Post by Havada on May 17, 2017 13:42:55 GMT -8
Hello, here's list of things I find important to change (and also my propositions how to fix them):
1. Ice elementals. We all do know that they are annoying and OP shiets, they regen 1/4 of their maximum hp every turn even if they're not in water (which means more than 25 hp per turn on higher levels, because their max life imporoves also lol), they can attack both from distance (max range is 3, sic) and in face-to-face combat, which means you can't attack them without taking damage when attacking with melee unit... and also they gain bonus regen, damage, armor and magic armor (and movement) in water. Obviously it must be nerfed.
At first I suggest adding new ability in the place of current 25% regeneration; it would be active, not passive ability, something like heal of paladin, but it'd be usable only on the caster itself. Also I think that you should choose between range 2-3 and range 1-2, 1-3 is just too strong. Third thing is their imporiving maximum health... To balance it, I suggest descreasing their base armor by 10 (to 5, leaving magic resist on 15) - this nerf will make them less tough targets for aqua elementals or archers.
2. Black mages. I know you are working on them, I just want to show you few of my own thoughts obviously they need a cool ability, but the main thing is their utility in damage dealing. I think that the first thing to do should be raising their attack points to 70 (from 60) and their range to 1-3 (from 1-2). Back to the ability, I suggest a spell that depends on presence of skeletons, for example: when there are a skeleton (doesn't matter: friendly or enemy) in melee range, you can drain its energy, dealing him [attack + 10] magic damage points and healing the caster for 1/2 of damage dealt. Obviously, skeleton can't strike back - it's an ability.
3. Wolfarchers. Not so much to change here, but still they are a bit too strong. I think that their base attack, defence and magic defence points should be descreased by 5, to 50/5/5 (from 55/10/10). Their very high mobility is enough defensive system.
That's all for now, I'm sure I'll be back here to send you more of my thoughts
1. Ice elementals. We all do know that they are annoying and OP shiets, they regen 1/4 of their maximum hp every turn even if they're not in water (which means more than 25 hp per turn on higher levels, because their max life imporoves also lol), they can attack both from distance (max range is 3, sic) and in face-to-face combat, which means you can't attack them without taking damage when attacking with melee unit... and also they gain bonus regen, damage, armor and magic armor (and movement) in water. Obviously it must be nerfed.
At first I suggest adding new ability in the place of current 25% regeneration; it would be active, not passive ability, something like heal of paladin, but it'd be usable only on the caster itself. Also I think that you should choose between range 2-3 and range 1-2, 1-3 is just too strong. Third thing is their imporiving maximum health... To balance it, I suggest descreasing their base armor by 10 (to 5, leaving magic resist on 15) - this nerf will make them less tough targets for aqua elementals or archers.
2. Black mages. I know you are working on them, I just want to show you few of my own thoughts obviously they need a cool ability, but the main thing is their utility in damage dealing. I think that the first thing to do should be raising their attack points to 70 (from 60) and their range to 1-3 (from 1-2). Back to the ability, I suggest a spell that depends on presence of skeletons, for example: when there are a skeleton (doesn't matter: friendly or enemy) in melee range, you can drain its energy, dealing him [attack + 10] magic damage points and healing the caster for 1/2 of damage dealt. Obviously, skeleton can't strike back - it's an ability.
3. Wolfarchers. Not so much to change here, but still they are a bit too strong. I think that their base attack, defence and magic defence points should be descreased by 5, to 50/5/5 (from 55/10/10). Their very high mobility is enough defensive system.
That's all for now, I'm sure I'll be back here to send you more of my thoughts