#Balancing Crawlers
34 messages · Page 1 of 1 (latest)
They're already weak and fragile enough
Don't buff or nerf them, they need a complete rework
oh mah gawd bruh what is this
better:
HP increased to 60
Damage increased to 6 (dps becomes 8)
Mspeed to bomber speed
Cost increased to 100g
Training Time increased to 10s
Population increased to 2
it not even balancing call it a nerf
crawler is garbage
sword is a way better version of them
like for real crawler without staff and tesla coil then it completely useless in everway
spamming them is a waste of eco as eclipsor gonna send them to total demise + bomber
well, alright then
also CW archer will also demolish them by 2 shotting them
idk how to change the post's name though
- they need heavy micro management to work
and I guess you all made your points
I just keep seeing crawlers in a lot of decks I face
and they've been pretty good as I've seen
I personally crawler user in high rating match and if they doesnt get 24/7 attention span on the unit control pannel then they die immedietly
CW archer user with a good aim enough can demolish the crawler and get that extra gold from ss
the only reason crawler is use is bc they cheap and fast for early tower capture
otherwise they suck after early game
spamming them only surpress opponent from process in eco but once they got the general unit then it joever for the crawler
some examples for a rework?
.
this
.
Cost to 100g
HP to 55-60
Damage to 6(+2L)
Aspeed to 1 (6/8 DPS)
Mspeed to bomber
Pop to 2
Training time to 10
Passive: crawlers gain +1 damage for each crawler on the battlefield, max limit is +3 damage (9/11 DPS)
