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Balancing phantoms
Posted: Mon Jul 16, 2018 3:09 pm
by Typhoon
Lowering cost of Phantom Garrison
Right now phantom garrison takes imho too much time to build
10 turns to build for single skeleton and 5 for 2 of them
Phantom Axeman cursed weapon
I don't think Cursed weapon is really needed after taking look at his stats
Armor/Pierce armor for shielded Phantoms
raising pierce armor for shielded phantoms (pikeman/axeman) would make sense (their actual armor 6/3)
Re: Balancing phantoms
Posted: Mon Jul 16, 2018 3:21 pm
by General Brave
That doesn't sound too long.
Re: Balancing phantoms
Posted: Mon Jul 16, 2018 3:40 pm
by makazuwr32
For building i agree - they need lower building time. 7 or 8 turns will be better.
For all units:
Remove abilities of crusher and Pikeman.
Stats balancing:
Crusher - all normal, add instead of trample ability "Power Range 1"
Pikeman - Lower Damage to 12, change armor to 3/6 instead of 6/3.
Axeman - change armor to 3/6 instead of 6/3.
Re: Balancing phantoms
Posted: Mon Jul 16, 2018 3:46 pm
by General Brave
Say I if you want to change stats.
Re: Balancing phantoms
Posted: Mon Jul 16, 2018 6:19 pm
by makazuwr32
Yes that is request for changing their stats.
Re: Balancing phantoms
Posted: Tue Jul 17, 2018 3:12 pm
by Typhoon
Actually 5/6 for shielded would be nice since shield is not only for arrow protection and its tower shield
Re: Balancing phantoms
Posted: Tue Jul 17, 2018 7:19 pm
by LordOfAles
Ye. It should be similar to Imperial Shielder.
Re: Balancing phantoms
Posted: Tue Jul 17, 2018 7:21 pm
by General Brave
Is that all?
Re: Balancing phantoms
Posted: Tue Jul 17, 2018 8:17 pm
by LordOfAles
I think they need 5 building cost, looking how imperials can be built anywhere (barracks, archery, stables..) while they need a building that needs more time to build than other factory buildings.
Re: Balancing phantoms
Posted: Tue Jul 17, 2018 8:18 pm
by Typhoon
Good idea
Re: Balancing phantoms
Posted: Wed Jul 18, 2018 5:10 am
by General Brave
Ok.
Re: Balancing phantoms
Posted: Tue Nov 06, 2018 3:48 pm
by Typhoon
In current phantoms right now I think both shielders need rebalance by what I mean making them kind of twin units that have only little change in their attack power hp and bonuses which would allow mixing frontline with both of them because of their durability. Sure their armor isnt as much as powerful imperial shielder but thats because of their cost undeads really deserve tanky armored units that are not giants or cavalry at least to fight imperials with fair chances. While another thing is barrack cost is way too expensive for skeleton workers to build and hopefully only for now phantoms can be only build in barracks which really limits their use and thats why they should be also produced in mansion
Re: Balancing phantoms
Posted: Fri Nov 09, 2018 4:56 pm
by Typhoon
I forgot about stats here they are
Crusher
Cost 6
Hp 50
Attack 20 (trample)
Range 1
Armor 3
P.Armor 3
Speed 3
Sight 4
Actions 1
Spell resistance 100%
Swordmaster
Cost 6
Hp 50
Attack 12
Range 1
Armor 3
P.Armor 3
Speed 3
Sight 4
Actions 2
Spell resistance 100%
Ability:
Whirlwind
Axeman
Cost 6
Hp 60
Attack 15
Range 1
Armor 6
P.Armor 5
Speed 3
Sight 4
Actions 1
Spell resistance 100%
Pikeman
Cost 5
Hp 40
Attack 15
Range 1
Armor 6
P.Armor 5
Speed 3
Sight 4
Actions 1
Spell resistance 100%
Phantom Crossbowman
Cost 5
Hp 30
Attack 12
Range 6
Armor 3
P.Armor 3
Speed 3
Sight 6
Actions 1
Spell resistance 100%
(You cant spam with this)
Re: Balancing phantoms
Posted: Sat Nov 10, 2018 11:07 pm
by LordOfAles
Looks good.