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Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Sun Aug 27, 2017 12:15 pm
by Alexander82
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
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 12:42 pm
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.
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 12:45 pm
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.

Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 12:46 pm
by Alexander82
I would prefer a bit more pierce. Archers have greater ranges and damage now.
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 12:48 pm
by Sunrise Samurai
So 3/4? I'm also thinking we have to consider troll shaman behind it, plus headhunters to support.
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 12:50 pm
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
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 1:38 pm
by Midonik
Heh,in campaing I makeing right now Zurgo is main character,so it will charm it a lot.
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 1:53 pm
by Alexander82
Don't you like the new look I've made?
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 2:12 pm
by Midonik
Its cool,but I mean stats and name change.
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 2:21 pm
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?
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 2:24 pm
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.
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 2:26 pm
by Alexander82
Do you have any chance of editing those maps to ass just some more enemies?
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 2:27 pm
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.
Re: Zurgo helmsmasher redesign/rebalance
Posted: Sun Aug 27, 2017 2:43 pm
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)
Re: Zurgo helmsmasher redesign/rebalance
Posted: Mon Aug 28, 2017 1:34 am
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?
Re: Zurgo helmsmasher redesign/rebalance
Posted: Wed Aug 30, 2017 10:35 pm
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
Re: Zurgo helmsmasher redesign/rebalance IMPLEMENTED
Posted: Thu Aug 31, 2017 12:46 am
by Alexander82
Only the image is implemented. His stats need a serious rework.
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:09 am
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.
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:13 am
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.
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:20 am
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.
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:22 am
by Sunrise Samurai
In MTG, indestructible is workable, but in AoF, I think trying to copy it is too hard to balance.
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:24 am
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.
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:27 am
by Sunrise Samurai
That doesn't sound too bad. Although for the most part, you want him making kills, which avoids counterattack anyway.
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:37 am
by Alexander82
Yes, but you won't always kill xD
Re: Zurgo helmsmasher redesign/rebalance DISCUSSING
Posted: Thu Aug 31, 2017 1:42 am
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.