#Units upgrade issues

36 messages · Page 1 of 1 (latest)

crude stratus
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Why do I have to strengthen these units with enchantment when I use them, and why can't I use them without upgrading? The solution I came up with is to reduce the bonuses and improve them without upgrading.

Giant problem :
The giant is completely different from a enslaved giant, it is useless without a monstrosity.
Giant health : 1200
Monstrosity : 10% lvl 1, 20% lvl 2
Armory upgrade : 10% lvl 1, 20% lvl 2
The giant's size increases when upgrading armory, not monstrosity

Magikill problem :
The problem with using it without enchantment is that it's just expensive.
Magikill cost : 300 gold, 350 mana
Brilliance - magical units cost : 10%

Toxic deads problem :
The Toxic Dead is a durable unit and defeats quickly without rune of reanimation, and if we look at its enchantment, players often use it with Toxic Perfection and other Chaos units to turn enemy units into dead ones.
Toxic dead health : 250
Rune of reanimation - deads health : +10%

errant osprey
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What happened to buffing all deadsdead_serious

crude stratus
errant osprey
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Just say RoR - 10%

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I think the entire purpose of this is to make enchants be usable without having to upgrade them?

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Or do you want the base units to be stronger so they don't have to rely more on the enchants/upgrades

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Also enchants and upgrades should be diffirent

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Idk why CJ merged them to be one

latent field
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Good idea, bad execution

crude stratus
errant osprey
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Or the way you just completely changed unit stats just for the upgrade instead of primarily changing the upgrade itself

latent field
# crude stratus Seriously, do you have a better execution than this?

For giants: make their attack speed consistent and give them their own queue, nerf HP down to 1K, and remove the +1 AOE from monstrosity

For magikill, just give them more movement speed and HP so that they'll have some damn survivability, and remove brilliance magis cost boost and nerf/rework mana burst, their cost is fine rn, they just don't have enough survivability

For tdeads, just remove the RoR HP boost and buff their attack speed to something reasonable, that's seriously all they need

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Raw giants aren't tanks, they're siege machines

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Magikill are really only expensive because they keep dying so damn much

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And tdeads just have bad DPS rn, everything else about them is fine

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Actually tdead HP might need a slight nerf if they get good DPS

latent field
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This is seen much better with egiants

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You're not going to use egiants as tanks, you're going to use them for damage

celest stratus
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I don't like removing enchantments or their other property as they will cause unfortunate side effects to other units.
Removing the magic cost boost will make Magis and Marrowkai worse as there is no way to decrease that cost. And it nerfed the enchantment to situational unuseful, the upgrade cost at Lv.1 have received a cost buff in recent patch with it reducing to 200 instead of 300. This reduces the reason for using the brilliance main function, the Lv.1 upgrade is more important than the Lv.2 upgrade.

celest stratus
celest stratus
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So here are my suggestions:
You don't need to nerf the tier 1 armory upgrade, just nerf tier 1 monstrosity to just 5 %

(Completely optional)
Also buffing enslaved giants by 25 HP, if chaos giants get a health buff, it will be strange that enslaved giants do not get the same. And the hp buff barely changes anything.

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Magikill, I have no idea how to fix it.

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For Toxic Deads: keep the HP buff, but change RoR to have separate health bonus based on what dead it is boosting.
Light Dead - 20% health bonus
Heavy Dead - 10% health

And a buff to toxic dead DPS.
Damage (buff): 9🗡️(17H) to 10🗡️(17H)
DPS (buff): 3.6 DPS to 5 DPS

bleak sphinx
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The only giant problem rn is their AI being the most abusable

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Im fine with making their hp back to 1000

bleak sphinx
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like slightly bigger hitbox and bigger size for lvl 2 to block projectiles a bit better to protect backline

latent field
# celest stratus The giant argument I didn't agree with, if you nerf it HP by 100 HP. You must us...

I decreased their HP because I gave them more damage output and their own queue, I turned them into siege machines, raw giants aren't meant to be used as tanks

And I removed the +1 AOE because 1: I already gave them better damage output, 2: monstrosity is an enchantment to turn them into tanks, adding even more damage on top of that is overkill, and 3: the +1 AOE only helps against matchups where the cgiants win, why fck over those strats even more?

latent field