To Deep Blue :
Thanks for the thread. Most of the points you made were very valid and interesting.
Though I think that there are some points about the Crossbowman that you didn't take into account:
First, they have a MOV of 6. Which makes them the fastest ranged units in the game.
Well you might have overlooked it because it does not look like a "primary" characteristic, but it actually matters.
And it is taken into account for their AP cost.
Second, Fear 10 may not be much, but it allows you to be effectively immune to 50% of the Ram units fear rolls as well as a bit less than 50% of the Wolf units fear rolls. Not so bad for its AP cost if you ask me (which you don't know exactly, I guess, but I can assure you it's very low for what I just stated).
Also, sorry but your gut feeling on the Born Killer attribute for the Crossbowman was wrong.
It's a dedicated attribute that we made for him, that costs 0 AP.
Its remained here because originally every Wolfen is a born killer wheither or not they handle crossbows... and because I hoped that someday we could make melee a bit better for ranged units. Then the Crossbowman would have a way to hit twice in melee (and the AP cost of Born Killer would have been a cost for him again).
Since it's probably not the case anymore, I'm considering removing it completely to avoid further confusion.
Like Legulysse said, that's not how it works here, so there is no problem at all.
It was never intended for them to be played the "Harassment" way at all, so we fixed that.
The main reason why we wanted the "hybrid" casters to cast then move and/or attack, was to be able to buff themselves or their allies, or debuff enemy units, and then still act on their activation.
It was never meant to cast blasts then chicken out. Kiting damage should be the Crossbowman and ranged units territory.
So no, the whole mechanic was far from "perfect".
Could you provide more detail about why the Black Paladin, Chimera, Valkyrie, Lonewolf, and Rune Guardian are underpowered right now?
Thanks for the thread. Most of the points you made were very valid and interesting.
Though I think that there are some points about the Crossbowman that you didn't take into account:
First, they have a MOV of 6. Which makes them the fastest ranged units in the game.
Well you might have overlooked it because it does not look like a "primary" characteristic, but it actually matters.
And it is taken into account for their AP cost.
Second, Fear 10 may not be much, but it allows you to be effectively immune to 50% of the Ram units fear rolls as well as a bit less than 50% of the Wolf units fear rolls. Not so bad for its AP cost if you ask me (which you don't know exactly, I guess, but I can assure you it's very low for what I just stated).
Also, sorry but your gut feeling on the Born Killer attribute for the Crossbowman was wrong.
It's a dedicated attribute that we made for him, that costs 0 AP.
Its remained here because originally every Wolfen is a born killer wheither or not they handle crossbows... and because I hoped that someday we could make melee a bit better for ranged units. Then the Crossbowman would have a way to hit twice in melee (and the AP cost of Born Killer would have been a cost for him again).
Since it's probably not the case anymore, I'm considering removing it completely to avoid further confusion.
Dragon_Warrior wrote:I feel that all units are calculated by something like that - and its terribly wrong... AP of units in battle games can't be counted by algorithm that simply adds X for skill Y... this way game will never be balanced
All units should have their AP values made by human not by simple algoritm that don't thing about usefulness.
Like Legulysse said, that's not how it works here, so there is no problem at all.
skydancer wrote:This is classic developer mistake. they change a whole mechanics that was perfect just to nerf one race overpowered composition.
It was never intended for them to be played the "Harassment" way at all, so we fixed that.
The main reason why we wanted the "hybrid" casters to cast then move and/or attack, was to be able to buff themselves or their allies, or debuff enemy units, and then still act on their activation.
It was never meant to cast blasts then chicken out. Kiting damage should be the Crossbowman and ranged units territory.
So no, the whole mechanic was far from "perfect".
skydancer wrote:Now every warrior|monk|mage in the game was underpowered and have bad mechanics.
Could you provide more detail about why the Black Paladin, Chimera, Valkyrie, Lonewolf, and Rune Guardian are underpowered right now?
Dogs of War Online - Game Designer