#balance changes 2 units

57 messages · Page 1 of 1 (latest)

true lodge
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Ominers:
Just a passive 1 damage resistance against everything, including status effects, and a passive cure that happens 3 ticks later than chaos cure

Archers:
Damage to 9+6L

Eclipsors:
HP to 90
Movement speed to in-between juggs (reworked) and normal speed
Damage to 14+4L

Juggs:
+3 damage against heavies on charge
Can turn around in the first 35% of their attack animation
A little bit faster movement speed, like just +6%

Spears:
Attack speed during block to 1.3725 seconds (25% attack speed decrease, down to 7.28/10.92 DPS)

Ripps:
Hitbox decreased by 8%
Splash decreased to 30%

Swords:
Leap hitbox size increase

Crawlers:
Pop to 2
Training time to 10
Cost to 100
HP to 55
Attack speed to 1.2 attacks per second
Damage to 5
Hitbox increased by 30%
Movement speed decreased to 15% faster than bomber
Takes 10% more knockback
12% more attack range

reef eagle
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CRAWLER NERF

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NO

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Ominers: ehh maybe just the resistance

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Not the cure

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Archers: shade_yay

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Eclip: 100 hp other wise shade_yay
Jugg: 18 sec training speed No only change iaprove of is charge damage

Spear shade_yay maybe make blocking and unblocking slower

true lodge
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The 2 other tanks got training time nerfs too

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The ominer cure is for making them not need to garrison when poisoned

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Actually, with the poison rework/nerf I'm thinking off, yeah the cure is kinda too much

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Also why no to the other jugg changes?

reef eagle
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Didnt see swords or ripp reworks holdup

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For those two Yes

true lodge
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Btw check balance changes 1

reef eagle
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👍

true lodge
reef eagle
true lodge
reef eagle
true lodge
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It nerfs them, BUT it gives them better training time efficiency

reef eagle
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Ehhh

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2 pop is the biggest thing

true lodge
reef eagle
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Oh

true lodge
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So uh

true lodge
# reef eagle Oh

Keep spear training time as 18 and revert juggs back to 17, or revert both back to 17, or keep both as 18?

reef eagle
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Revert both

true lodge
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Okay

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Then I'll revert the ripp training time nerf too

opaque spruce
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Crawlers don’t need a nerf. A sickle can easily beat a crawler, so naturally it should cost less.

true lodge
errant lotus
young sinew
young sinew
young sinew
young sinew
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It separates the simularities between them

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Eminers have better survivability and can retreat much better, but Ominers are much more vulnerable in exchange for a bigger reward

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I really like the archidon nerd though

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It stops spearcher from being so op while not ruining archidon viability by making archidons not so much yank breakers and better for damage removal

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Making toxics a more viable choice for a spearcher type army, which stops the hit and run strategy to ruin your tanks before combat

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And gives eclipsors a good inbetween ground that helps balance its high price , thought the eclipsors should probably also be considered a heavy unit because of the hp lowering because now they are super vulnerable to archidons

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Considering how they get sniped in retreat due to lower speed, the new archidon rebalance would make eclipsors die in 6 hits, which means as long as you have more than 5 archidons you can pick them off very easily with frost arrows

true lodge
true lodge
young sinew
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How would that nerf them

true lodge
young sinew
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Your right

true lodge
urban yarrow
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Eclipsors are light (SE)

urban yarrow
true lodge
urban yarrow