currently each patches addded almost equal number of god and bad changes... most of bad ones are IMO appeared due to noob or newbie voices of OPnes of quite balanced units and uselesnes of fine ones. And making game balanced by using all voices is realy bad way of progress...
additionally all changes in 0.11 and 0.12 was to big...
and when i was asking about different cost of the same skill for different units - i didn't wanted rising cost for some units by 2-3 times but lowering it for units that will not use its full potential.
Below you can find current opinion about units in factions:
Wolf:
- Fang - Lowering their cost was terrible idea... Now i can meet Wolfen mindless parties having more units than Alachan or Ram parties...
Old ap cost of 50 is more than recomended. Also old Bloodlost was quite interresting option.
- Crossbowman - I totally don't follow idea of making him cheap swarm shotter... acompanied with new fang gives Wolfens a ridiculous option to use 9 units on 400 ap format...
Best Crossbowmans was back in the 0.10 with 70+ ap cost and STR of 15/18 - making them Mov 5 back in 0.10 would make them both - strong and efficient to counter with assault units.
- Lonewolf - Fine
- Hunter - Fine
- GotR - almost Fine, Middle Way should be restricted somehow, by lower range, one turn duration or something.
- GG - It was best in 0.11 and should be returned to that Version
- PoB - It was almost Fine in 0.11 and +5-10ap cost or lowering his TOU by 1 would make him Balanced
- Worg - didn't saw any since 0.10
RAM:
- Warrior: -3ap for possessed, -2 for ferocious and it would be great. Option to changing possessed to fierce would be also nice.
- Archer: +3ap base cost, -3 for possesed, -2 for Feriocioous.. maybesomething instead of fierce but it can be usefull after all.
- Necro: better than 0.10 and 0.11. Fine as it is.
Only sugestion would be making Respite of the dead heal/deal 5 HP instead od 10 but for 2 mana and with Freq 3-4. It would make healing less random.
-Gargoyle: Propably fine,
Hard Boiled could be 10ap as for skeletons. Some skills could be changed but its fine as a unit for now.
-Priest:
Old Bad Omen, 2-3 faith for inversion and something instead aura - and it will be ok
- Paladin: -3ap for each fix below
Exhausting touch's - One per game and with limited duration of 5-6 turns.
Erosion down to Range 6
- Skull:
Revert back to 0.11 (cost + skill cost) with cheaper posessed and add additional skill at lev 5
- Golem: -1 TOU
+ blocking the option to have HB+Rapidity+Mobile
LION:
-Sword:
-1-2 ap
Cheaper mighty blow (or something like Mighty Blow but working as feriocious)
something instead Vivacity
-Bowman:
-2-4ap for base unit, MUCH cheaper sherpshotter
- Mage:
Seal of Dellar'n Frequency down to 2
Something more universal instead than Scourge of Impure or Scourge working as a simple +2-3STR buff
- Lion:
Fine on T1, higher levels are to expensive
-Valkyrie:
Fine on T2, fighting tree should be buffed or 2-3times cheaper and have option to gain +2 par at least.
-Sparkling: Same as for Fang there was no reason to buf them with -3ap but they are limited to 3 fortunately.
+3 AP at lev 1 and +5-10 for Healing skill
or
+10-15ap for healing skill.
- Knight
Back to 0.11 (cost + skill cost) with additional skill to choose from at T5... even in 0.11 none played Knight above lev 3
- Chimera - didn't saw any since 0.11... looks overpriced with anything other than pillas of light working on her own.
additionally all changes in 0.11 and 0.12 was to big...
and when i was asking about different cost of the same skill for different units - i didn't wanted rising cost for some units by 2-3 times but lowering it for units that will not use its full potential.
Below you can find current opinion about units in factions:
Wolf:
- Fang - Lowering their cost was terrible idea... Now i can meet Wolfen mindless parties having more units than Alachan or Ram parties...
Old ap cost of 50 is more than recomended. Also old Bloodlost was quite interresting option.
- Crossbowman - I totally don't follow idea of making him cheap swarm shotter... acompanied with new fang gives Wolfens a ridiculous option to use 9 units on 400 ap format...
Best Crossbowmans was back in the 0.10 with 70+ ap cost and STR of 15/18 - making them Mov 5 back in 0.10 would make them both - strong and efficient to counter with assault units.
- Lonewolf - Fine
- Hunter - Fine
- GotR - almost Fine, Middle Way should be restricted somehow, by lower range, one turn duration or something.
- GG - It was best in 0.11 and should be returned to that Version
- PoB - It was almost Fine in 0.11 and +5-10ap cost or lowering his TOU by 1 would make him Balanced
- Worg - didn't saw any since 0.10
RAM:
- Warrior: -3ap for possessed, -2 for ferocious and it would be great. Option to changing possessed to fierce would be also nice.
- Archer: +3ap base cost, -3 for possesed, -2 for Feriocioous.. maybesomething instead of fierce but it can be usefull after all.
- Necro: better than 0.10 and 0.11. Fine as it is.
Only sugestion would be making Respite of the dead heal/deal 5 HP instead od 10 but for 2 mana and with Freq 3-4. It would make healing less random.
-Gargoyle: Propably fine,
Hard Boiled could be 10ap as for skeletons. Some skills could be changed but its fine as a unit for now.
-Priest:
Old Bad Omen, 2-3 faith for inversion and something instead aura - and it will be ok
- Paladin: -3ap for each fix below
Exhausting touch's - One per game and with limited duration of 5-6 turns.
Erosion down to Range 6
- Skull:
Revert back to 0.11 (cost + skill cost) with cheaper posessed and add additional skill at lev 5
- Golem: -1 TOU
+ blocking the option to have HB+Rapidity+Mobile
LION:
-Sword:
-1-2 ap
Cheaper mighty blow (or something like Mighty Blow but working as feriocious)
something instead Vivacity
-Bowman:
-2-4ap for base unit, MUCH cheaper sherpshotter
- Mage:
Seal of Dellar'n Frequency down to 2
Something more universal instead than Scourge of Impure or Scourge working as a simple +2-3STR buff
- Lion:
Fine on T1, higher levels are to expensive
-Valkyrie:
Fine on T2, fighting tree should be buffed or 2-3times cheaper and have option to gain +2 par at least.
-Sparkling: Same as for Fang there was no reason to buf them with -3ap but they are limited to 3 fortunately.
+3 AP at lev 1 and +5-10 for Healing skill
or
+10-15ap for healing skill.
- Knight
Back to 0.11 (cost + skill cost) with additional skill to choose from at T5... even in 0.11 none played Knight above lev 3
- Chimera - didn't saw any since 0.11... looks overpriced with anything other than pillas of light working on her own.
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.