#Unit Balance Changes

400 messages · Page 1 of 1 (latest)

drifting jackal
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I need other opinions on these changes
Only a few units. I don't see much reason in changing the others.

Crawler
-Cost from 50g to 75g
-Health from 35 to 40
-Damage from 4 to 5
-Increase 1 damage for each lane of Crawlers(6). No limit

Sicklewrath
-Health from 55 to 60
-Damage from 5 (+2 light) to 5 (+3 light)
-Movement and Attack speed increased by 10%

Spearton
-Block now acts as a mode like Egiant's catapult mode. Block mode reduces 40% ranged damage and 30% melee damage

Spear AI will no longer be able to use block
Spears can no longer move and attack when blocking
Spears cannot be stunned out of block mode, but can get knock backed

Juggerknight
-Health from 500 to 550
-Charge now does 16 dmg (+7 heavy)
-Juggs get 1 damage reduction, but unlike the current spear, it will always be active

Riprider
-20% splash to 30% splash
-Training Time from 25s to 26s

Toxic Dead
-Heals instead of taking damage from poison effect
-Health from 225 to 200
-Training Time from 15s to 13s
-Statue damage from 4 to 5

Meric
-Passive heal of 5hp every 10s
-Meric AI can now use heal while retreating
-Shield now lasts for 6.5 seconds, but shield will have 75 health. Range of healing reduced by 50% while shield is active. Tesla Coil and Thunderstorm no longer triggers the shield.

forest plank
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Crawlers would need a cost nerf if that buff happens

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Sicklewrath buff might be too much

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Speartons casually tanking 21 egiant boulders and still being alive after this change:

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For tdeads to have 7 damage against the statue, they need to have 14 base damage

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Also why make tdeads less tanky?

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I don't know about ripps, I don't use them

drifting jackal
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By cost nerf do you mean increase or decrease cost

forest plank
drifting jackal
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Good.

forest plank
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Idk about meric shield change, but a passive heal and being able to heal while retreating would be good

drifting jackal
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75g good? Kinda awkward to change it to 60g

drifting jackal
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Instead of making it a light unit, I thought reducing training time might be better. But 10s was too broken so I went with 13s.

forest plank
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👍

frosty drift
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With this change speartons should follow up Juggerknights, increasing their damage, or hp. It's just that then spearton will be stupidly better than jugg. I don't accept excuses, I won't answer anything

drifting jackal
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I don't see how a simple block rework makes them stupidly op compared to juggs

wind kernel
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hell nah

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no riprider buff

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also keep meric shield same

drifting jackal
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Only rip buff is the extra splash. Tried covering it with slightly longer training time since they needed damage buff anyways.

wind kernel
drifting jackal
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As tanks

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Good dmg against heavy

wind kernel
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12 dps againist light

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lot better than spears and juggs

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(max target potantial)

drifting jackal
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So splash buff is a ney, what about the damage rework?

upper swan
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Buff sword wrath:]

wind kernel
forest plank
wind kernel
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dont buff em

wind kernel
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they hit every 2 second

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20 damage to heavy

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10x3 heavy

forest plank
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What?

wind kernel
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50%2=25

wind kernel
forest plank
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They have a 2 seconds attack speed and their damage is 13(+7H)

wind kernel
forest plank
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So 6.5/10 DPS

forest plank
wind kernel
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yes

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it add

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it hit 3 more unit

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10x3=30

forest plank
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How does it add up to that?

wind kernel
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50/2=25

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they have nice dps

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for their cost

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and pop

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but they die fast

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they need nerf ig

forest plank
wind kernel
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11

forest plank
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If splash damage is rounded up, then 11

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Yeah

wind kernel
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still better than juggs

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and speartons

echo plover
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Juggs are suffering

wind kernel
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but rips have worse pop/dps/hp

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and rips die easy

forest plank
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Against heavies ripps have 16 DPS

wind kernel
forest plank
wind kernel
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20+3x10/2=25

forest plank
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20% of 20 is 4

wind kernel
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thats not how splash work

forest plank
wind kernel
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splash deal 3 damage and+7 heavy

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sw3 damage system weird

forest plank
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Wacky splash damage

wind kernel
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it's not work like 20%20

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it work like 13%20+7

forest plank
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So it's 20%13 + 7?

wind kernel
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yes

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thatsthats how sickles deal 4 aoe damage

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per hit

forest plank
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I'm sorry, wtf is this?

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But that's their max DPS

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Their base DPS is 6.5/10

wind kernel
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not worth to pop

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even on full dps

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pop dps/hp not worth

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but their hitbox good

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you can run invincible shadows and swords

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and archers

forest plank
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People call ripps tanks, but imo they're more of meatshields than actual tanks

wind kernel
forest plank
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Their HP to cost isn't that bad, but their HP per pop is only 75 (for reference, spears is 90 and juggs is 83.33)

forest plank
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But they make up for their low HP by being unreasonably large

wind kernel
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I cant kill enemy shadows with volley

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because riprider

forest plank
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And they also run around like annoying pieces of sht

wind kernel
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you cant distrach magikills

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and it give you time to kill backlines

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like when I get a good time I use volley for past rips

forest plank
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Against ranged units, them running around is good (when paired with melee damage dealers)

forest plank
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What does kiting have to do with this?

wind kernel
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slow rips

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and gain time for army

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you can sacriface 1 archer

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for make rips delay 5 secnod

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they go opposite side for handle 1 archer

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which give you time

forest plank
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If they're constantly blocking the ranged units from firing at other melee units, then it's good

wind kernel
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and extra kitin

drifting jackal
wind kernel
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not buff

forest plank
wind kernel
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and stop backline sniping

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think your rip siting inside of archers

drifting jackal
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It's the Riptors. If Riptors get added riders would serve no purpose since ripts are cheaper and are too similar.

wind kernel
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and you cant kill archers with spearos

forest plank
drifting jackal
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So riders would do the damage and Riptors would be used more like tanks

wind kernel
drifting jackal
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20dmg actually

forest plank
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Don't they have the same damage as rippriders but without splash?

drifting jackal
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At some point they're gonna nerf that 20dmg

wind kernel
drifting jackal
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So they'll be mindless tanks

wind kernel
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I dont think riptors in normal game

drifting jackal
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I'm planning incase they do get added

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Riders would still be the menacing anti heavy tank that we know

forest plank
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Funny how offensive units are being used defensively
Rippriders are fast and are AOE tank killers but they're used to tank for light melee units
Magikill are offensive spellcasters but they're used to summon minions for meatshielding

drifting jackal
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While Riptors would just be the lesser version, but cheaper and used more as tanks

wind kernel
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and light unit

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they were to op

forest plank
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So anti-horde?

wind kernel
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60 dps at max if I'm right

forest plank
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HUH?!?

wind kernel
wind kernel
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in 2 second

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350 hp

forest plank
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So a very fast attack speed

wind kernel
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yes

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insane damage

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so they made it new kind of tank

forest plank
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Actually

wind kernel
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I think if riptors gona get added they will dps

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instead of ripriders

forest plank
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What if ripps have that insane damage they used to have BUT less HP and smaller hitbox?

wind kernel
wind kernel
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they stole job of shadows when they realesed

low schooner
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Buff juggs too if you'd buff spears

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you kinda overbuffed rips

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all meric needs is heal buff

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Crawler has no damage stack limit so they would be meta if the enemy doesn't have a crowd control card

wind kernel
wind kernel
wind kernel
forest plank
wind kernel
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this is first realese

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they had bad ai

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and they hit 1 time

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instead of 2

frosty drift
echo plover
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Juggs need a attack speed buff and a damage reduce when charging

forest plank
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Even that 3 flat damage reduction makes them tankier than juggs despite having 50 less HP

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The more I think about the tankiness difference between spears and juggs, the more I think that juggs need more tankiness

drifting jackal
forest plank
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% block while still being able to attack and move seems pointless to try to balance

drifting jackal
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Yeah, I'm looking at the proof rn. But I atleast tried to balance it

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K now done

low schooner
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Bring back sw2 crawlers crawlerpls

dry rain
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AND BEFORE YOU SAY "BuT i mAdE tHeM TaKe 1 mOrE SeCoNd tO tRaIn" that ain't sh-t

drifting jackal
# dry rain Why a riprider buff?

I'm thinking long term. In a future where Riptors get released, Ripriders would be worthless. So similar to spears and juggs, I want riders to be the heavy splashing tank destroyer and the rips be weaker but cheaper and used as tanks.

lusty oak
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i feel like speartons should still be able to move while blocking

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just decrease the resistances

dry rain
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Also: I am the balance man

lusty oak
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especially since you made the spear ai unable to use it

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they kinda just...

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become order juggerknights without charge

drifting jackal
dry rain
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I mean, it is a buff

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But so useless

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10% faster attack speed ain't that much better

drifting jackal
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Think of shield wall from SE

dry rain
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The only great thing is the faster movement speed catching greedy early archidon starters

drifting jackal
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I feel 60 health still low

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But that's the best thing we can get, unless we increase the cost

drifting jackal
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Hold on lemme just-

drifting jackal
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Shit- wrong guy

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Sorry for ping

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@dry rain made a few tweaks to sickle changes

wind kernel
wind kernel
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why you changed

frosty drift
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And what did you do with the speartons? Did you know that the SW3 is based on a phone controlers, not a keyboard & mouse like the SE?

shadow pagoda
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Wot tf going on

dry rain
# wind kernel you are worst balancer in this chat

You just want to nerf or buff things that gms want. Even with this sh-tty op metas before and alt accounts, there is only around 1000 gms. We CAN NOT balance to what just they want. And it aint like you are a good balancer. You do not post sh-t, and say that I am the worst?

dry rain
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I can not deal with these no pfps gms anymore

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They all talk like yasin, and are disrespectful.

restive sparrow
# wind kernel but their hitbox good

I agree thats really true
The same can be said for jugs as well if you are running melee generals like xipho and zarek but for shadow wraft ist much Better bring riprieders becouse of the Speed and the more large hitbox

drifting jackal
heavy saddle
drifting jackal
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I also want an answer to that.

heavy saddle
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Things I have noticed with many arguments is that they just agree and disagree to something based on whatever likeness they have, there are multiple ways to balance things that are all correct, its just a matter of how would you like the balance to look like, balancing could be based by complexity, direct counterpicks, roles, Playstyle dependency, etc. if you go by complexity it would balance GM but would leave lower ranks in mess, direct counterpicks will also work but would leave certain scenarios unfair because of decks, roles could be the safest but could also be boring, Playstyle dependency would make some players complain on “why is my favourite card only used for this”. Whenever I comment things about balancing I ride their way of balancing stuff but also suggest my own thoughts to open several options or opinions to choose from for balance changes or increase the value of a new fan concept. but then I get here and all I see is no because this and that and then it gets into insulting the other and GG we achieved nothing and pissed each other off.

drifting jackal
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Not even pissed off by that tbh, I've seen worse, so we're fine

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But yeah, thanks for that

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Out of all posts, mine gets arguments where people don't even try to work with eachother on the same topic

heavy saddle
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the devs for example aims the game to both be as simple as possible but also playstyle dependent, then they also use deck system and look what we got, a very unbalanced game if based on competitive balance

frosty drift
drifting jackal
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Reduction?

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Like the reduction is always active?

frosty drift
drifting jackal
frosty drift
drifting jackal
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So it's better tanking for juggs?

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I thought they were lacking the heavy part...

frosty drift
drifting jackal
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+50 health is fair actually now that I think of it

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Makes them last longer

drifting jackal
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Since every unit in this game is kinda fragile

drifting jackal
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Done

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Appreciate the collaboration from other people so far

frosty drift
frosty drift
# drifting jackal Done

I generally agree with the rest, except that sicklewrath has standardized movement speed, so you probably shouldn't improve it

drifting jackal
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If the health buff is enough to solve the problem of them being too fragile to do any damage, then I'll change it

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I still haven't gotten any opinions on it

frosty drift
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Give them a "tribe" shield

drifting jackal
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I had that in the past, but then I realized it was too much like SE crawler.

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Oh, the sickletons

frosty drift
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Right now, the crawlers themselves are quite different from their SE selves

drifting jackal
drifting jackal
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Which a lot don't like

frosty drift
drifting jackal
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The sw3 crawler cost went from 100 to 50, the health became too fragile, the speed is doubled, and pack mentality was gone

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I tried to be as close as I can, while thinking of something the devs would accept, despite knowing they never add fan ideas

frosty drift
drifting jackal
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Exactly

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That's what the devs aim to achieve

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I can't just say "bring back SE crawler"

frosty drift
drifting jackal
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That's atleast something to look forward to

frosty drift
drifting jackal
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Taking the words out of my mind

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So the thing at the top is the closest thing

frosty drift
drifting jackal
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But, deck building makes it so we can have things like juggcher and spearclipsor. Can't say I hate the system rn though.

frosty drift
drifting jackal
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Like "factions" or something. They don't have to replace the system, it'll just another fun gamemode.

low schooner
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why are there "cool" reactions

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this is a balance type of post

low schooner
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speartons shouldn't have the same hp as juggs

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juggs have 6 pop

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and ya know.. hp to pop ratio

drifting jackal
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The health is for juggs

frosty drift
low schooner
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oh

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this convo is so mixed up

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but still

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+50hp for jugg is no no

frosty drift
low schooner
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nah

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they're super close to balanced

frosty drift
# low schooner nah

In general, I suggest a constant 1 damage reduction for juggs, it would be good

low schooner
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wdym?

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constant 1 damage reduction?

drifting jackal
low schooner
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tbh

frosty drift
# low schooner wdym?

I feel like everyone has figured out that speartons just tank better and juggs need a little survivability buff

frosty drift
low schooner
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honestly I prefer to remove Jugg's multi-hit to light units with charge, but if we are to do that then we need to buff damage and knockback of jugg charge.

frosty drift
low schooner
dull breach
frosty drift
low schooner
frosty drift
low schooner
frosty drift
unborn pumice
drifting jackal
dull breach
unborn pumice
low schooner
unborn pumice
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😰

low schooner
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I haven't been grinding gems lately

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too lazy

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plus I already have 12K gems

unborn pumice
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Wait yasin is jenny? I think i play against it

frosty drift
dull breach
low schooner
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keep grinding 👍

drifting jackal
unborn pumice
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@drifting jackal yasin is linh?

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🤔

drifting jackal
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Ask em yourself

unborn pumice
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Uh

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I think also is "massi"

wind kernel
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if gms cant abuse anything and play withpure skill

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this will force low elos improve their skills

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instead of archer spam

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and dumb decks

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look to clash royale

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even some cards a bit broken

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you can win without em

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or not every deck work

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you need make sure all cards connected

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you just trying make game balance fit to you

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im sure you are 1700 elo guy or somone who abused turtle or tesla for reach gms

dry rain
# wind kernel fun fact healty game for high ranks mean healty game for everybody

No, because there is OP stuff that gms will never talk about or face against because they do not have to worry about it/people that use it suck. For example, Spiritions. You almost never see it in higher ranks because their is better things for the slots, but this upgrade is crazy strong in lower ranks (not midladder) due to people in those ranks not learning anything to get back tower (like UC). So in this case, this is the Megaknight of SW3. Also, your example of Clash royale is stupid asf. That is like saying pre nerf egiant is fine because it does not hard counter certain decks that do not have it. Look at that! You are the sh-t balancer now! Because you think that broken cards are fine due to you being able to win against them without using them!

AND ONCE AGAIN: THE FIFTH TIME I AM SAYING THIS! I am a gm just because I can bully the ever living f-ck out of old turtle before the tower bonuses and I use a deck that helps my lower AvA skill!

dry rain
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He does not like being called that, but I do not give a sh-t

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He uses shadowripp and beats the sh-t out of me.

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(Unless he is playing swordspear and I am playing egiantswordturtle bomber_troll )

wind kernel
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people keep call me with that dumb name

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I'm not jenny or yasin

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why people keep calling me with that names

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that vibrah started call me with that both names than that buff sickle guy

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just stop it

wind kernel
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only reason low ranks cant beat it

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they try spam archers

dry rain
wind kernel
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without know what to do

dry rain
wind kernel
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you just touch what balanced

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or make broken thing totaly useless

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idk if you realize

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i only hate your posts

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i tell others what wrong what can improve

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but your post just dumb

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meaningless

forest plank
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What did bro do to you

wind kernel
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always target whats balanced

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trying to owernerf tower for turtle meta

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like who tf try nerf tower without trying nerf turtle

dry rain
wind kernel
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you create more problem

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instead of fix

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like why nerf statue hp

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thats just stop people use statue at tank strat

dry rain
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I have made more then 11 balance posts

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Much much more

wind kernel
dry rain
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Too many

wind kernel
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you can just search

dry rain
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Not all of them are called balance changes

wind kernel
wind kernel
dry rain
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Some are called meta changes, other meta fixes.

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And more

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I forget some of the names

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Some are very bad (like the second one I ever made)

wind kernel
dry rain
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Okay?

forest plank
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Civilbreak, could you check out my deads subfaction rework and deadkai post?

wind kernel
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if you can actualy made something good

wind kernel
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just albow part annoy me