- Joined
- Mar 21, 2019
- Messages
- 9
Writing as I'm playing 
Using the Champion's Crippling Strike ability spawns a Town Hall (at least when used near a gold mine).
Trading Post - Staff of sanctuary still requires Castle
Weird one - some AIs build a farm/moonwell and an altar then they don't do anything afterwards
Watch Tower still has the reinforce upgrade from the original orc structure.
Swiftness ward doesn't work (no effect applied) but it does spawn a Watch Tower in construction.
Balance suggestions:
The Cavalier has way too little hp, even if it might compensate through damage or attack speed, or through cost. 350 for a mounted unit in heavy armor is pretty weird too
There's also a distinct lack of durable units. Everything is pretty low hp and squishy. Make them a little tankier and give them some damage on their charge ability, maybe even some extra stun duration.
The Halberdier is a decent unit, but as far as food and cost go, which are exactly the same as the Grunt's (almost), I'd still much rather have a Grunt. Maybe give them a bonus if there's plenty of them around? As if they were in formation, and they gain extra armor and damage or something. This would justify the cost ( ~50% extra relative to a footman, for a mere 80 extra hp, though the dmg scales somewhat nicely with upgrades, I'll give you that).
The idea of the Ark is pretty good, but in its current state I'd say it's an irrelevant unit. Even at max level I'd rather have 3 arquebuses shooting from outside rather than inside. Maybe if you allowed it to attack multiple targets depending on how many arquebuses it had inside, sadly that editor field in the attack details is a disappointing lie if I'm not mistaken
The Naval cannon is, I believe, underpowered in a couple aspects. The first one is the range, which is abysmal for a siege unit. It forces it to stay near the fighting hence exposing it, and the hp doesn't last much. I'd also make it a non-mechanical unit if you stick with the range being short, so it can at least be healed without the need of a worker (much like the mortar team, since it's still 2 dudes and a cannon
)
I'm unsure if the arquebus is a little too strong. It does have significantly greater damage than the rifleman, while being cheaper and with a faster firing rate.
The Dreadnought is a pretty good unit, really in a place of 'crowning the tech tree'. The question is, in a melee game, can you survive 'till the late game to field it?
The AI had some trouble targeting me but I'm pretty sure any late game army can plow through your infantry in no time.
Spellcasters are ok, the abilities are nicely chosen, no balance issues there. Maybe make the Inquisitor an alternative late-game heavy infantry? The mana channeling ability is a neat and useful thing. Although the 35 mana cost just to initiate it is pretty high in my opinion. The Mana Cloud ability is an interesting concept, but, the reason the DragonHawk Rider's ability works is because its target doesn't move (defenses), which ain't the case here.
Upgrades are cool, I like what you did with them.
Models are cool too.
I only tried the Champion hero. I'd say the mana cost for the Blessing of Ironsides is a little high for something that gives a debuff as well (being a procentual damage increase it's very effective on a dreadnaught, much less on a halberdier though, so it is pointless early game especially at 80 mana, and for only 15 seconds). The stance ability is cool. The Crippling strike ability also seems overpriced (mana-wise). I wouldn't change the price on it though, but I can't think of a replacement either. Make it more ... devastating or something. The Tauren Chieftain gets the shockwave that can damage multiple units for the same-ish mana price, if used at the right time. I'd keep the effect (armor reduction, damage twice the agility) but make it like the Warden's fan of knives, so it damages and reduces armor for all enemies around the hero. That would justify the mana cost, and give it more tactical significance.
Using the Champion's Crippling Strike ability spawns a Town Hall (at least when used near a gold mine).
Trading Post - Staff of sanctuary still requires Castle
Weird one - some AIs build a farm/moonwell and an altar then they don't do anything afterwards
Watch Tower still has the reinforce upgrade from the original orc structure.
Swiftness ward doesn't work (no effect applied) but it does spawn a Watch Tower in construction.
Balance suggestions:
The Cavalier has way too little hp, even if it might compensate through damage or attack speed, or through cost. 350 for a mounted unit in heavy armor is pretty weird too
The Halberdier is a decent unit, but as far as food and cost go, which are exactly the same as the Grunt's (almost), I'd still much rather have a Grunt. Maybe give them a bonus if there's plenty of them around? As if they were in formation, and they gain extra armor and damage or something. This would justify the cost ( ~50% extra relative to a footman, for a mere 80 extra hp, though the dmg scales somewhat nicely with upgrades, I'll give you that).
The idea of the Ark is pretty good, but in its current state I'd say it's an irrelevant unit. Even at max level I'd rather have 3 arquebuses shooting from outside rather than inside. Maybe if you allowed it to attack multiple targets depending on how many arquebuses it had inside, sadly that editor field in the attack details is a disappointing lie if I'm not mistaken
The Naval cannon is, I believe, underpowered in a couple aspects. The first one is the range, which is abysmal for a siege unit. It forces it to stay near the fighting hence exposing it, and the hp doesn't last much. I'd also make it a non-mechanical unit if you stick with the range being short, so it can at least be healed without the need of a worker (much like the mortar team, since it's still 2 dudes and a cannon
I'm unsure if the arquebus is a little too strong. It does have significantly greater damage than the rifleman, while being cheaper and with a faster firing rate.
The Dreadnought is a pretty good unit, really in a place of 'crowning the tech tree'. The question is, in a melee game, can you survive 'till the late game to field it?
Spellcasters are ok, the abilities are nicely chosen, no balance issues there. Maybe make the Inquisitor an alternative late-game heavy infantry? The mana channeling ability is a neat and useful thing. Although the 35 mana cost just to initiate it is pretty high in my opinion. The Mana Cloud ability is an interesting concept, but, the reason the DragonHawk Rider's ability works is because its target doesn't move (defenses), which ain't the case here.
Upgrades are cool, I like what you did with them.
Models are cool too.
I only tried the Champion hero. I'd say the mana cost for the Blessing of Ironsides is a little high for something that gives a debuff as well (being a procentual damage increase it's very effective on a dreadnaught, much less on a halberdier though, so it is pointless early game especially at 80 mana, and for only 15 seconds). The stance ability is cool. The Crippling strike ability also seems overpriced (mana-wise). I wouldn't change the price on it though, but I can't think of a replacement either. Make it more ... devastating or something. The Tauren Chieftain gets the shockwave that can damage multiple units for the same-ish mana price, if used at the right time. I'd keep the effect (armor reduction, damage twice the agility) but make it like the Warden's fan of knives, so it damages and reduces armor for all enemies around the hero. That would justify the mana cost, and give it more tactical significance.
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