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View Full Version : Dungeon topic , balance and suggestions .



phoenix_reb1973
05-27-2006, 03:41 PM
Now the H5 is released ten days already we have some experience and can discuss the balance more precise . This topic is about Dungeon faction , do you have find is balanced , overpowered , underpowered ? What unit should be emproved , what is too strong ? What warlocks ability is too weak or too strong ?

I'd already written about Shadow Matriarch weakness in compairesion with their cost and , especialy , their Building cost . If I remember correctly , the Nival said yet last autumn that all Dungeon units will be elite for their tier , but will have lower growth . Now only 1-3 tiers are such . It would be very nice seeing Shadow Witch / Shadow Matriarch statistics being changed on this direction . For example , like this :

Shadow Witch - attack 24 , defence 20 , damage 24-32 , hit points 120 , shoots 4 , initiative 10 , speed 5 , mana 16 , basic growth 1 ! , cost 2100

Spells - Slow ( advanced ) , Disrupting ray ( adv ), Righeous might ( adv ) , Confusion ( basic )
Special ability - additional damage by elemental vision , 1% for every SW in stack .

Shadow Matriarch - attack 28 , defence 24 , damage 32-40 , hit points 150 , shoots 6 , initiative 11 , speed 5 , mana 24 , basic growth 1 , cost 2800

Spells - Slow ( expert ) , Disrupting ray ( expert ) , Righteous might ( expert ) , –°onfusion ( adv ) , Frenzy

Special ability - additional damage by elemental vision for all allies , 1% for every SM

Altar of primary chaos also rises SW / SM growth on +1 per week , it's resource cost should be a bit higher than now ( perhaps add 10 crystals )

Also I can say that Grim raiders are too cheap for their power . This unit is very durable , fast and has true awesome abilities , it can deal 15-30 damage to any target , competely ignoring ememy defence . I think 550 could be more correct price instead of 450 .

phoenix_reb1973
05-27-2006, 03:41 PM
Now the H5 is released ten days already we have some experience and can discuss the balance more precise . This topic is about Dungeon faction , do you have find is balanced , overpowered , underpowered ? What unit should be emproved , what is too strong ? What warlocks ability is too weak or too strong ?

I'd already written about Shadow Matriarch weakness in compairesion with their cost and , especialy , their Building cost . If I remember correctly , the Nival said yet last autumn that all Dungeon units will be elite for their tier , but will have lower growth . Now only 1-3 tiers are such . It would be very nice seeing Shadow Witch / Shadow Matriarch statistics being changed on this direction . For example , like this :

Shadow Witch - attack 24 , defence 20 , damage 24-32 , hit points 120 , shoots 4 , initiative 10 , speed 5 , mana 16 , basic growth 1 ! , cost 2100

Spells - Slow ( advanced ) , Disrupting ray ( adv ), Righeous might ( adv ) , Confusion ( basic )
Special ability - additional damage by elemental vision , 1% for every SW in stack .

Shadow Matriarch - attack 28 , defence 24 , damage 32-40 , hit points 150 , shoots 6 , initiative 11 , speed 5 , mana 24 , basic growth 1 , cost 2800

Spells - Slow ( expert ) , Disrupting ray ( expert ) , Righteous might ( expert ) , –°onfusion ( adv ) , Frenzy

Special ability - additional damage by elemental vision for all allies , 1% for every SM

Altar of primary chaos also rises SW / SM growth on +1 per week , it's resource cost should be a bit higher than now ( perhaps add 10 crystals )

Also I can say that Grim raiders are too cheap for their power . This unit is very durable , fast and has true awesome abilities , it can deal 15-30 damage to any target , competely ignoring ememy defence . I think 550 could be more correct price instead of 450 .

pavel44
05-27-2006, 04:03 PM
early on is tough unit growth rate is extremely low. No hero with specialization that helps much in early stages.

Shadow Matriarch is fine, just needs a bit more Attack and Ammo. Would be nice to have a building that boosts their growth a bit.