Noticing that whole faction is weak to arcane attack types, which means that agianist specific matchups of ageless, this faction losses Spearman line will receive buffs in another revision, these changes to knagates are just a quick bandaid fix that were sent at penultimateįew readjustments, once again, of things that can be done even better of precious balance proposals. (Another quick bandaid fix for now, a later but better proposal will come for the next release) Blade resistance from 0% to 6% (will take 1 less damage from strikes of 9 or more) Impact resistance from 10% to 20% (bandaid fix to increase cost efficiency, will think later in something better) Shieldbash damage from 16-2 to 13-2 and no longer has +Slows special. NEW ATTACK: Kick 10-2 impact mele (this allow the unit to be somewhat useful on max level apart of being just a sponge of damage) The unit no longer has +Steadfast (Doesn't even need it, with lv3 upgrades of resistances) XP increase is to make sure, this unit is not abusable in any game mode, by requiring the same amount of XP as of leveling up Shieldbash damage adjusted from 14-1 to 9-2 This unit will always do more damage in retaliation than in offensive, but always in attacks of the same amount of strikes. blade/pierce/Impact resistances all adjusted to 0% Blade/Pierce/Impact resistances from -10% to 0% Knife (mele) attack will now have +First-strike (which is now explained by a modification in unit description) Important thing of this unit is that as gobling, can adquire negative traits Of 5-7 with 9 movement, but, stabilizing unit's survivavilityīuffs, this faction is actually seriously impopular because of being underpowered, even with my reworks. In a later review, will have a better look to wooden birds and steel eagles, just giving to lv2 a mele and decreasing the absurd potential NEW ATTACK: Clockwork gun 7-1 pierce mele In very specific cases is more convenient than Blazer's 11-3 fireballs. General idea is that this unit has less raw damage than Blazer, but giving a 4 fire strikes at ranged if owning one of these. Fireball damage from 12-2 to 7-4 (better ranged damage, but much worse RPG potential) Lowering seriously mechanic's general damage output but at being somewhat acceptable. Flash Cannon damage from 19-1 to 16-1 and downgraded +Marskman to +Aimed (50% version marskman)Īctually at this point, there is almost no reason to pick blazer right now, Armored mechanic used to have better resistances, heals+8Īnd loss of damage wasn't that significant. These units have certain disbalances, adjusting. Pierce/Impact resistances adjusted from -10% to +10% as expected and wanted. and ensuring that mummy spam be strongly hit with these nerfs.Ī faction is about USING a BUILD to have proper results NOT ABOUT SPAMMING a single line. In case of a new ageless release, I will have a look to updated content in January. In days of february will have a better look to lots of pending stuff. So lowering steadfast for lv2 seems fair to me.Īnd to inform that my temporal inactivty will last up to days of February, good event in elsword convices me to spend most of the time there AND can't seriously watch multiplayer games because a wesnoth's irregulairty, reinstalling steam's wesnoth didn't fix my old problem. As said, no defense handicap nor damage for too much bulkyness and -1 MP is not enough handicap. I mean x1.5 res multiplier instead of x2 multiplier, somewhere in any other era there should be such skill (weaker steadfast or something like that, most likely in WotG). Is there reason why levels 1 and 3 have 20%, and 2 is supposed to have 17%?Īlso, another reply to this, add nerfed steadfast to lv2 instead of nerfed resistances. And the failure of mine at making Welking Centinel be -17% pierce/blade resistance instead of +17% (while defending that's -17% resistance vs +34%) which can be considered somewhat grave.
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