Legendaries rebalance
Posted: Thu Mar 27, 2014 7:20 am
This is after the patch notes guy wrote this:
I don't agree with any of it
So, taking these new stats into account, I'll post my small suggestions, with the reasoning behind them.
FIRST: The dreaded Golem of Archeon
Current stats:
ACC 16
DAM 22
PAR 9
DOD 9
TOU 19
WIL 13
Now, let's have a look at the ways of dealing with a Golem:
- Ranged attacks to soften it.
With its dod of 9, it is surprisingly nimble for such a huge target. I suggest reducing the DOD down to a bad level: Let's say 7; With this, the Golem will have a hard time disengaging combat to go hit your squishies, as well as making it easier to hit with ranged attacks.
- Spells: It has insensitive. Will see later
- Surrounding it so that it can't hit you: With the buff to accuracy, I fear the Golem will have a too easy time at simply hitting people when surrounded: It was still down to 50% chance to hit when heavily wounded against average Parry units and almost fully encircled, in my experience.. I suggest reducing the accuracy down to more standard levels, like 14.
On the other hand, this makes it very vulnerable to its "counters". As a compensation, it could still keep its old 24 DAM for when it faces other legendaries (not that important against regular troops it'll kill jsut as fast as before). This would make it better against single targets, but weaker against numbers. An anti-legendary legendary, in a way.
let's look at its skills now:
LVL1: Living dead (so can be healed by necro), Fear 20 (so almost always fears nearby enemies), Stedfast (So can't suffer penalties when charged, meaning charging isn't that interesting against it), and insensitive (making spells a coin toss).
LVL2: Fierce or possessed.
LVL3: Mobile or rutheless
LVL4: Hard boiled or scourge: Living
LVL5: Master strike or Powerful swipe
Now, one thing that's funny with the golem is that there's an obvious build: Possessed, mobile, hard boiled. Level 5 isn't mandatory, if you want to save points.
Let's look at a few possible changes.
First of all, I'd suggest getting rid of Stedfast at level 1, but replace it with Scourge: Living. The main reason being that Stedfast is anti-strategic: Since charging doesn't reduce stats by stunning, it dumbs down the use of a golem you can just send forward, receiving charges to no effect. Scourge: Living, on the other hand, makes it better at targeting, again, single targets, a bigger killing blow if yo will.
Then there's insensitive. I recommend Deep blue's thread about it: Basically, turn it into a "hard boiled" for spells IIRC. Less of a coin toss.
At level 2, it's currently a no brainer: Possessed is such an useful skill on it it's mandatory. Now, what about making level 1 a choice between Hard boiled and Possessed? This would make the player decide between being even more resilient or not being affected by damage.
At level 3, it's almost certain that the player will take mobility, since it makes reaching the enemy so much easier. Some will take rutheless, but I think it's more interesting in 800AP games where you have more units around. To make it more interesting, make it a choice between stedfast (receive a charge = not stunned) or Ruthless. This way, the theme stays in the "stunned" area: Either you're a stunning machine, of you're immune to it. This would make an interesting choice.
At level 4, it's currently hard-boiled or scourge: Living. Since I already used those two elsewhere, let's see what's left: Mobility, and fierce. Now this would be a really interesting choice: If a player took possessed, he'd probably want to take fierce too, but that's assuming you're going to reach a dead state. On the other hand, you could want to take mobility to, once again, free yourself of that MOV3. Choices, choices...
Let's look at the next one: The WORG.
To be honest, it's pretty fine. It's a nuke, but it's rather vulnerable. The only thing I'd do is to give it a third level 5 skill: Powerful swipe. Honestly, seems like a good skill for it.
And to end: Likeness of the Chimera. I think I'd do only two things: Reduce the TOU and DAM down to 15 (so -1 and -2) but increase the accuracy up to 16.
The reason to reduce damage is to promote "strength of virtue" spell as a more interesting alternative. The TOU reduction is to make it easier to kill because I don't get why it's tougher than a worg (even with better PAR and DOD!) when it's a mix of caster and fighter.
The accuracy increase is to compensate a bit for those nerfs, and because I see it more like a skilled unit (with good parry and dod) than a hard hitter (at least in melee)/resilient unit.
Golem: -2 DAM, +1 ACC, -3 AP
I don't agree with any of it
So, taking these new stats into account, I'll post my small suggestions, with the reasoning behind them.
FIRST: The dreaded Golem of Archeon
Current stats:
ACC 16
DAM 22
PAR 9
DOD 9
TOU 19
WIL 13
Now, let's have a look at the ways of dealing with a Golem:
- Ranged attacks to soften it.
With its dod of 9, it is surprisingly nimble for such a huge target. I suggest reducing the DOD down to a bad level: Let's say 7; With this, the Golem will have a hard time disengaging combat to go hit your squishies, as well as making it easier to hit with ranged attacks.
- Spells: It has insensitive. Will see later
- Surrounding it so that it can't hit you: With the buff to accuracy, I fear the Golem will have a too easy time at simply hitting people when surrounded: It was still down to 50% chance to hit when heavily wounded against average Parry units and almost fully encircled, in my experience.. I suggest reducing the accuracy down to more standard levels, like 14.
On the other hand, this makes it very vulnerable to its "counters". As a compensation, it could still keep its old 24 DAM for when it faces other legendaries (not that important against regular troops it'll kill jsut as fast as before). This would make it better against single targets, but weaker against numbers. An anti-legendary legendary, in a way.
let's look at its skills now:
LVL1: Living dead (so can be healed by necro), Fear 20 (so almost always fears nearby enemies), Stedfast (So can't suffer penalties when charged, meaning charging isn't that interesting against it), and insensitive (making spells a coin toss).
LVL2: Fierce or possessed.
LVL3: Mobile or rutheless
LVL4: Hard boiled or scourge: Living
LVL5: Master strike or Powerful swipe
Now, one thing that's funny with the golem is that there's an obvious build: Possessed, mobile, hard boiled. Level 5 isn't mandatory, if you want to save points.
Let's look at a few possible changes.
First of all, I'd suggest getting rid of Stedfast at level 1, but replace it with Scourge: Living. The main reason being that Stedfast is anti-strategic: Since charging doesn't reduce stats by stunning, it dumbs down the use of a golem you can just send forward, receiving charges to no effect. Scourge: Living, on the other hand, makes it better at targeting, again, single targets, a bigger killing blow if yo will.
Then there's insensitive. I recommend Deep blue's thread about it: Basically, turn it into a "hard boiled" for spells IIRC. Less of a coin toss.
At level 2, it's currently a no brainer: Possessed is such an useful skill on it it's mandatory. Now, what about making level 1 a choice between Hard boiled and Possessed? This would make the player decide between being even more resilient or not being affected by damage.
At level 3, it's almost certain that the player will take mobility, since it makes reaching the enemy so much easier. Some will take rutheless, but I think it's more interesting in 800AP games where you have more units around. To make it more interesting, make it a choice between stedfast (receive a charge = not stunned) or Ruthless. This way, the theme stays in the "stunned" area: Either you're a stunning machine, of you're immune to it. This would make an interesting choice.
At level 4, it's currently hard-boiled or scourge: Living. Since I already used those two elsewhere, let's see what's left: Mobility, and fierce. Now this would be a really interesting choice: If a player took possessed, he'd probably want to take fierce too, but that's assuming you're going to reach a dead state. On the other hand, you could want to take mobility to, once again, free yourself of that MOV3. Choices, choices...
Let's look at the next one: The WORG.
To be honest, it's pretty fine. It's a nuke, but it's rather vulnerable. The only thing I'd do is to give it a third level 5 skill: Powerful swipe. Honestly, seems like a good skill for it.
And to end: Likeness of the Chimera. I think I'd do only two things: Reduce the TOU and DAM down to 15 (so -1 and -2) but increase the accuracy up to 16.
The reason to reduce damage is to promote "strength of virtue" spell as a more interesting alternative. The TOU reduction is to make it easier to kill because I don't get why it's tougher than a worg (even with better PAR and DOD!) when it's a mix of caster and fighter.
The accuracy increase is to compensate a bit for those nerfs, and because I see it more like a skilled unit (with good parry and dod) than a hard hitter (at least in melee)/resilient unit.