#Shadowrath nerf
34 messages · Page 1 of 1 (latest)
uuuhhhhhhhh
This is a very hefty nerf
😬
450g 100 m would be better cost tbh
Insane how u think nerfing gold would do something when their expense mainly come from the mana
Mana cost should stay the same. Mana is the measurement of "skill" that the unit has whereas gold tends to represent the expected durability/raw HP of the unit.
So reducing the gold cost makes the most sense here.
Balance sense>>
Fixate change + cost reduction is calculated to be a 4% nerf with cost : damage ratio in mind compared to the current state.
Changing HP from 250 to 200 is a whooping 20% nerf. So reducing HP is either unnecessary or costs must be further reduced.
Overall your suggestion nerfs shadows by 23.2%. Only 4% without reducing HP however.
Ur saying that giant arent skilled?

Yes
I can see why since some players do spamming them nonstop
But surely archidonspam isnt skilled
Alternatively, mana is proportional to the time spent training to master the art of that specific craft.
U should try to use cgiant without vault and see how much skill is involved
From a lore perspective.
Fig is obviously talking Abt balancing
Why tf get lore involved
The nerfs are literally on its skill part. It's a UC ability nerf and passive scaling nerf, 2 things that you won't count in its raw stats yet the mana cost stayed the same
I wonder where is the skill at with Tdeads
Mana is more of an "advanced" indicator
It's mostly on units with abilities or passives
It made more sense in SE tho
Yo fig quick question
What are armory's health buffs
15/20%
Thx