Sun Jun 22, 2014 10:56 pm
I finally had time to play a few matches today and unfortunately I have to say that, as it stands now, the game seems to be unbalanced in certain aspects:
- Heroes are almost completely unbalanced: e.g the Golem is nearly IMPOSSIBLE to kill. I've had my Golem completely surrounded by enemy units with exhausting touch on it and in the end the enemy still had to give up the game! (moreover, if he could kill it, I had also 8 morbid puppets near it to use his Black Hearth ability and get it back to full 60 HP!). On the other end, the Worg is extremely weak, especially respect to the Blood Predator, some more HP can't keep it around for long since with its low DOD 7 and PAR 8 it is ALWAYS hit, especially by Lion archers.
- Random spawn of elixirs each turn makes victory based on luck in most games: e.g. my enemy was with only his Golem while I still had 4 archers full HP and 1 Golem, however we were 2-3 for him, he won the INI for four turns consecutively, collected 4 elixirs that spawned near it and I could do nothing (only harassing it with my 1 HP arrows and my Golem and gaining the points for area superiority).
- A bunch of Lion archers + 2 Sparklings to collect elixirs around are impossible to be approached without becoming pincushions (if you're not a Acheron Golem)...
- Giving 4 points out of 7 for killing the enemy hero means end game almost always.
- Nothing to say at the moment on the Killed Outright hits, since in about 7 games they happened only a couple of times.
On the positive side, I found that having a commander unit may be very interesting indeed, however much more balancing is needed.
A couple of ideas I've also seen around that may improve the game are the following ones:
- Increase the number of elixir required to 10.
- Eliminate the random spawn and substitute it with a spawn where a unit has died (not voluntary destroyed, also not summoned units): this will solve many problems encountered in the current version and make the archers/running units compositions less dominant, since killing the enemy units in the opponent field will probably let the enemy get the elixir: you have the advantage of killing the enemy from a safe distance, but he gets the elixirs! So the archers can be back to be the supporting/weakening units they should be and more strategy comes back in the game (And it also make more sense that the elixirs are carried by the enemy units and do not pop around the map! And if the enemy unit auto-blows up, so its elixir is also destroyed)
- Don't give +4 Elixirs for killing the enemy hero, give instead +2 elixir points to the side that kill him and -2 to the side that has it killed, it seems much more balanced and won't end the game immediately.
- All the Heroes should be immune to Killed Outright -> they should get only a critical hit instead of the Killed Outright (Sacred Armor can immunize to the critical hits).
Hope some suggestions may be interesting for you to try, have a nice weekend,
Almanro
PS: Bugs!
- I used Powerful Swipe with my Golem but it didn't work (or at least it didn't seem to work).
- I had Exhausting Touch on a Morbid Puppet who died at the beginning of the turn for the -10 DAM and Exhausting Touch was not passed on. When I recreated the Morbid Puppet with my Necro, it had the Exhausting Touch on it.