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Post by toyknight on Dec 13, 2018 7:48:12 GMT -8
Okay, so after some testing within our test group, it seems that the balance is a bit off currently. I will try to address a new balance update during Christmas or early next January (hopefully with new campaign added).
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Post by kaibaman on Dec 13, 2018 12:01:15 GMT -8
A good balance will be druid cannot reset cata.
Remove the wolfarcher. He is redundant.or reduce his price or. Replace the wolfarcher wiv some other unit. Ghost too OP. May be reduce his attak by 10. Or just return us the previous version
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Post by v4lkyri3m4ni4c on Dec 13, 2018 14:36:20 GMT -8
A good balance will be druid cannot reset cata. Remove the wolfarcher. He is redundant.or reduce his price or. Replace the wolfarcher wiv some other unit. Ghost too OP. May be reduce his attak by 10. Or just return us the previous version Then catapult's defence should be 0 and cannot be reset by druids, wolfarchers' price can be reduced to no lower than 700, for ghost, reducing attack could be considered. New units/terrains were only when XunZheZhe is free.
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Post by v4lkyri3m4ni4c on Dec 13, 2018 15:17:50 GMT -8
Then catapult's defence should be 0 and cannot be reset by druids, wolfarchers' price can be reduced to no lower than 700, for ghost, reducing attack could be considered. New units/terrains were only when XunZheZhe is free. I do not agree with decreasing the defense of the catapult, on the contrary, it should be increased since at least they are solid wood structures, but I support the idea that the druid is not able to help her, because currently the druid combo + paladin + catapult x2 is very powerful. Well then, catapult's def should be 10 and SUPPORTER CAN NO LONGER SUPPORT DESTROYERS! Ghosts will only receive attack bonus instead of being able to move again, so does catapult. And I think that it's too early for toyknight to add new skirmish settings, regarding max level cap between 3 to 9.
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Post by aditya22082002 on Dec 13, 2018 17:39:12 GMT -8
I can't find replays help me
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Post by toyknight on Dec 13, 2018 19:32:13 GMT -8
Okay, so after some testing within our test group, it seems that the balance is a bit off currently. I will try to address a new balance update during Christmas or early next January (hopefully with new campaign added). then, in that update will be fixed the problem of not being able to see the repetitions that some users have? Personally, this has been a good update, the discount of life points was normalized by placing a unit in enemy castles, which affected the balance in a certain way. Finally wolf archer has what it takes, excellent work efficiently mixing the skills of the wolf + archer + dark magician, now it is a unit that must be respected as what happens with the dragons, by the way, if the catapult can not receive help from the druid , I think the wolf archer will have more chance of being bought (if current statistics are kept). Now the druid provides only half experience points when it helps another unit, it will help not to raise the level of the units too quickly, because if used wisely the units even added 120 experience points per turn and that is what I think what is much. Ghosts need to have a weaker attack, because now their attack strength does not match their purchase value, especially if they are used only to go through the wounded units and before attacking receive the aura of the druid. Yep, I agree to most of them, but we definitely need more tests to fix the balance (balancing is actuallly very hard).
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Post by toyknight on Dec 13, 2018 19:32:30 GMT -8
I can't find replays help me Left arrow.
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Post by v4lkyri3m4ni4c on Dec 13, 2018 20:18:59 GMT -8
then, in that update will be fixed the problem of not being able to see the repetitions that some users have? Personally, this has been a good update, the discount of life points was normalized by placing a unit in enemy castles, which affected the balance in a certain way. Finally wolf archer has what it takes, excellent work efficiently mixing the skills of the wolf + archer + dark magician, now it is a unit that must be respected as what happens with the dragons, by the way, if the catapult can not receive help from the druid , I think the wolf archer will have more chance of being bought (if current statistics are kept). Now the druid provides only half experience points when it helps another unit, it will help not to raise the level of the units too quickly, because if used wisely the units even added 120 experience points per turn and that is what I think what is much. Ghosts need to have a weaker attack, because now their attack strength does not match their purchase value, especially if they are used only to go through the wounded units and before attacking receive the aura of the druid. Yep, I agree to most of them, but we definitely need more tests to fix the balance (balancing is actuallly very hard). Especially the catapult. If the next update means druids cannot support destroyers, ghosts were technically "dead".
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Post by kaibaman on Dec 13, 2018 21:46:44 GMT -8
Okay, so after some testing within our test group, it seems that the balance is a bit off currently. I will try to address a new balance update during Christmas or early next January (hopefully with new campaign added). then, in that update will be fixed the problem of not being able to see the repetitions that some users have? Personally, this has been a good update, the discount of life points was normalized by placing a unit in enemy castles, which affected the balance in a certain way. Finally wolf archer has what it takes, excellent work efficiently mixing the skills of the wolf + archer + dark magician, now it is a unit that must be respected as what happens with the dragons, by the way, if the catapult can not receive help from the druid , I think the wolf archer will have more chance of being bought (if current statistics are kept). Now the druid provides only half experience points when it helps another unit, it will help not to raise the level of the units too quickly, because if used wisely the units even added 120 experience points per turn and that is what I think what is much. Ghosts need to have a weaker attack, because now their attack strength does not match their purchase value, especially if they are used only to go through the wounded units and before attacking receive the aura of the druid. i agree jano. update is good ilike it too. but ghost are OP. now u cant even buy a golem until u have some serious back up, expensive units are penalised in a sense especially physical ones. dont make complicated changes. IMO i think ghost must be rebalance cata shud not be reset by druid even if they will earn half exp. the problem is cata is long range and cata + druid (800+600) is stronger than 2 catas as well as cheaper (800+800). cata defense is ok for me. wolf archer cud be 700 i dont know
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azos
New Member
Posts: 26
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Post by azos on Dec 13, 2018 22:46:52 GMT -8
Testing team seems to randomly throw out ideas, and just as randomly adds "I don't even know if this is balanced" to the end of their statements. There should be a requirement to being able to suggest unit balance, like having beaten all challenges, or something like that (which is not hard).
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Post by aditya22082002 on Dec 14, 2018 4:38:02 GMT -8
I can't find replays help me Left arrow. ok
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Post by NDjeneralBN on Dec 15, 2018 9:28:44 GMT -8
Ghost will be overpowered soon If it will be OP still needs to be seen. At least it's defence is nerfed, now 2-hit KO by soldiers. Also considering it's melee unit with 4 movement points, it's somewhat hard for ghosts to attack first (just a range-4 threat). While remaining an air force, it cannot be healed by Paladins, meaning they will die fast and very hard to level up. (maybe we can also consider this a small buff to archers and a small nerf to berserkers?) really they are onely good for first attack,they cant be healed and are easy to kill.its somehow like kamikaze.do big amount of damage and then is usseles.really ghost is not good for lvling up even.also archers could kill them in 2 shoots.they could be good in some aspects but need heavy strategy.most of the times they are just -250 gold in some cases.thats my look on them for now.
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Post by aditya22082002 on Dec 16, 2018 1:28:09 GMT -8
If it will be OP still needs to be seen. At least it's defence is nerfed, now 2-hit KO by soldiers. Also considering it's melee unit with 4 movement points, it's somewhat hard for ghosts to attack first (just a range-4 threat). While remaining an air force, it cannot be healed by Paladins, meaning they will die fast and very hard to level up. (maybe we can also consider this a small buff to archers and a small nerf to berserkers?) really they are onely good for first attack,they cant be healed and are easy to kill.its somehow like kamikaze.do big amount of damage and then is usseles.really ghost is not good for lvling up even.also archers could kill them in 2 shoots.they could be good in some aspects but need heavy strategy.most of the times they are just -250 gold in some cases.thats my look on them for now. they r not applicable for long battles
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azos
New Member
Posts: 26
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Post by azos on Dec 16, 2018 7:18:04 GMT -8
If anyone wants to see why catapult + druid ruins games check out reply 12-16-2018 skirmish by janomasterone.
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Post by v4lkyri3m4ni4c on Dec 16, 2018 18:46:46 GMT -8
If anyone wants to see why catapult + druid ruins games check out reply 12-16-2018 skirmish by janomasterone. That's why I said that toyknight must nerf druids by making Destroyers no longer supportable by druids, so that they can only get inspired instead of being able to move one more time. This also affects the ghost as well.
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