View Full Version : Balancing Issues - Overpowered Units, Overall Balance, Building & Unit Prices e.t.c
09-28-2011, 09:53 PM
Please report any large balance issues here. Including but not limited to direct comparisons between unit prices and relative effectiveness ie; unit A costing more but being weaker in every way than unit B. This is just to get rid of any glaring issues you might run across for now.
Please provide specific numbers and relations that quantify the issue rather than 'I feel something is too strong/weak'.
10-01-2011, 09:25 AM
you buy them for 90gold/each in a small city.
lvl them cheap to lvl 5, had a faceoff with another player he had like 30 squads knights and 30 archers
my 50 macemen and 10 orc archers made him to dust without any sufficant loss... lost max 5-8 squads
tried a few more time and my macemen have owned everything expt an army of 60 orges this far
10-01-2011, 10:08 PM
Well I just fought 10 elven mounted GM's at lvl 7 all. Fully upgraded from their HC as well. I had 2 swords men (lvl5)/1 macemen lvl 5/1 ogre lvl 10/1 dwarven riflemen unit lvl 7/ and 1 archer unit lvl 3...not surprisingly he owned me. I know I had no spears in my army BUT his army strength shouldn't have found mine to begin with as I had no upgrades purchased and all his troops outrank/match mine. Also I'd point out my riflemen struggled to kill 1 elven horsemen out of a 10 man unit and each riflemen had 1024 attack... er something I'm missing? This was at point blank range btw. Thanks :) and gg Ark!
10-01-2011, 10:30 PM
At first I was excited to be first on the server to have capped hero,but now I realize he's kinda useless. As a lvl 30,he takes 75 strength, yet he has lower stats than a mounted grandmaster and is weaker in basically every way. He has a damage of 994 which is superior to this unit,yet he has an insanely slow attack rating,much lower defense than many units,higher hp than a mounted GG but since there are more in formation it becomes lower. Also a mounted GG is 23 while the hero which is basically trash compared with this unit at 75. Hero boost please? Ty and ty GPS, sorry you ended up as the target.
10-02-2011, 09:59 AM
Do siege units require more then 1 stone to fire, as I had 500 stone and 10 siege units, and ran out after about 10 shots with all 10 so that would have used 100...I dont think having them require more than one is a good idea. There are not OP at the very least, had 20 of them fire at a close group that was very large and barley killed anything>_>
10-02-2011, 11:47 AM
Well the dwarven cannons use 20 shot each for 1 shot.
10-04-2011, 07:50 PM
Ok so I have a lvl 6 royal dragon from store and I didn't even had to use my code, and right now honestly I find it kinda bad for 30 units.Right now having dwarf rifleman seems like a better idea than dragon because he is simply TOO weak in defense. I saw 2 lvl 1 cavaliers formations with 140 damage damaging my dragon quite decent and that was 140 damage units. What if it was 6-7 formations lvl 7-8 instead?my dragon would have died in a matter of seconds. Right now the dragon's
What I suggest is an overall improvement for the royal dragon. When he levels he only gains 50 or 100 hp which is basically nothing. Also another issue related to dragon leveling is the fact his dragon fire skill doesn't adds kill and his aoe attack counts as 1 kill even if 4-5 units died. What I suggest for a dragon is an overall defense improvement. I checked his defense and he's horrible. his big 280 def comes from 255 fire defense and rest being melee and range def. I know he's not supposed to be overpowered but he isn't supposed to be weak neither
12-21-2011, 07:30 AM
Enchanters-if done on set up can pop out ones with over 200 dmg each,in wind stance over 400
By using the bonus's for alpines and the bonus from archmage toghether,not sure if forest wariors affect or not.
12-27-2011, 04:42 AM
Some units no longer showing info when you select them,all npc's,attachment is a cropped screen shot of an example,see with rangers,archers,pheasants so far,every time their the single instance of the unit instead of a full sqaud of them.
Unicorns can put points into foritude,but those points are not registed,so stays to 0% but points are lost.str and agility work correctly though.
Ice dragons have 3% base crushing resistance,seemed an odd number since most are in multiples of 5,figured i;d mention it see if its intended or not.
Deer in elven cities are invulnerable unless your being attacked,can grab some marauders and have them harvest food,and level them that way without ever fighting them in an army,I got a set up to lvl 16 without ever actually using them.But if your city comes under seige,deer are no longer superdoe,killed all my poor deer in one volley from the marauders,good laugh.
Alchemy buildings are drainign stone like they have a fetish,each research on them says Stone/gold preservation saves food,which makes no sense,and the numbers per minute become way off when using alchemy,if you stay logged on long enough,will say like 5000 per minute,though you dont actually receive it.<---not sure this is a balancing issue,also its possible walls saying their building even after their all finished may be drainign the stone,but this has only Happened when using alchemy labs for me
12-27-2011, 05:27 PM
This covers two bugs attachment hpbug shows grandmaster with more hitpoints than they should have,have seen this with hero's dragons,live stock,various units.
And hpbug1 shows dragon and hero with the hp bug,but also shows a lvl 19 dragon with maxed stats across the board,and plenty of skill points left over.Hero also has a good 20 extra skill points he shouldnt have right now i think,much harder to tell with him.But I got the 20 last extra on hero last night out of nowhere,dragon gets his levels worth on relog.Even have some grandmasters that have 1 extra point somehow.
I am not only one with the beefcake dragon,and its not only ice's doing this.Pretty sure theres plenty of hero's out there sporting 20-30 extra skill points as well,when you get them on a human hero he tends to reset or bug somehow to lvl 1 not soon after.The elf one doesnt seem to do this,but every now and then he will "forget" you spent his points,and just ahve to redistribute,then not long after he gains an extra 20.
12-28-2011, 02:00 PM
i just learned unicorns are bugged,seems they are not auto attacked by players when used,and when that was pointed out,i put them into an army and realized they also have no str rating.Army of one lvl 1 enchanter and 15 lvl 8 unicorns has 5 Str,also they have same issue with de-leveling if some in the sqaud die.
So can easily be used to lower your str rateing,and still be VERY effective in pvp,will be removing them from my city until their fixed.
Also the fortitude thing isnt working with unicrons,though think i posted that already.
edit:attached screenshot of the army str with just 15 unicorns,they should be all lvl 8 but de-level bug and all,still 0 str
12-28-2011, 04:55 PM
This is more of a question on balance.Elf enchanters,can summon large ammounts of seige equipemnt after entering a seige.
I personally feel this is being abused,if you bring 500 str to a fight,but within first 2-3 minutes are able to add an extra 20 units to your army,your no longer 500 str.
I would say,maybe make it so str is locked? Pop is locked on entering a seige with anouther player? really slowing down the summon process might work.
perhaps this is intended,but doesnt have that feel to me.
Would really like to know answer to this,if intended or not,so I can adjust my attacking and defence plans accordingly.
12-28-2011, 04:59 PM
Yeah enchanters are a tricky unit to balance, i hear a nerf may happen to their heal ability. I agree a limit ?10?5? of the amount of units they can summon would be good.
12-31-2011, 11:54 AM
This goes with the hpbug and the skill points bug posted previosly for the ice dragon.And possbilly hero resets as well.
I left him in city when i relogged,logged back on today,and his skills where reset to 0,with appropriate ammount of skill points to dsitrubute back again(but when i logged off he had those 54 already),so right now,hes not "bugged",as i write this I am restarting cleint,to see if he gains the 54 skill points for being lvl 19 again,while holding those I just distributed.He logged on with 4 extra points this time,not as bad as the full 54 he was getting though.
The reason i think this is important,is it may explain why hero's keep resetting.I noticed yesterday some lvl 8 archers I bought from thorndale,took them into a quest,distributed points,then put them into my human city,and they appear as they have had not points spent with none available.
My human hero goes in and out of the city alot to talk to the knight for quests,he reset yesterday from lvl 37 to lvl 1.My elf hero rarely visits his city,no need to,and he hasnt reset entire time since i started this city,and hes lvl 47.
Just thinking,these things point to logging out with hero in city is cause of the hero resets.I would test this theory with my elf guy,but really,you know how long it takes to get a hero lvled......But in interest of getting this fixed suppose i should.
12-31-2011, 12:36 PM
Btw no hpbug after reset,figured i;d mention that,so possible extra skill points causeing the hp bug?
So here goes,dragon relog a few times,has 57 distributable points,retaining the ones spent already.Already well on his wak to beefcakieness again.
Hero rest his skill distrobution as well on first relog,got the screens attached for that.Before shows what his stats looked like before,after is what he looked like when i relogged,not even in same place,and used is what he looks like after skill points are used.
Everything except attack and hp are maxed in before and used,but before has had more skillpoints put into him.
I have unit bugs all over the place,makeing it unfair to pvp with any slot.While storming a npc castle with some ladders and my hero is fun and all,it does lose its joy after about one castle.Can simply fly a bugged dragon to the hero of an npc city,and win before timer for reinforcements hit's 13:00.Can fill a city with unicorns and pwn anyone that comes near cuz their str's way off(unicorns 0 str value,but can be nasty when lvled)Can jion a pvp city with enchanters,start out as a fair fight and just spawn a crapton of seige gear and win easily.Have maxed skill point lvl 5 and under units.
I have been trying to test these,reproduce them,and post them so they can be fixed,I even tried to use an ogre army because I couldnt get them to bug ingame,till i relogged and they all disapeared.Happens every time,ogres dont have the "de-level" issue,since their one unit sqauds,but since you cant keep em....and treants,but really really hard to win a fight with just treants :>
As far as i can tell patch 1.1.5c basically screwed units much more so than they where before.IMO it should have been rolled back,but with the holidays and all,least i keep telling myself its because of the holidays.It is because of the holidays right?I mean,just say yes.....
If you guys could see your way to fix this on just one slot.Anyways sorry for rant,but have to get it out every now and then :>
01-01-2012, 10:53 PM
Just an update on above post,dragon hasnt gotten those extra skill points on relog today,which is nice,but every other unit has,which is sort of funny.I got some really kick ass female wardens now :> Wondering if you guys changed something on your end lol
01-04-2012, 09:15 AM
Unicorns improve fortitude doesnt apply any bonus,allows points to be spent,but no increase in resistance.
Unicorns,think they should have a charge dmg like calvary do,maybe not as strong,but some knockdown/dmg would be nice.
Would love to see unicorns get a bonus from forest protector,would make alot of sense imo,they are part of the forest,and while livestock,are also military.
unicorns I think should receive some bonus from the swamp elfs,incresed health and maybe like a 25% increase in their dmg
And lastly,unicorns should have some sort of toggle magic,at the least the hide ability
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