Unit balancing

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Unit balancing

Postby piranha » Thu Jan 19, 2012 6:39 am

2 units have changed today.

Kraken is changed in the following way.
Move 20 -> 16
Fear water 10 -> 8
Fear swamp 10 -> 5
Fear land 5 -> 3
Upkeep 8 -> 10

Unicorn is changed i the follwing way.
Group move removed
HP 3 -> 2
Cost 1400 -> 1100
Negate aura 0 -> 4
Negate terrain 15 -> 10
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Postby joasoze » Thu Jan 19, 2012 9:32 am

You gutted the fish...
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Re: Unit balancing

Postby KGB » Thu Jan 19, 2012 5:36 pm

Piranha,

1) I wish you hadn't reduced the Kraken's movement. Now it can't even catch ships on the water unless they happen to run into water they can't easily move through. So what's their point now? The Fear reduction is fine (especially on Land/Swamp).

2) What's Negate Aura? Is that Negating Leadership/Chaos? If so, then what's the point of the Lesser Archon with only 6? The Unicorn now makes that unit useless (3 turns vs 4, less cost, negates terrain too and only 2 less Aura). Now if it's negating Morale/Fear then it make sense since it's the equivalent of the Lesser Archon.

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Re: Unit balancing

Postby magian » Thu Jan 19, 2012 10:22 pm

KGB, negate aura is the devil's ability (negates fear and morale), so the unicorn wouldn't be stepping on the archon's toes (if it had toes).

This change has really made the unicorn. I will actually build them now.

I agree with KGB, 16 is too slow for 'ol kraky (in light of the other changes). Also, why not just make the Kraken fear 8 in water and fear 4 elsewhere. This seems simpler and it wouldn't be significantly more powerful.
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Re: Unit balancing

Postby LichKing » Fri Jan 20, 2012 2:13 am

I like the changes.. there's a chance now for galleons to escape their fury. I'd remove their fear on land completely, I'd actually make them weaker (-10 STR in towns)

Negate Aura 4 is a lot.. considering that Medusa has Fear 4 (I wouldn't buy Medusa right now). Negate 3 would be more balanced I think.
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Re: Unit balancing

Postby KGB » Fri Jan 20, 2012 4:50 am

The Medusa should go back to 5 fear and 35 strength. There was no reason for it to go down to 4. It's a VASTLY worse unit in Beta5 than Beta4 with the reduced Fear and Strength (esp compared to the Pegasi with it's 6 Morale). And it was barely used in Beta4 unless you found them for free or got them as Allies.

With 16 moves it will be hard to justify spending 1000 on a Kraken now unless you also have a lot of Sea Serpents to unfog the map letting you easily cut off boats as units that can't catch their enemy aren't very valuable. Something tells me that we'll be re-doing the Kraken again in a few weeks time :)

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Re: Unit balancing

Postby Moonknight » Fri Jan 20, 2012 1:14 pm

For Kraken I would say the following:

Move 20
Fear water 10 -> 8
Fear swamp 10 -> 4
Fear land 5 -> 0
Upkeep 8 -> 10

With three hit points, they'll still be good in cities but they were too powerful with the high fear. Basically everyone was buying them first in maps like Westeros and just having their hero ride around and capture coastal cities in a quickly manner.
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Re: Unit balancing

Postby magian » Fri Jan 20, 2012 4:35 pm

I like moonknight's kraken. I would also make it 18 speed, or increase the cost to 1200.

Lichking is correct, negate 4 is pretty high for the unicorn, negate 3 would suffice, however I would raise the negate terrain to 20 (to remove all spider and griffon bonuses).
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Re: Unit balancing

Postby KGB » Fri Jan 20, 2012 5:33 pm

I like MoonKnights Kraken numbers as well. I wouldn't even object to the Kraken having +2 Fear on Land. Mostly it's the move I want restored. Speaking of which, anyone know if it's possible to move the Kraken to a Dock and upgrade it to a Galleon for the extra move. Something I'd be doing :lol:

To slow down the Hero riding Kraken issue all that needed to be done is change the move on land cost from 2 to 5.

Unicorn might be better with Negate 3 than 4. Medusa should still go back to 5 Fear.

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Re: Unit balancing

Postby LPhillips » Fri Jan 20, 2012 11:50 pm

Negate 3 covers Crusader, Yeti, and Kraken on land, but leaves Pegasi, sandworm, and Medusa still useful.

I like the 10 terrain negate. Anything with more terrain bonus than that is expensive enough that it deserves not to be completely overcome by one counter.
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