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Post by kiroumaru on Jan 27, 2018 6:05:40 GMT -8
Soldier : add +5 physical def
-Because soldier (melee unit) should at least be slightly bulkier than mermaid and archer -also gives slight nerf to mermaid and archer -encourage ppl to use soldier for meat shield more
Berserker:
In aer i feel -berserker is too easily countered by a 200 gold unit (slime n ghost n archer) -magic units also shuts berserker down, bcos of very low magical def -berserker acts like assassin in aer ,by targeting 1 enemy unit n killing it with the help of bloodthirsty n fleetfooted ability -after moving to kill enemy unit, bloodthirst ability easily countered by enemy archer n slime, then in the next turn, berserker will be too weak to do anything( around 50 health) - Counter madness can be ignored by enemy mermaid, aiming other targets
i wud change berserrker into
- not sure to remove ability fleet footed or not - remove ability bloodthirst - change berseker attack to 65 - usually berserker isnt so heavily armored n they r somewhat fat, so change phys def -5, and magic def+5 (also to minimize his weakness against slime) - to make it act more berserker-y add an ability cleave: when initiating an attack on enemy unit, berseker simultaneously attack enemy within 2 block of berserker,with reduced damage for example: 1 block within berserker will receive 65(attack) - 25(bcos of 1 block) = 40 at lvl 1 - reduced by enemy armor = damage for example: 2 block within berserker will receive 65(attack) - 45(bcos of 2 block) = 20 at lvl 1 - reduced by enemy armor = damage - cleave ability is to nerf ranged armorless units like mermaid n archer
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Post by aditya22082002 on Jan 27, 2018 6:09:46 GMT -8
Soldier : add +5 physical def -Because soldier (melee unit) should at least be slightly bulkier than mermaid and archer -also gives slight nerf to mermaid and archer -encourage ppl to use soldier for meat shield more Berserker:
In aer i feel -berserker is too easily countered by a 200 gold unit (slime n ghost n archer) -magic units also shuts berserker down, bcos of very low magical def -berserker acts like assassin in aer ,by targeting 1 enemy unit n killing it with the help of bloodthirsty n fleetfooted ability -after moving to kill enemy unit, bloodthirst ability easily countered by enemy archer n slime, then in the next turn, berserker will be too weak to do anything( around 50 health) - Counter madness can be ignored by enemy mermaid, aiming other targets
i wud change berserrker into
- not sure to remove ability fleet footed or not - remove ability bloodthirst - change berseker attack to 65 - usually berserker isnt so heavily armored n they r somewhat fat, so change phys def -5, and magic def+5 (also to minimize his weakness against slime) - to make it act more berserker-y add an ability cleave: when initiating an attack on enemy unit, berseker simultaneously attack enemy within 2 block of berserker,with reduced damage for example: 1 block within berserker will receive 65(attack) - 25(bcos of 1 block) = 40 at lvl 1 - reduced by enemy armor = damage for example: 2 block within berserker will receive 65(attack) - 45(bcos of 2 block) = 20 at lvl 1 - reduced by enemy armor = damage - cleave ability is to nerf ranged armorless units like mermaid n archer
it will make it op in def And thanks for soldiers mermaids And archers Exp should be 50 to make them useful
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Post by kiroumaru on Jan 27, 2018 6:13:17 GMT -8
Wolf: - remove ability poisoner - add ability: venomous this ability block enemy healing last 1 turn lose 15 attack and 10 magic def and physical def
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Post by kiroumaru on Jan 27, 2018 6:19:59 GMT -8
Soldier : add +5 physical def -Because soldier (melee unit) should at least be slightly bulkier than mermaid and archer -also gives slight nerf to mermaid and archer -encourage ppl to use soldier for meat shield more Berserker:
In aer i feel -berserker is too easily countered by a 200 gold unit (slime n ghost n archer) -magic units also shuts berserker down, bcos of very low magical def -berserker acts like assassin in aer ,by targeting 1 enemy unit n killing it with the help of bloodthirsty n fleetfooted ability -after moving to kill enemy unit, bloodthirst ability easily countered by enemy archer n slime, then in the next turn, berserker will be too weak to do anything( around 50 health) - Counter madness can be ignored by enemy mermaid, aiming other targets
i wud change berserrker into
- not sure to remove ability fleet footed or not - remove ability bloodthirst - change berseker attack to 65 - usually berserker isnt so heavily armored n they r somewhat fat, so change phys def -5, and magic def+5 (also to minimize his weakness against slime) - to make it act more berserker-y add an ability cleave: when initiating an attack on enemy unit, berseker simultaneously attack enemy within 2 block of berserker,with reduced damage for example: 1 block within berserker will receive 65(attack) - 25(bcos of 1 block) = 40 at lvl 1 - reduced by enemy armor = damage for example: 2 block within berserker will receive 65(attack) - 45(bcos of 2 block) = 20 at lvl 1 - reduced by enemy armor = damage - cleave ability is to nerf ranged armorless units like mermaid n archer
it will make it op in def And thanks for soldiers mermaids And archers Exp should be 50 to make them useful yes but usually soldier r bullied by mermaid ranged attack
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Post by NDjeneralBN on Jan 27, 2018 9:16:59 GMT -8
Soldier : add +5 physical def -Because soldier (melee unit) should at least be slightly bulkier than mermaid and archer -also gives slight nerf to mermaid and archer -encourage ppl to use soldier for meat shield more Berserker:
In aer i feel -berserker is too easily countered by a 200 gold unit (slime n ghost n archer) -magic units also shuts berserker down, bcos of very low magical def -berserker acts like assassin in aer ,by targeting 1 enemy unit n killing it with the help of bloodthirsty n fleetfooted ability -after moving to kill enemy unit, bloodthirst ability easily countered by enemy archer n slime, then in the next turn, berserker will be too weak to do anything( around 50 health) - Counter madness can be ignored by enemy mermaid, aiming other targets
i wud change berserrker into
- not sure to remove ability fleet footed or not - remove ability bloodthirst - change berseker attack to 65 - usually berserker isnt so heavily armored n they r somewhat fat, so change phys def -5, and magic def+5 (also to minimize his weakness against slime) - to make it act more berserker-y add an ability cleave: when initiating an attack on enemy unit, berseker simultaneously attack enemy within 2 block of berserker,with reduced damage for example: 1 block within berserker will receive 65(attack) - 25(bcos of 1 block) = 40 at lvl 1 - reduced by enemy armor = damage for example: 2 block within berserker will receive 65(attack) - 45(bcos of 2 block) = 20 at lvl 1 - reduced by enemy armor = damage - cleave ability is to nerf ranged armorless units like mermaid n archer
i agree on-soilders needs to be stronger. i think abilitie called "Streanght in numbers" abbilitie that gives soilders 5 points of damage if he is near another friendly soilder.5 damage for every soilder that is near one with other. range for that abbilitie could be the same as spirits healing range. so soilders could become extreamly more useful. and it would be more interesting than giving him just 5 defence. also with this abilitie mid shields will be a great thing with soilders. if we remuve his abilitie bloodthirsty than he would become EXTREAMLY stupid unit.and that abilitie is giving him big boost in the game. also beserker is really strong and could become the strongest unit in terms of damage. if you asking me beserker should have 0 defence for mage tipe,since he is extreamly strong and not somebody that is suposed to take litely. beserker is really good,dont understand what is the problem with him?just asking. slimes and ghosts could not kill beserker easy if he is geting support from paladins,druids and spirits.
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Post by NDjeneralBN on Jan 27, 2018 9:24:47 GMT -8
Wolf: - remove ability poisoner - add ability: venomous this ability block enemy healing last 1 turn lose 15 attack and 10 magic def and physical def
i agree with you on this.
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Post by aditya22082002 on Jan 28, 2018 0:35:01 GMT -8
Soldier : add +5 physical def -Because soldier (melee unit) should at least be slightly bulkier than mermaid and archer -also gives slight nerf to mermaid and archer -encourage ppl to use soldier for meat shield more Berserker:
In aer i feel -berserker is too easily countered by a 200 gold unit (slime n ghost n archer) -magic units also shuts berserker down, bcos of very low magical def -berserker acts like assassin in aer ,by targeting 1 enemy unit n killing it with the help of bloodthirsty n fleetfooted ability -after moving to kill enemy unit, bloodthirst ability easily countered by enemy archer n slime, then in the next turn, berserker will be too weak to do anything( around 50 health) - Counter madness can be ignored by enemy mermaid, aiming other targets
i wud change berserrker into
- not sure to remove ability fleet footed or not - remove ability bloodthirst - change berseker attack to 65 - usually berserker isnt so heavily armored n they r somewhat fat, so change phys def -5, and magic def+5 (also to minimize his weakness against slime) - to make it act more berserker-y add an ability cleave: when initiating an attack on enemy unit, berseker simultaneously attack enemy within 2 block of berserker,with reduced damage for example: 1 block within berserker will receive 65(attack) - 25(bcos of 1 block) = 40 at lvl 1 - reduced by enemy armor = damage for example: 2 block within berserker will receive 65(attack) - 45(bcos of 2 block) = 20 at lvl 1 - reduced by enemy armor = damage - cleave ability is to nerf ranged armorless units like mermaid n archer
i agree on-soilders needs to be stronger. i think abilitie called "Streanght in numbers" abbilitie that gives soilders 5 points of damage if he is near another friendly soilder.5 damage for every soilder that is near one with other. range for that abbilitie could be the same as spirits healing range. so soilders could become extreamly more useful. and it would be more interesting than giving him just 5 defence. also with this abilitie mid shields will be a great thing with soilders. if we remuve his abilitie bloodthirsty than he would become EXTREAMLY stupid unit.and that abilitie is giving him big boost in the game. also beserker is really strong and could become the strongest unit in terms of damage. if you asking me beserker should have 0 defence for mage tipe,since he is extreamly strong and not somebody that is suposed to take litely. beserker is really good,dont understand what is the problem with him?just asking. slimes and ghosts could not kill beserker easy if he is geting support from paladins,druids and spirits. that's what u said about berserker
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Post by W on Jan 28, 2018 6:49:58 GMT -8
Soldier : add +5 physical def -Because soldier (melee unit) should at least be slightly bulkier than mermaid and archer -also gives slight nerf to mermaid and archer -encourage ppl to use soldier for meat shield more Berserker:
In aer i feel -berserker is too easily countered by a 200 gold unit (slime n ghost n archer) -magic units also shuts berserker down, bcos of very low magical def -berserker acts like assassin in aer ,by targeting 1 enemy unit n killing it with the help of bloodthirsty n fleetfooted ability -after moving to kill enemy unit, bloodthirst ability easily countered by enemy archer n slime, then in the next turn, berserker will be too weak to do anything( around 50 health) - Counter madness can be ignored by enemy mermaid, aiming other targets
i wud change berserrker into
- not sure to remove ability fleet footed or not - remove ability bloodthirst - change berseker attack to 65 - usually berserker isnt so heavily armored n they r somewhat fat, so change phys def -5, and magic def+5 (also to minimize his weakness against slime) - to make it act more berserker-y add an ability cleave: when initiating an attack on enemy unit, berseker simultaneously attack enemy within 2 block of berserker,with reduced damage for example: 1 block within berserker will receive 65(attack) - 25(bcos of 1 block) = 40 at lvl 1 - reduced by enemy armor = damage for example: 2 block within berserker will receive 65(attack) - 45(bcos of 2 block) = 20 at lvl 1 - reduced by enemy armor = damage - cleave ability is to nerf ranged armorless units like mermaid n archer
I think mermaid and archer is balanced, about soldier no comment. Also, i 100% disagree with removing bloodtristy, berserker is special is strong when faced a lot of enemy. Buff Berserker is Magic def will make it absolutely OP
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Post by W on Jan 28, 2018 6:53:59 GMT -8
Wolf: - remove ability poisoner - add ability: venomous this ability block enemy healing last 1 turn lose 15 attack and 10 magic def and physical def
Not so bad idea, but decresing 10 def sometimes will be bad idea. For example Lv.1 Sorceress has 0 phys def, attacked by wolf will make it has -10 phys damage. That mean if sorceress attacked by just 10 phys damage, total damage will increased to 20, sometimes will be good sometimes will broke
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Post by W on Jan 28, 2018 6:56:56 GMT -8
About soldier i agree it need changes :/ but not buff just make some adjust
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Post by NDjeneralBN on Feb 18, 2018 4:28:57 GMT -8
Wolf: - remove ability poisoner - add ability: venomous this ability block enemy healing last 1 turn lose 15 attack and 10 magic def and physical def
Not so bad idea, but decresing 10 def sometimes will be bad idea. For example Lv.1 Sorceress has 0 phys def, attacked by wolf will make it has -10 phys damage. That mean if sorceress attacked by just 10 phys damage, total damage will increased to 20, sometimes will be good sometimes will broke yeas but that was wolfs original abilitie. :/
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