Post by Havada on Aug 7, 2019 4:13:02 GMT -8
Hey guys, few of these ideas were suggested in the past by other users on this forum (I'm adding them to refresh the discussion) and few are made by me.
1. Soldiers. I'm not really seeing them as an underpowered unit but mermaids are still way more flexible as a village taker (but still mermaids shouldn't be nerfed, they are pretty balanced and cool unit). I think that soldiers may catch up in flexibility thanks to following active ability:
"Shields up"
Soldier may use this ability on himself as an action, getting "Fortified" status until his next move.
Fortified - grants 10 (or 5?) physical and magical resist. <- this idea is cool because it gives the soldier certain possibility to avoid negative statuses, making him a better siege holder.
Another idea to improve the soldier is to give him a self-cast ability, healing for 20/30/40 (based on his level). Any of these two suggestions would give him ability to hold a captured village for a longer time. So mermaids would have higher mobility and distance attacks while soldiers would have lower mobility buthigher value as a defenders of objectives. Also I think that giving a soldier just 5 resistance more would be invalid - he should be forced to choose between defensive stance and moving/attacking.
2. I've read a topic about suggested new "Ninja" unit. I don't like the ninja idea (doesn't fit the lore) but there was a great idea for a passive ability in this topic: unit resets its movement points after killing the target.
3. Reffering to the point 2, I have an idea for another passive ability: after killing its target, unit may perform another attack in its range. For example: an unit with this ability has 5 movement range and 1 attack range. It moves 4 tiles forward and atacks its target, killing it. Now it can't move any further but if in range of 1 there is another target, second attack may be performed. This would work only once so you couldn't kill 4 units in one turn with it
1. Soldiers. I'm not really seeing them as an underpowered unit but mermaids are still way more flexible as a village taker (but still mermaids shouldn't be nerfed, they are pretty balanced and cool unit). I think that soldiers may catch up in flexibility thanks to following active ability:
"Shields up"
Soldier may use this ability on himself as an action, getting "Fortified" status until his next move.
Fortified - grants 10 (or 5?) physical and magical resist. <- this idea is cool because it gives the soldier certain possibility to avoid negative statuses, making him a better siege holder.
Another idea to improve the soldier is to give him a self-cast ability, healing for 20/30/40 (based on his level). Any of these two suggestions would give him ability to hold a captured village for a longer time. So mermaids would have higher mobility and distance attacks while soldiers would have lower mobility buthigher value as a defenders of objectives. Also I think that giving a soldier just 5 resistance more would be invalid - he should be forced to choose between defensive stance and moving/attacking.
2. I've read a topic about suggested new "Ninja" unit. I don't like the ninja idea (doesn't fit the lore) but there was a great idea for a passive ability in this topic: unit resets its movement points after killing the target.
3. Reffering to the point 2, I have an idea for another passive ability: after killing its target, unit may perform another attack in its range. For example: an unit with this ability has 5 movement range and 1 attack range. It moves 4 tiles forward and atacks its target, killing it. Now it can't move any further but if in range of 1 there is another target, second attack may be performed. This would work only once so you couldn't kill 4 units in one turn with it
It's worth to say that I play both PVE and PVP a lot (I completed many challenges) but my suggestions are and will be based mainly on PVP experience which I find way more important than PVE. I guess I will add a new suggestion in this thread from time to time.