Some balanced issues POST ON THE SEPARATE TOPICS
Posted: Fri Apr 15, 2022 3:02 pm
All below is just my personal opinion almost all issues have been discussed - so most should be fixed in following updates. With unbalnced things(by my opinion) i post some bugs that unfair players could use.
For me that not so critical and i post it again together just cause i was asked so. Well anyway i will mark PRI# by my feelings.
And write possible decitions BY MY OPINION. On some we have different points of view with Makka i can post his comments later just for now text too long even without them...
PRI#2 Helicopters
Since they make more damage to land units as they should not - i think that because of damage calculation condition:
Choose max possible damage bonus.
Decision: So i think maybe make personal condition that avoid comparing with damage without bonuses
Or is it possible to make add damage from techs with multiply on 0,25 or something. Then just needed rework start damage and put correct damage bonus
Makka decision: make them imposible to attack no fly unit.
PRI#3 Power range(PR) more than 2
By my opinion PR 2 should be the most possible or i can agree with 3 PR for units that have 1 range and that one should be really expansive.
Why: unuts with PR 3 can annihilate whole armies, many buildings in one turn.
Right now units that can reach 3 power range or more:
Dwarf axeman - 3
Defender chevalier - 3
Defender sabrecore lancer - 3
Defender sabrecore rider - 4
Orc wyrm - 3, range 2
Ettin master - 3, range 3
Decisions: For dwarfs problem will dissapear when we remove trample from alchemist (except sabrecore rider).
Making Less area damage. Decrease base PR for ettin.
PRI#3 Snakes
Snakes too strong early & medium game unit from cheap building.
Fast decision: remove snake building from constructable. (That still can be recruit from mega)
Another decision: increase stats and cost for snake building and lock them behind subrace tech.
PRI#3 Scaledfolks fire tower
Too cheap fire tower for scaledfolks.
Discuss this right here pretty recently. I would like say about one more aspect - heal rate inside is 50 - that too much.
PRI#4 Dwarf lvl up system:
!!! I still need work more with numbers for compare this well with other races. !!!
Too fast lvl up for their power.
Decision: makes 1st tiers of techs that requires for lvl up more costly but leave total cost the same. Like: 6,8,6,6.
Increase gold mine couldown for abilities to 5.
PRI#4 Too strong spearmans, too weak hoplites
I think we need some rebalance here - most even costly cavalry - 4, 5 turn can be easily one shoot with spearman that have 2 turn cost and hoplites near them looks like the joke. Because of terrain and wagons - foot will have better mobility. So here no sence at all using cavalry in late game.
PRI#5 Ramp and same units in tc
Its too hard to capture tc with ramp inside. With combo: ramp and wagon with range units its too hard to deal with this.
The same with elf ent that can be summon - and if you have temple of nature around with the same wagon combo - this tc stand one of the most tough place.
Desision: Ramps should not be able to enter tc in unpacked form, summon ents should not be able to enter in tc - just make them like bone or flesh golems that can enter tc right now.
PRI#5 Berserker
Too strong early game unit.
200 hp 100% mental resist with 4 speed 2 action and 5 cost for dwarf.
Decision: increase cost to 6 turn. OR remove this unit from barracks for now.
PRI#5 Woodshaper - builder
Woodshaper should not help construct buildings - only heal(repair). With his help elves can build megabuildings too fast.
PRI#6 Exorcism
Too powerful spell against UD
I have stopped use it a long ago so could be mistaken: if memory dont let me down that deal 75% from ud unit max hp and that have 2 turn couldown - and that for 2 turn cost unit ?
Decision: increase couldown or nerf the power.
PRI# 6 Transport issue:
There no more transport that can tranport giants - that a problem in maps with large water areas, especialy for elves, dwarfs
PRI#6 Fly lancers issue:
Too little damage to other fly mount units - too hard to fight with elfs fly mount units especialy with pretty strong dodges, hp, speed and mental resistance. I see not much ways to fight with them.
And about ability that fly lancer(dwarfs and humans) have - i think it should increase speed or damage - not power range - i find that weird.
PRI#7 Elven heal aura
Should not affect buildings or atleast buildings that under construction - start building in this aura helps finish them faster.
Decision: Aura should affect not structure unit.
PRI#7 Too cheap(for dwarfs) dwarf giants.
Defender chevalier (11 turn, 650hp) and Defender lancer(9 turn, 540hp) too cheap for dwarfs.
Because Defender lancer have one more use than all other lancers - that antibuilding unit.
Decision: increase their cost to 12 turns for chevalier and 11 for lancer. Or even 12 for both.
PRI#7 Poor giants...
Races with slingers and good buffs from auras, spells can defeat giants too easily like i need only one 3 turn cost slinger from scaledfolk for kill Orc Overlord or Golden Skeleton Giant that have 6 turn cost.
PRI#7 Warfel sub cost:
Total cost is 100 turns
Imperial sub total cost is 36 turns
For warfell researches you need construct special building - for imperial not.
Decision: decrease cost for warfell crystals especialy for not so important ones.
PRI#8 Some buildings with mend rate.
Some buildings can help in construction: all ports, warfell engineering college (someone could notice dwarf foundry also but this one can repair only yourself).
Putting workers inside this building highly increase mend rate so you can build costly constructions pretty fast. Like mega building for 2 turns.
Fast decision: remove mend rate from them for now.
PRI#8 Unfair ud all tech game:
In all tech game undeads have almost all open techs for sub races and some for common casters.
PRI#8 Magic barriers
They have no counter - in thin place humans can hold position forever.
Desision: make it destroyable.
PRI#8 Throw Polulu ability
Polulu ability - works wrong that have much more damage than in description. So with this you can one shoot grand dwarf shielder.
PRI#9 Laborers
Scout cavalry have no bonuses against them so healthy laborers(Orc, lizards, dwarf) can tank them too well for workers.
Extremely high hp for lizard laborer in mid, late game his hp could reach to 145hp.
After last updates laborers lose bonus from ambidexteria tech so they stand useles for humans now.
PRI#9 Healer builder
Some siege/war machines like zeppelins cannons can be constructed/repair by healers - if you leave healer near (no more than 2 tiles) and leave him action in end of turn he will restore hp to this machine. So you can build mortars for one turn help this bug.
PRI#9 Magi bellator
Magi bellator is affected by common magic techs and crystals also that makes him extremily powerful - 10 range ability with extreme power that can one shoot almost mega buildings.
With game knowledge you can make 20 range(or more on roads) death star.
I think almost nobody know this and that can be reached only in large maps with many buildings(watch "Warfell sub cost" issue)
Decision: in issue description.
PRI#10 High speed combo
High speed foot units like minotaurs can make really strong damage with high range grant wagon use.
Example: activate minotaur charge in tc or stone shelter, put in wagon and with right buffs you have 14 range(or more with roads) cannon that can destroy almost any mega with one shoot. Or you could start from open field and just destroy wagon after it moves - then you can use minotaur charge and reach the same range.
Decision: building update, makes impossible using charge ability in garrison and button delete wagon should destroy unit inside too.
PRI#10 Hardened Schutes techs
All locked behind 3 hardened shells techs(15 turns).
That not powerful at all and because lock could be usable only in late game when you dont need them.
Decision: Makes 1st lvl Schutes tech been locked behind 1st lvl Shells tech. 2nd lvl Schutes behind 2nd lvl Shells and 1st lvl Schutes, etc.
P.s. That far from all just what i remember for now. And some more things apear with new update but i need check this properly before report. We could open separate topics for discuss all of this once again...
For me that not so critical and i post it again together just cause i was asked so. Well anyway i will mark PRI# by my feelings.
And write possible decitions BY MY OPINION. On some we have different points of view with Makka i can post his comments later just for now text too long even without them...
PRI#2 Helicopters
Since they make more damage to land units as they should not - i think that because of damage calculation condition:
Choose max possible damage bonus.
Decision: So i think maybe make personal condition that avoid comparing with damage without bonuses
Or is it possible to make add damage from techs with multiply on 0,25 or something. Then just needed rework start damage and put correct damage bonus
Makka decision: make them imposible to attack no fly unit.
PRI#3 Power range(PR) more than 2
By my opinion PR 2 should be the most possible or i can agree with 3 PR for units that have 1 range and that one should be really expansive.
Why: unuts with PR 3 can annihilate whole armies, many buildings in one turn.
Right now units that can reach 3 power range or more:
Dwarf axeman - 3
Defender chevalier - 3
Defender sabrecore lancer - 3
Defender sabrecore rider - 4
Orc wyrm - 3, range 2
Ettin master - 3, range 3
Decisions: For dwarfs problem will dissapear when we remove trample from alchemist (except sabrecore rider).
Making Less area damage. Decrease base PR for ettin.
PRI#3 Snakes
Snakes too strong early & medium game unit from cheap building.
Fast decision: remove snake building from constructable. (That still can be recruit from mega)
Another decision: increase stats and cost for snake building and lock them behind subrace tech.
PRI#3 Scaledfolks fire tower
Too cheap fire tower for scaledfolks.
Discuss this right here pretty recently. I would like say about one more aspect - heal rate inside is 50 - that too much.
PRI#4 Dwarf lvl up system:
!!! I still need work more with numbers for compare this well with other races. !!!
Too fast lvl up for their power.
Decision: makes 1st tiers of techs that requires for lvl up more costly but leave total cost the same. Like: 6,8,6,6.
Increase gold mine couldown for abilities to 5.
PRI#4 Too strong spearmans, too weak hoplites
I think we need some rebalance here - most even costly cavalry - 4, 5 turn can be easily one shoot with spearman that have 2 turn cost and hoplites near them looks like the joke. Because of terrain and wagons - foot will have better mobility. So here no sence at all using cavalry in late game.
PRI#5 Ramp and same units in tc
Its too hard to capture tc with ramp inside. With combo: ramp and wagon with range units its too hard to deal with this.
The same with elf ent that can be summon - and if you have temple of nature around with the same wagon combo - this tc stand one of the most tough place.
Desision: Ramps should not be able to enter tc in unpacked form, summon ents should not be able to enter in tc - just make them like bone or flesh golems that can enter tc right now.
PRI#5 Berserker
Too strong early game unit.
200 hp 100% mental resist with 4 speed 2 action and 5 cost for dwarf.
Decision: increase cost to 6 turn. OR remove this unit from barracks for now.
PRI#5 Woodshaper - builder
Woodshaper should not help construct buildings - only heal(repair). With his help elves can build megabuildings too fast.
PRI#6 Exorcism
Too powerful spell against UD
I have stopped use it a long ago so could be mistaken: if memory dont let me down that deal 75% from ud unit max hp and that have 2 turn couldown - and that for 2 turn cost unit ?
Decision: increase couldown or nerf the power.
PRI# 6 Transport issue:
There no more transport that can tranport giants - that a problem in maps with large water areas, especialy for elves, dwarfs
PRI#6 Fly lancers issue:
Too little damage to other fly mount units - too hard to fight with elfs fly mount units especialy with pretty strong dodges, hp, speed and mental resistance. I see not much ways to fight with them.
And about ability that fly lancer(dwarfs and humans) have - i think it should increase speed or damage - not power range - i find that weird.
PRI#7 Elven heal aura
Should not affect buildings or atleast buildings that under construction - start building in this aura helps finish them faster.
Decision: Aura should affect not structure unit.
PRI#7 Too cheap(for dwarfs) dwarf giants.
Defender chevalier (11 turn, 650hp) and Defender lancer(9 turn, 540hp) too cheap for dwarfs.
Because Defender lancer have one more use than all other lancers - that antibuilding unit.
Decision: increase their cost to 12 turns for chevalier and 11 for lancer. Or even 12 for both.
PRI#7 Poor giants...
Races with slingers and good buffs from auras, spells can defeat giants too easily like i need only one 3 turn cost slinger from scaledfolk for kill Orc Overlord or Golden Skeleton Giant that have 6 turn cost.
PRI#7 Warfel sub cost:
Total cost is 100 turns
Imperial sub total cost is 36 turns
For warfell researches you need construct special building - for imperial not.
Decision: decrease cost for warfell crystals especialy for not so important ones.
PRI#8 Some buildings with mend rate.
Some buildings can help in construction: all ports, warfell engineering college (someone could notice dwarf foundry also but this one can repair only yourself).
Putting workers inside this building highly increase mend rate so you can build costly constructions pretty fast. Like mega building for 2 turns.
Fast decision: remove mend rate from them for now.
PRI#8 Unfair ud all tech game:
In all tech game undeads have almost all open techs for sub races and some for common casters.
PRI#8 Magic barriers
They have no counter - in thin place humans can hold position forever.
Desision: make it destroyable.
PRI#8 Throw Polulu ability
Polulu ability - works wrong that have much more damage than in description. So with this you can one shoot grand dwarf shielder.
PRI#9 Laborers
Scout cavalry have no bonuses against them so healthy laborers(Orc, lizards, dwarf) can tank them too well for workers.
Extremely high hp for lizard laborer in mid, late game his hp could reach to 145hp.
After last updates laborers lose bonus from ambidexteria tech so they stand useles for humans now.
PRI#9 Healer builder
Some siege/war machines like zeppelins cannons can be constructed/repair by healers - if you leave healer near (no more than 2 tiles) and leave him action in end of turn he will restore hp to this machine. So you can build mortars for one turn help this bug.
PRI#9 Magi bellator
Magi bellator is affected by common magic techs and crystals also that makes him extremily powerful - 10 range ability with extreme power that can one shoot almost mega buildings.
With game knowledge you can make 20 range(or more on roads) death star.
I think almost nobody know this and that can be reached only in large maps with many buildings(watch "Warfell sub cost" issue)
Decision: in issue description.
PRI#10 High speed combo
High speed foot units like minotaurs can make really strong damage with high range grant wagon use.
Example: activate minotaur charge in tc or stone shelter, put in wagon and with right buffs you have 14 range(or more with roads) cannon that can destroy almost any mega with one shoot. Or you could start from open field and just destroy wagon after it moves - then you can use minotaur charge and reach the same range.
Decision: building update, makes impossible using charge ability in garrison and button delete wagon should destroy unit inside too.
PRI#10 Hardened Schutes techs
All locked behind 3 hardened shells techs(15 turns).
That not powerful at all and because lock could be usable only in late game when you dont need them.
Decision: Makes 1st lvl Schutes tech been locked behind 1st lvl Shells tech. 2nd lvl Schutes behind 2nd lvl Shells and 1st lvl Schutes, etc.
P.s. That far from all just what i remember for now. And some more things apear with new update but i need check this properly before report. We could open separate topics for discuss all of this once again...