Unit Balance...Unit Skill balance.... Spell balance...
Hello, I would like to thank the devs for the patches that fixed many of the games bugs as well as remind them that there are some major balance issues that need to be worked on still. As it stands many of the late game units can be hoisted by their own petard so to speak as their direct underling units are more powerful. Unit skills should also not be available to all units, the reason being is that once high damage units with area effect attacks get the Magical Attack skill they will dominate any and all other units. I would also like to say that as late game as The Dragons are they should be way more powerful... I was looking forward to those units only to find out they sucked. There are many many other balance issues at play here that can be easily adjusted and I hope everyone that is left on this forum [ all two of you] list what you have noticed to be a balance issue. If no one responds I will give you a detailed list of all the glaring balance issues I have noticed.
Hi, please give us your detailed list of issues, it'll make it easier and faster for us to track them down. Thanks.
Alright, I will, it will take just a tiny bit of time though...gotta finish my current game and start a new one with different morality.
Well after double checking things the most apparent balance issues deal with the late game christian units and the morality units skills. The Dragons need a major buff as they are useless when you actually get them. Really what the Dragons need is about 2x the range of their breath weapon and 3x the damage... they really are that bad.
Seraph Damage:5000 Hp:24500 Defense: 50 Unit size 3
Guardian: Damage:10000 Hp: 22400 Defense: 20 Unit size 6
Arch Guardian: Damage:10000 Hp: 20720 Defense:20 unit size:6
Dark Angel: Damage 3000 Hp: 42000 Defense:20 unit size 3 Equalizer: greater area damage unit skill...... does not make up what so ever for the units lack of power.
The Seraph and the Dark Angel are worthless compared to their direct underling/early game units and they are more expensive. The unique unit skills these two units get does not balance them out at all.
POISON: Is useless as is and needs to be buffed.
FOMORIAN SLAYER: This skill needs to be nerfed or made active. Far more powerful then what the other side of the coin gets.
STONE SKIN: needs to be made a passive skill where the giant defense is Doubled... or longer duration for its active use. The 30 seconds it has currently is not that great.
MAGICAL ATTACK: Needs to be made an active skill because it is capable of killing anything with ease as it is.
HEALING: This unit skill needs to be taken away from units with large health pools and needs to be changed so that when it is coupled with reinforce magic shield the player does not have infinite magic shield
Old Faith: Morality units Are way to difficult to obtain... by the time I could recruit any of the more powerful ones the game was just about over. The game needs to give the player more oldfaith points and the ability to transform the Seelie towers to Unseelie and vice versa so you can actually recruit the units you want.
Christian: Same as above... but I did not have as much trouble gaining faith.
There will be more... so stay tuned. Also respond if possible. Thank you.
Last edited by Son of Stone; 19-07-2012 at 21:42.
LIGHTNING STRIKE: Worthless throughout the entire game... needs major buff
CHAIN LIGHTNING: weaker then the normal lighting spell needs to be fixed.
NIGHTFALL: Was worth while in the first game... worth less now... unless you give the Sidhe back their night eyes.
Many thanks for the tips, unfortunately we can't modify these skills, because it might ruin other people's gameplay who already chose the direction to how they level up their heroes. We really appreciate your help, but I'm afraid we can't add these changes globally. If you want, you can change these things in your .cfg files, but we can't take responsibility for any issues that it might cause in the game.