo (in the card) is indestructible during your turn. If possible (Daniel will knows) it should then be immune to poison, area effects dealt from your units and counterattacks.
Assuming it is not easy to obtain i would at least leave the immunity to counters.

Also zurgo (always in the card) receives a +1/+1 that is a +1 attack and +1 contitution. So zurgo should also receive hit points and/or armor by its effect

Also Its starting stats are very low so i would raise them of a good amount and raise its cost to 4
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Sunrise Samurai
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Re: Zurgo helmsmasher redesign/rebalance

Post by Sunrise Samurai »

I literally just asked for zurgo to get some help in the armored warriors topic lol. Well, give immunity to counterattack, but none of the rest. Also, definitely a good idea to give 4-5 cost, and have 40-50 life with 3/3 armor. No armor increase past that though.
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samuelch
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Re: Zurgo helmsmasher redesign/rebalance

Post by samuelch »

Make a new Zurgo rather than replacing the old one. We can rename the old one to orc Brute (any name idea?). With this way no campaigns will be harmed. :)
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Alexander82
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Re: Zurgo helmsmasher redesign/rebalance

Post by Alexander82 »

I would prefer a bit more pierce. Archers have greater ranges and damage now.
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Re: Zurgo helmsmasher redesign/rebalance

Post by Sunrise Samurai »

So 3/4? I'm also thinking we have to consider troll shaman behind it, plus headhunters to support.
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Alexander82
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Re: Zurgo helmsmasher redesign/rebalance

Post by Alexander82 »

samuelch wrote:Make a new Zurgo rather than replacing the old one. We can rename the old one to orc Brute (any name idea?). With this way no campaigns will be harmed. :)
Is that a problem?

The old zurgo is really ugly imho
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Re: Zurgo helmsmasher redesign/rebalance

Post by Midonik »

Heh,in campaing I makeing right now Zurgo is main character,so it will charm it a lot.
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Re: Zurgo helmsmasher redesign/rebalance

Post by Alexander82 »

Don't you like the new look I've made?
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Re: Zurgo helmsmasher redesign/rebalance

Post by Midonik »

Its cool,but I mean stats and name change.
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Re: Zurgo helmsmasher redesign/rebalance

Post by Alexander82 »

The name would remain the same. As for stats I haven't played your campaign. Are those such important stats for a single unit?
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Re: Zurgo helmsmasher redesign/rebalance

Post by Midonik »

Well,in 1st and 2nd-yes,there are only few units,and Zurgo cannot die in them,so makeing he stronger will make maps way easier.
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Re: Zurgo helmsmasher redesign/rebalance

Post by Alexander82 »

Do you have any chance of editing those maps to ass just some more enemies?
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samuelch
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Re: Zurgo helmsmasher redesign/rebalance

Post by samuelch »

Alexander82 wrote:
samuelch wrote:Make a new Zurgo rather than replacing the old one. We can rename the old one to orc Brute (any name idea?). With this way no campaigns will be harmed. :)
Is that a problem?

The old zurgo is really ugly imho
If you change the stats.
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Re: Zurgo helmsmasher redesign/rebalance

Post by Alexander82 »

Or you might just give some negative modifiers to zurgo in the first 2 maps (it is like he was growing stronger during is life)
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Re: Zurgo helmsmasher redesign/rebalance

Post by Sunrise Samurai »

Anyway....not too concerned if it makes campaigns easier. I'm more concerned about balance for multiplayer. Can we get back on topic?
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Alexander82
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Re: Zurgo helmsmasher redesign/rebalance

Post by Alexander82 »

Sunrise Samurai wrote:Anyway....not too concerned if it makes campaigns easier. I'm more concerned about balance for multiplayer. Can we get back on topic?
Yes, that is the more important part, even tough now is hardly used in multiplayer
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Re: Zurgo helmsmasher redesign/rebalance IMPLEMENTED

Post by Alexander82 »

Only the image is implemented. His stats need a serious rework.
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Sunrise Samurai »

Say 5 cost, 50 life, and 3/3 armor? The rest can stay the same. I'm also of a mind to give a "javelin" ability, for ranged damage. Say deals 8 damage at 4 range, cooldown 2? It helps build up some momentum, as well as deal with fliers it would otherwise be defenseless against, despite high attack.
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Alexander82 »

I wouldn't give it a ranged damage. I assume he has no ranged weapon and it would differ too much from the card.

Since he was originally indestructible and gained constitution we might give it also an hp or armor increase with every kill and give it a regeneration effect.
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Sunrise Samurai »

Ok. No armor increase. That gets out of hand after 5 or so kills. Regenerating 5 hp on a kill sounds​ good. Keep the +1 power, and raise max life by +2 with each kill as well. That roughly means each kill gets +1 power and +7 life.
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Sunrise Samurai »

In MTG, indestructible is workable, but in AoF, I think trying to copy it is too hard to balance.
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Alexander82 »

Of course. In that case i was translating it as "hard to kill". That's also why I suggested he didn't receive counters.
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Sunrise Samurai »

That doesn't sound too bad. Although for the most part, you want him making kills, which avoids counterattack anyway.
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Alexander82 »

Yes, but you won't always kill xD
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Re: Zurgo helmsmasher redesign/rebalance DISCUSSING

Post by Sunrise Samurai »

It's only early on you have that problem. Some support and you should be able to weaken most enemies enough. Still, can't say I oppose the idea of no counterattack damage to him.
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