We all know there are balance issues currently in game so i have an urge to fix that (in any way) and only after continue building the game further.
Me and Alexander both agree that we have no balance also i heard many thing in multiplayer games/chat that is to be considered.
As you see in last week i have put in many pending things (about undead and elves) those all were things helping the balance, also we have a few more to put in
- elf: 2 elven subraces
- undead: skeleton monsters, zombies infection, good sieges, demons, vampires sub
My goal is to bring a fair balance in a week (or so) and i try to find what is needed for that.
this topic is for collecting your ideas, thoughts that we need to think of by getting a good balance
So please list here your ideas which unit, or units are "out" of balance to the others, currently by being either OP or too weak or useless.
this is a random idea collection, no need to make sense or camparable to any of the other posts here
just list here your thoughts we will organize them to a modification strategy - so what we need to achieve the 1st "in theory" balance level.
MOST suggested ones:
(including my own ideas too)
Solutions are possible alternatives, not sure which will be used to solve the problem
but the problem will be solved somehow
Solution:
a) Skeleton ball is idea of ramming ball of corpses [IMPLEMENTED]
b) corpse flinger
solution:
a) armor, shield, bow, sword: 4/5/6 turns cost instead of 4/6/8
b) OR bow techs add range only, archer damageby weapon techs too cost 4/6/8 -> 4/5/6 [IMPLEMENTED]
Solution:
a)
- can research ambidextria, [IMPLEMENTED]
- main worker will be: elf worker. (remark: ent worker to laborer) [IMPLEMENTED]
- thorn bushes ability to grow up [IMPLEMENTED]
Solution
a) increasse range +2 (?)
b) OR increase speed +1 (?)
c) Ent demolisher got rock hurling techs giving +1 range +1 attack each [IMPLEMENTED]
Solutions
a)
- orc shaman (now has 50% regen - remove this ablility, and giving only normal heal)
- troll shaman (now has 100% regen - remove this ablility, and give it troll regeneration enchantment spell)
- a NEW Healer unit should go under subrace with 100% regen spell (what unit and under which subrace?)
b)
- As other changes are in (eg. ettin counter units, less "everywhere" producable orcs), maybe this is not that problem now, we can go without changing it, please everyone comment/confirm
Solution:
a)
- giants having their own building, and build them only there.
- minotaurs having their own building, and build them only there.
- goblins having their own building, and build them only there.
- trolls having their own building, and build them only there (most trolls, if some needed to be "default" than that is in TC too - eg. troll headhunter?)
- (the below listed water orcs also removed from TC)
- any other?
b) little more specific alternative byAlex:
1. new troll building [IMPLEMENTED] (also all trolls moved here exeptions below)
2. from caves: all non giant+savage ones move to their own building [IMPLEMENTED]
3. reamain in caves: trolls, savage units (which are all giants) and minotaurs [IMPLEMENTED]
4. from TC: everything strong goes into its own race building except troll headhunter and troll axe thrower [IMPLEMENTED]
c) same solutions "b" except here we make new building for minotaurs too and move them there.
Solution
a) All factories must have x1 multiplier for construction rate and mend rate.
Exeption is carved monster cave (on hills one) - this one must have x1.5 multiplier.
As for hps and armors - lower them for orcish factories down to 30 and 0/6 (with exeption of uruk tent - this one must have 50 hp).
b)
- As other changes are in (eg. elf construction boosts, better sieges on other races), maybe this is not that problem now, we can go without changing it, please everyone comment/confirm
Solution:
a) option1: alex suggestion
tc:
- merlock warrior
- merblin harpoonist
- merblin gutter
- merblin servant
not at tc
- merlock leader
- merblin crocodile rider
- merlock chain fighter
[IMPLEMENTED]
Solution:
a) More costy +1 turns (or +2 ?)
b) OR Reducing its range of attack by 1, and weakening the splash effect (?)
c) OR making other races being able to handle them: human use slingers, undead use curses and new stuffs we made, elves use a new unit slinger against it (alex suggestion) [IMPLEMENTED]
solution
a) idea1: give a base +2 attack for all races' lancers aside raptor rider. That should make all lancers more useful. (by Alex) [IMPLEMENTED]
b) idea2:
- speed 5/5/6 and cost 4 while increasing its other stats (hp and armor mainly, maybe also slight increase of attack).
+1 new melee scout unit
(eg. goblin skeever rider)
or the already planned cheeta archer? [/i]
Solution:
a) removing them. [IMPLEMENTED]
