Page 1 of 1

Several Balance suggestions

PostPosted: Mon Feb 10, 2014 5:36 pm
by Deuzerre
- 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.

-

Re: Several Balance suggestions

PostPosted: Mon Feb 10, 2014 6:37 pm
by Deep Blue
ugh didn't notice the lonewolf mana nerf. The problem is that reducing his first attack to 2 will make obsolete the mana you gain at lvl 5 (3 per turn)

about saluel priest changes: occult erosion on a priest can be cast 3 times at level 5 , on pala only once. I dont like the changes you listed as the priest really needs inversion.

Re: Several Balance suggestions

PostPosted: Mon Feb 10, 2014 6:41 pm
by Rodi
Not to mention he will attack 3 times (1 spell and 2 melee attacks) every round even at level 1. The spell must remain at 3 mana or Lonewolf's damage value must be lower than what it is now.

Re: Several Balance suggestions

PostPosted: Mon Feb 10, 2014 6:48 pm
by Deep Blue
Rodi wrote:Not to mention he will attack 3 times (1 spell and 2 melee attacks) every round even at level 1. The spell must remain at 3 mana or Lonewolf's damage value must be lower than what it is now.


in the current status he can attack 3 times every turn only at lvl 5. With the nerfed mana to 2 he could do that only at lvl 3.

Re: Several Balance suggestions

PostPosted: Mon Feb 10, 2014 6:51 pm
by Rodi
Deuzerre wrote:- 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.

IMO it's fine as it is. Ram usually has more units than the enemy and the puppets will add to that number. It's already difficult enough to get to the necromancer with your melee units if the opponent plays well. It can happen, of course, but I think it's fine with range 4.

Re: Several Balance suggestions

PostPosted: Mon Feb 10, 2014 6:53 pm
by Rodi
Deep Blue wrote:
Rodi wrote:Not to mention he will attack 3 times (1 spell and 2 melee attacks) every round even at level 1. The spell must remain at 3 mana or Lonewolf's damage value must be lower than what it is now.


in the current status he can attack 3 times every turn only at lvl 5. With the nerfed mana to 2 he could do that only at lvl 3.

If you lower the mana cost to 2 he will attack three times every round even at level 1, I am sure. Unless the game's description for his level 1 mana per turn is wrong.

Re: Several Balance suggestions

PostPosted: Mon Feb 10, 2014 7:15 pm
by Deuzerre
Deep Blue wrote:about saluel priest changes: occult erosion on a priest can be cast 3 times at level 5 , on pala only once. I dont like the changes you listed as the priest really needs inversion.

True for occult, meh for inversion. It's OK to "run away" but it can't take advantage of the offensive ability it provides.

Re: Several Balance suggestions

PostPosted: Tue Feb 11, 2014 4:24 am
by Yh-Decarcassor
Deuzerre wrote:- 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.


Somatic transfert actually target allies. So you can use somatic tranfert on your priest of Salauël and then send him into the frey with inversion. Heck you can even turn a puny morbid puppet into a very dangerous foe for 2 turn.

Re: Several Balance suggestions

PostPosted: Tue Feb 11, 2014 8:43 am
by Deuzerre
Yeah, my bad. I realised this after posting.

Still don't like it that much since it has such a negative effect on the caster that, being an iconoclast, must cast it very close to the enemy.