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Sparklings

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Dragon_Warrior

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Sparklings

PostFri Jan 24, 2014 11:52 pm

While I'm totally thankful for crrent sparklings - I'm afraid that their T4 Healing is either too cheap as a skill or too strong. 31-33 pints unit should heal no more than 5hp or pay for healing 15-25ap instead 10. Or their healing should be limited to non elite non legendary units - but this would be weird.
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Sparklings

PostSat Jan 25, 2014 12:30 am

Dragon_Warrior wrote:While I'm totally thankful for crrent sparklings - I'm afraid that their T4 Healing is either too cheap as a skill or too strong. 31-33 pints unit should heal no more than 5hp or pay for healing 15-25ap instead 10. Or their healing should be limited to non elite non legendary units - but this would be weird.


i didnt test them nor i did see them against me so i cannot judge very well. i always wondered why this is not a mana ability but an ARTIFACT ability (woot? :P ). A good benchmark to evaluate them would be the necro "healer mode" with mastery of arcana and respite at lvl 3 (basically a more "powerful" sparkling ) to check if the sparkling cost is balanced : 62/66 AP = 2 sparkling healers vs 73 AP single necro healer lvl 3 with mastery of arcana. They both have advantages and disadvantages of course...but i feel the necro has the short stick at the moment as a gut feeling:

Comparison
- even with arcana mastery there is a risk of failing the healing spell if wounded / engaged putting your unit in a worst situation vs sparkling that always succeeds
- Max healing output 20 (6 mana) vs 20 done by two sparkling with less AP (which can support 2 far away units)
- necro has very low DOD while sparkling have a very high one and can have elusive to disengage easily + flight.
- Necro has a better range theoretically as it can move by 3 square + range 4 = 7 and possibly heal while being behind a cover while sparkling has "only" 6 as a range for his heal and must be in contact/expose himself often (altough im sure nobody will mind a scatter arrow on the sparkling :P )
-Necro can summon puppets (1 per turn if specialized healer ) but can't heal and summon at the same time usually due to low regen vs sparkling who can heal and then attack if needed (x2).

my conclusion is that necro should have a slightly lower AP or sparkling healers should be modified as dragonwarrior suggested (heal works only on regular/assault units). I did not test them but i have already some experience with the necro "healers" which are just a distant memory of the ones pre-patch due to their high AP cost and low mana regen - unless you want to hope everytime that you heal.
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Useful links:
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Dragon_Warrior

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Re: Sparklings

PostSat Jan 25, 2014 8:28 am

-Necro can summon puppets (1 per turn if specialized healer ) but can't heal and summon at the same time usually due to low regen vs sparkling who can heal and then attack if needed (x2).

This is quite big advantage :P

i wanted to test sparkling (on PvP instead of trainings) yesterday but waited 2h without a game :)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Sparklings

PostSat Jan 25, 2014 9:36 am

Dragon_Warrior wrote:
-Necro can summon puppets (1 per turn if specialized healer ) but can't heal and summon at the same time usually due to low regen vs sparkling who can heal and then attack if needed (x2).

This is quite big advantage :P

i wanted to test sparkling (on PvP instead of trainings) yesterday but waited 2h without a game :)


yeah sorry i did not play :) anyway about the necro summoning puppets...it is obviously his advantage but due to the 3 mana regen you cannot really focus on the puppets only, you always have to choose : do i summon this turn or do i heal? to me is ok the choice just not the AP compared to what sparklings do :-P
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
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Dragon_Warrior

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Re: Sparklings

PostSat Jan 25, 2014 3:35 pm

Deep Blue wrote: anyway about the necro summoning puppets...it is obviously his advantage but due to the 3 mana regen you cannot really focus on the puppets only, you always have to choose : do i summon this turn or do i heal? to me is ok the choice just not the AP compared to what sparklings do :-P

but sparklings Healing end their activation - so for them its similar choice of doing one thing only.
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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skydancer

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Re: Sparklings

PostSat Jan 25, 2014 4:04 pm

Comparing different unit from different army is wrong imo... the overall balance of an army is the final goal we had to focus on.
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Dragon_Warrior

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Re: Sparklings

PostSat Jan 25, 2014 9:14 pm

skydancer wrote:Comparing different unit from different army is wrong imo... the overall balance of an army is the final goal we had to focus on.

in case of this unit you may be right - especially current Alachan don't have Paladins.

and i still can't test those damn pixies ;P
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Dragon_Warrior

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Re: Sparklings

PostSat Jan 25, 2014 9:54 pm

after some creative Training tests (no PvP players at 400p) I think that healing with Sparklings is not such great in real game... staying in Contact of Knight fighting with Wolfens with TOU 5 is quite risky - especialy when wounded sparkling is nothing more than fre pursuit movement (free fight) for enemy model.

So after a day of testing and thinking IMO their healing is almost fine as it is. So small change of +2-5ap would be more than ok
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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