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A bunch of rebalances

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Jormungandooo

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Re: A bunch of rebalances

PostMon Feb 24, 2014 6:35 pm

Dragon_Warrior wrote:Sparks should simply Heal 5hp or have a skill cost rised from 10 to 20


check it vs lotCh healing Pilar of Enrgy this is broken 15hp around 2hex and healing LotCh too!!!!!
3 sparks + Chimera nad she can easly kill all enemy team and y cant kill her or sparklings if they will move on group

its more OP than old Valkyrie+Archer cause y must kill enemy units on 1 focus and if y dont kill them on start of next turn all have full HP
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Dragon_Warrior

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Re: A bunch of rebalances

PostMon Feb 24, 2014 6:41 pm

Valkyrie + Archer is definitely fixed right now

Chimera + Sparklings is hard but can be killed - spark can be one-two shoted with many units... but even if counterable - it shouldn't work this way.

Game based on healing and heal abuse is wrong and boring ;)
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: A bunch of rebalances

PostMon Feb 24, 2014 8:43 pm

Dragon_Warrior wrote:Valkyrie + Archer is definitely fixed right now

Chimera + Sparklings is hard but can be killed - spark can be one-two shoted with many units... but even if counterable - it shouldn't work this way.

Game based on healing and heal abuse is wrong and boring ;)


I'm still wondering if pillar of light is intended to work on chimera or not. Remember that a sparkling can use the mana regen skill + healing ON THE SAME TURN...making the chimera effectively healing everyturn if necessary. I still have to meet this combo but i can imagine it being super annoying with 3 sparkling covering the chimera's ass. I dont think it is unbeatable but annoying for sure. What bugs me is that there is no way to stop a sparkling healing skill, other than body blocking him, while mortification/respite of death/valk heal can all fail/be blocked by some spells.

as i always said this game needs a skill/talent that is against healing. Melmoth (skull warrior) in the original confrontation game had a blade that prevented all heal effects...so it is not completely outside the Rakham universe.
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Zendabo82

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Re: A bunch of rebalances

PostMon Feb 24, 2014 10:53 pm

Deep Blue wrote:what i would like to see in the future is something to counter heal. Heck, the priest of saluel should have aura of the crepuscular princes made like: units within the area can't be healed for 1 turn....instead of a mere +2 fear buff for 1 turn.


Yes, so much this. I wants it, I wants it now. This with Somatic from a paladin would make it easy to go in and halt all healing. The inverted healing idea would be awesome too, even if I find Inversion to be a ton fun to mess around with.
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Hod

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Re: A bunch of rebalances

PostTue Feb 25, 2014 2:56 pm

So I have my first opportunity to play a bit with the new balances and the one thing the really stuck out to me as an imbalance was how cheap (AP) the Wolfen are. There's just something wrong with a game where a Wulfen team has more characters than a Acheron or Lion team. If they are going to be that cheap, they should at least not get to attack twice or the opponent should get to counter attack on both attacks - really they should just cost more AP. It seems like it's a Wulfen zerg out there in every game I played. I thought the Wulfen were supposed to be the outnumbered team but powerful - now there's just powerful and over-numbered.
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Almanro

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Re: A bunch of rebalances

PostTue Feb 25, 2014 3:06 pm

At the moment most of the turtle companies are based on 2+ healing units (usually 2 Sparks and a Valky), so that you have to do about 60AP damage before breaking the formation (if you're lucky) and also it is pretty impossible to snipe them out if they are playing the Acheron map. Lions' healing is moreover the most powerful in the game, since you don't have the possibility to hurt your own unit (see Acheron) or to lost how many points you're healing (see Wolfen).

Very nice the idea of the aura of crepuscular prince variation! As it stands now, I'm not seeing anyone playing with it at the moment.
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Dragon_Warrior

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Re: A bunch of rebalances

PostTue Feb 25, 2014 3:43 pm

At the moment most of the turtle companies are based on 2+ healing units (usually 2 Sparks and a Valky), so that you have to do about 60AP damage before breaking the formation (if you're lucky) and also it is pretty impossible to snipe them out if they are playing the Acheron map.

Im not shure If ANY healing spell/skill should block further healing until healed unit activation - to prevent bringing back almost dead units back to 40 in one turn.
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: A bunch of rebalances

PostTue Feb 25, 2014 4:17 pm

Almanro wrote:At the moment most of the turtle companies are based on 2+ healing units (usually 2 Sparks and a Valky), so that you have to do about 60AP damage before breaking the formation (if you're lucky) and also it is pretty impossible to snipe them out if they are playing the Acheron map. Lions' healing is moreover the most powerful in the game, since you don't have the possibility to hurt your own unit (see Acheron) or to lost how many points you're healing (see Wolfen).

Very nice the idea of the aura of crepuscular prince variation! As it stands now, I'm not seeing anyone playing with it at the moment.


thanks :) anyway i add that sparkling heal doesn't get blocked by middle way nor can be target of occult erosion. A huge benefit.
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