Several Balance suggestions
Posted: Mon Feb 10, 2014 5:36 pm
- Necromancer spell: Morbid explosion.
This spell is not as interesting as Respite of the dead, most of the time. I suggest it to get +1 range increase so the necro can still use the explosion while being out of regular foot soldier attack reach.
- Ram Faithfuls
The spells are pretty uneven for the ram's Faithful:
- The Paladins get occult Erosion at level 2 when the Priests get it at level 4. The priests would be better with it.
- The Priests of Salauel get Inversion while the Paladin gets Somatic Transfer: I suggest inverting the two spells, so that the Priest can weaken enemy targets by quite a lot (since its base stats are poor) while the Paladin gets the opportunity to be agressive with that interesting spell.
- Flesh Golem of Archeon: Rapidity
I feel this compensates the golem's weakness a bit too well, making it both hard to kill and impossible to stop without very specific tools. Either it should cost quite a bit more AP (14?) or inverted with Ruthless (so that you either choose between +1 speed or ability to move through cover at level 2). I'd even go as far as removing it for something else, if possible.
- Wolfen with Crossbow: Harassment
Should NOT allow you to use Move+run after a shot, only run or the end of your move. Too easy to avoid any combat for ages while steal killing stuff.
- Wolfen Lonewolf: Primal Attack of Water
The mana cost for this spell is prohibitive, on a unit that only regenerates +1 mana every turn. 2 mana to cast would be better.
- Predator of Blood
It's quite a bit too cheap. I'd give it at least 120-125pts.
- Bowman of Alahan: Sharpshooter
That skill's AP cost of that skill is prohibitive at 15 for something that doesn't really have a great practical use cine the Bowman is already very accurate by default.
- Magician of Alahan: Seal of Dellar'n
That skill is a bit too easy to use to send "suicde sparks". I suggest reducing its range down to 2 or contact so the sparks are harder to "Bless" before zooming through enemy lines.
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This spell is not as interesting as Respite of the dead, most of the time. I suggest it to get +1 range increase so the necro can still use the explosion while being out of regular foot soldier attack reach.
- Ram Faithfuls
The spells are pretty uneven for the ram's Faithful:
- The Paladins get occult Erosion at level 2 when the Priests get it at level 4. The priests would be better with it.
- The Priests of Salauel get Inversion while the Paladin gets Somatic Transfer: I suggest inverting the two spells, so that the Priest can weaken enemy targets by quite a lot (since its base stats are poor) while the Paladin gets the opportunity to be agressive with that interesting spell.
- Flesh Golem of Archeon: Rapidity
I feel this compensates the golem's weakness a bit too well, making it both hard to kill and impossible to stop without very specific tools. Either it should cost quite a bit more AP (14?) or inverted with Ruthless (so that you either choose between +1 speed or ability to move through cover at level 2). I'd even go as far as removing it for something else, if possible.
- Wolfen with Crossbow: Harassment
Should NOT allow you to use Move+run after a shot, only run or the end of your move. Too easy to avoid any combat for ages while steal killing stuff.
- Wolfen Lonewolf: Primal Attack of Water
The mana cost for this spell is prohibitive, on a unit that only regenerates +1 mana every turn. 2 mana to cast would be better.
- Predator of Blood
It's quite a bit too cheap. I'd give it at least 120-125pts.
- Bowman of Alahan: Sharpshooter
That skill's AP cost of that skill is prohibitive at 15 for something that doesn't really have a great practical use cine the Bowman is already very accurate by default.
- Magician of Alahan: Seal of Dellar'n
That skill is a bit too easy to use to send "suicde sparks". I suggest reducing its range down to 2 or contact so the sparks are harder to "Bless" before zooming through enemy lines.
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