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Post by kaibaman on Aug 30, 2018 22:15:22 GMT -8
hello all please fell free to do some additional balance changes but not too drastic change some new unit and some balances 1. golem - very weak for a 600 unit. a shame that even spirit and sorceress can kill. too weak against magic suggestion a) keep same stat but lower cost atk - 55 def - 20 aff - 10 mov - 5 cost - 450 b) upgrade the stats - the golem deserve some respect atk - 55 def - 30 aff - 10 mov - 5 cost - 500 - same as berserker (+50 gold ) atk - 60 def - 30 aff - 10 mov - 5 cost - 600 (+50 gold ) 2. Troll atk - 60 physical (either -5 atk ) def - 20 aff - 5 mov - 5 cost - 600 (or +50 gold ) occ - 3 range - 1-1 son of forest immobilise - enemy cannot move for 2 turns of their own (range of effect same as golem) 3. Goblin atk - 45 physical def - 10 aff - 5 mov - 5 cost - 300 son of forest gain +10 atk bonus vs weakened status 4. Dark sage atk - 55 magic def - 20 aff - 10 mov - 4 cost - 700 occ - 3 range - 1-2 - attack inflict curse - enemy with curse status can receive cumulative status (but cannot be inspired) i.e can have multiple status at same time - once per turn can either attak or inflict 1 bad status on enemy (blind, poison, immobilise, weakened) 5 shadow ghoul atk - 50 physical def - 0 aff - 0 mov - 5 cost - 500 occ - 3 range - 1-1 range = 1-2 in wall barrier per turn can attack or create 2 wall barrier 50% less damage in wall barrier moves freely in wall barrier 6 vampire atk - 45 def - 0 aff - 0 mov - 5 cost - 200 occ - 2 range - 1-1 any damage done to enemies increases its LP accordingly (applies to return damage also) LP not capped at 100 air force ignores enemy affinity new tiles - wall barrier can be destroyed by catapult + ghost can be crossed by unit with air force (a unit wiv air force can be stationed on it) cannot be crossed by other unit (except shadow ghoul)
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Post by kaibaman on Aug 30, 2018 22:20:02 GMT -8
i go other units will post soon . i am devising a possible story line to include the new units that can be included in new AER. will keep you updated. bad english here haha
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Post by kaibaman on Aug 30, 2018 23:03:31 GMT -8
just updated the post - correcting some mistakes+ new ability added hello all please fell free to do some additional balance changes but not too drastic change lol some new unit and some balances 1. golem - very weak for a 600 unit. a shame that even spirit and sorceress can kill. too weak against magic suggestion a) keep same stat but lower cost atk - 55 def - 20 aff - 10 mov - 5 cost - 450 b) upgrade the stats - the golem deserve some respect atk - 55 def - 30 aff - 10 mov - 5 cost - 500 - same as berserker (+50 gold ) atk - 60 def - 30 aff - 10 mov - 5 cost - 600 (+50 gold ) 2. Troll atk - 60 physical (either -5 atk ) def - 20 aff - 5 mov - 5 cost - 700 (or +50 gold ) occ - 3 range - 1-1 son of forest immobilise - enemy cannot move for 2 turns of their own (range of effect same as golem) immobilised enemy cannot return damage when under attack friendly goblins in vicintiy get +5 atk def boost 3. Goblin atk - 45 physical def - 10 aff - 5 mov - 5 cost - 300 son of forest gain +10 atk bonus vs weakened status +5 attk per friendly goblin in vicinity 4. Dark sage atk - 55 magic def - 20 aff - 10 mov - 4 cost - 700 occ - 3 range - 1-2 - attack inflict curse - enemy with curse status can receive cumulative status (but cannot be inspired) i.e can have multiple status at same time - once per turn can either attak or inflict 1 bad status on enemy (blind, poison, immobilise, weakened) 5 shadow ghoul atk - 50 physical def - 10 aff - 0 mov - 5 cost - 500 occ - 3 range - 1-1 range = 1-2 in wall barrier per turn can attack or create 2 wall barrier 50% less damage in wall barrier moves freely in wall barrier 6 vampire atk - 45 def - 5 aff - 0 mov - 5 cost - 200 occ - 2 range - 1-1 any damage done to enemies increases its LP accordingly (applies to return damage also) LP not capped at 100 air force ignores enemy affinity new tiles - wall barrier can be destroyed by catapult + ghost can be crossed by unit with air force (a unit wiv air force can be stationed on it) cannot be crossed by other unit (except shadow ghoul)
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Post by v4lkyri3m4ni4c on Aug 30, 2018 23:13:11 GMT -8
just updated the post - correcting some mistakes+ new ability added hello all please fell free to do some additional balance changes but not too drastic change lol some new unit and some balances 1. golem - very weak for a 600 unit. a shame that even spirit and sorceress can kill. too weak against magic suggestion a) keep same stat but lower cost atk - 55 def - 20 aff - 10 mov - 5 cost - 450 b) upgrade the stats - the golem deserve some respect atk - 55 def - 30 aff - 10 mov - 5 cost - 500 - same as berserker (+50 gold ) atk - 60 def - 30 aff - 10 mov - 5 cost - 600 (+50 gold ) 2. Troll atk - 60 physical (either -5 atk ) def - 20 aff - 5 mov - 5 cost - 700 (or +50 gold ) occ - 3 range - 1-1 son of forest immobilise - enemy cannot move for 2 turns of their own (range of effect same as golem) immobilised enemy cannot return damage when under attack friendly goblins in vicintiy get +5 atk def boost 3. Goblin atk - 45 physical def - 10 aff - 5 mov - 5 cost - 300 son of forest gain +10 atk bonus vs weakened status +5 attk per friendly goblin in vicinity 4. Dark sage atk - 55 magic def - 20 aff - 10 mov - 4 cost - 700 occ - 3 range - 1-2 - attack inflict curse - enemy with curse status can receive cumulative status (but cannot be inspired) i.e can have multiple status at same time - once per turn can either attak or inflict 1 bad status on enemy (blind, poison, immobilise, weakened) 5 shadow ghoul atk - 50 physical def - 10 aff - 0 mov - 5 cost - 500 occ - 3 range - 1-1 range = 1-2 in wall barrier per turn can attack or create 2 wall barrier 50% less damage in wall barrier moves freely in wall barrier 6 vampire atk - 45 def - 5 aff - 0 mov - 5 cost - 200 occ - 2 range - 1-1 any damage done to enemies increases its LP accordingly (applies to return damage also) LP not capped at 100 air force ignores enemy affinity new tiles - wall barrier can be destroyed by catapult + ghost can be crossed by unit with air force (a unit wiv air force can be stationed on it) cannot be crossed by other unit (except shadow ghoul) How about the Dryad? She's a physical damage dealer with high magic defense and gain power when at forest, but weak to physical attacks. Attack: 50+10 physical Defense: 10 Affinity: -30 physical (+30 magical) Move: 4 Cost 200 Takes 1 slot Range: 1-1 Skill: Son of forest
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Post by kaibaman on Aug 30, 2018 23:36:51 GMT -8
just updated the post - correcting some mistakes+ new ability added hello all please fell free to do some additional balance changes but not too drastic change lol some new unit and some balances 1. golem - very weak for a 600 unit. a shame that even spirit and sorceress can kill. too weak against magic suggestion a) keep same stat but lower cost atk - 55 def - 20 aff - 10 mov - 5 cost - 450 b) upgrade the stats - the golem deserve some respect atk - 55 def - 30 aff - 10 mov - 5 cost - 500 - same as berserker (+50 gold ) atk - 60 def - 30 aff - 10 mov - 5 cost - 600 (+50 gold ) 2. Troll atk - 60 physical (either -5 atk ) def - 20 aff - 5 mov - 5 cost - 700 (or +50 gold ) occ - 3 range - 1-1 son of forest immobilise - enemy cannot move for 2 turns of their own (range of effect same as golem) immobilised enemy cannot return damage when under attack friendly goblins in vicintiy get +5 atk def boost 3. Goblin atk - 45 physical def - 10 aff - 5 mov - 5 cost - 300 son of forest gain +10 atk bonus vs weakened status +5 attk per friendly goblin in vicinity 4. Dark sage atk - 55 magic def - 20 aff - 10 mov - 4 cost - 700 occ - 3 range - 1-2 - attack inflict curse - enemy with curse status can receive cumulative status (but cannot be inspired) i.e can have multiple status at same time - once per turn can either attak or inflict 1 bad status on enemy (blind, poison, immobilise, weakened) 5 shadow ghoul atk - 50 physical def - 10 aff - 0 mov - 5 cost - 500 occ - 3 range - 1-1 range = 1-2 in wall barrier per turn can attack or create 2 wall barrier 50% less damage in wall barrier moves freely in wall barrier 6 vampire atk - 45 def - 5 aff - 0 mov - 5 cost - 200 occ - 2 range - 1-1 any damage done to enemies increases its LP accordingly (applies to return damage also) LP not capped at 100 air force ignores enemy affinity new tiles - wall barrier can be destroyed by catapult + ghost can be crossed by unit with air force (a unit wiv air force can be stationed on it) cannot be crossed by other unit (except shadow ghoul) How about the Dryad? She's a physical damage dealer with high magic defense and gain power when at forest, but weak to physical attacks. Attack: 50+10 physical Defense: 10 Affinity: -30 physical (+30 magical) Move: 4 Cost 200 Takes 1 slot Range: 1-1 Skill: Son of forest Dryad ( may like this its more balance what you think ) Attack: 50 physical Defense: 30 Affinity:0 Move: 4 Cost 500 Takes 2 slot Range: 1-1 Skill: Son of forest Read more: aeii.boards.net/thread/229/new-units-nxt-aer-release?page=1#ixzz5PjsDNZN2
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Post by kaibaman on Aug 30, 2018 23:37:24 GMT -8
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Post by v4lkyri3m4ni4c on Aug 31, 2018 2:00:14 GMT -8
Okay, but since golems have hard time against magic damage dealers, why not a physical damage dealer that can withstand magic damage? Plus, toyknight was even better than this.
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Post by kaibaman on Aug 31, 2018 2:03:40 GMT -8
yeah perhaps another ability of dryad muight be magic unit in vicinity lose 10 atk and 10 def
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Post by kaibaman on Aug 31, 2018 2:04:42 GMT -8
agree gloem were pretty much a beast in original ancient empire just put a golem in castkle level it up and you won vs 3 cpu
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Post by v4lkyri3m4ni4c on Aug 31, 2018 5:59:39 GMT -8
agree gloem were pretty much a beast in original ancient empire just put a golem in castkle level it up and you won vs 3 cpu And toyknight nerfed commanders!
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Post by laconix on Sept 1, 2018 10:01:29 GMT -8
I believe golem should have better mdef than wolf, berserker, and ice elemental since it is supposed to be a tank. I suggest golem has 25 def and 5 affinity, so we can show some respect to golem xD
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Post by v4lkyri3m4ni4c on Sept 1, 2018 15:21:57 GMT -8
I believe golem should have better mdef than wolf, berserker, and ice elemental since it is supposed to be a tank. I suggest golem has 25 mdef and 5 affinity, so we can show some respect to golem xD In view of this, I suggested an opposite version of slime: Dryad. Attack: 50+10 physical Def: 10 Aff: -30 physical (+30 magic) Move: 4 Cost: 200 Slot: 1 Range: 1-1 Skill: son of forest What's your view?
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Post by laconix on Sept 1, 2018 19:09:25 GMT -8
I believe golem should have better mdef than wolf, berserker, and ice elemental since it is supposed to be a tank. I suggest golem has 25 mdef and 5 affinity, so we can show some respect to golem xD In view of this, I suggested an opposite version of slime: Dryad. Attack: 50+10 physical Def: 10 Aff: -30 physical (+30 magic) Move: 4 Cost: 200 Slot: 1 Range: 1-1 Skill: son of forest What's your view? Interesting idea, but it seems to be hard for it to survive since most units are consisted of physical units like soldier, mermaid, archer, etc than units like ghost, black mage, wisp, etc
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Post by v4lkyri3m4ni4c on Sept 1, 2018 21:28:43 GMT -8
In view of this, I suggested an opposite version of slime: Dryad. Attack: 50+10 physical Def: 10 Aff: -30 physical (+30 magic) Move: 4 Cost: 200 Slot: 1 Range: 1-1 Skill: son of forest What's your view? Interesting idea, but it seems to be hard for it to survive since most units are consisted of physical units like soldier, mermaid, archer, etc than units like ghost, black mage, wisp, etc I got an insane idea: Wolfwitch. She's a sorceress riding a wolf. Intro: witches who ride on the back of their canine friends. They instill fear to foes. Atk: 70+10 magic Def: 15 Aff: 5 magic Cost: 800 Slot: 4 Move: 6 Range: 1-3 Skill: bloodthirsty, assault force, fear aura New skill: fear aura - foes within 2 tiles -10 attack for 1 turn. Cannot affect foes with same skill. I don't know if she's balanced, since toyknight could whack her up.
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Post by laconix on Sept 1, 2018 23:42:40 GMT -8
Interesting idea, but it seems to be hard for it to survive since most units are consisted of physical units like soldier, mermaid, archer, etc than units like ghost, black mage, wisp, etc I got an insane idea: Wolfwitch. She's a sorceress riding a wolf. Intro: witches who ride on the back of their canine friends. They instill fear to foes. Atk: 70+10 magic Def: 15 Aff: 5 magic Cost: 800 Slot: 4 Move: 6 Range: 1-3 Skill: bloodthirsty, assault force, fear aura New skill: fear aura - foes within 2 tiles -10 attack for 1 turn. Cannot affect foes with same skill. I don't know if she's balanced, since toyknight could whack her up. She is not balanced for sure. Her damage is equal to melee damage dealer unit even tho she is ranged unit, and she should not be able to deal damage in melee range since wolf archer can't do it except if they change wolfarcher as well. Assault unit never have aura in this game so far. I guess there should be a reason for it. Is the bloodthirsty ability the same as berserker's? I suggest ghost should have fear ability since people are usually afraid of ghost xD Does anyone here think that ghost unit need to be improved? I never use them since it is hard to destroy village using ghost especially if the map is large and they die easily because of weak def, can't be heal except with tombstone, village and poison, and air force ability make them vulnerable to archer.
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