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View Full Version : PATCH # 9 - Balance Part II


Konstantin Fomenko
04-23-2013, 08:42 PM
<img style="padding-right:3px;" align="left" src="http://www.dawnoffantasy.com/icons/newsicon.png" />In our past patches we`ve concentrated on bug fixes, but now we think the time is right to change our focus and rework the game balancing from the ground up. Thanks for our community feedback, and especially help from community moderator Vicious - we are proud to present our new patch - with impressive list of balancing changes. We plan to continue balancing the game next week - reworking abilities, formations, unit upgrades and fixing numerous issues and exploits................................

Patch # 9

:::::Major Fixes and Additions:::::
-Fixed major issue with units not showing correct upgraded stats on the Homeland.
-Fixed issue with occasional unfair PvP match-making
-Fixed major issue with unit Resistance value sometimes reaching 100%
-Upgrades to leveling system - more upgrade room for Heal, Damage, Health, but with less effect per skillpoints
-Greatly nurfed Area of Effect healing - healing plays minor role in PvP now
-Palisade gates can be attacked by all units, while large town gates can only be attacked my rams, dragons and Ogres.

:::::Minor Fixes and Additions:::::
-Fixed Elven cavalry Stone formation bonuses
-Added "Disable Right-Click Drag" to Gameplay Settings
-Possible fix for elves getting stuck in formation transition

:::::Major Balance Adjustments:::::
-Ogre +2600 hp +100 stamina +30 slash res +15 crush res, +100 crush dmg
-Dragon FireBall costs increased to 80 stamina points
-Dragon FireWall cost greatly reduced to 40 stamina points
-Dragon Flying cost greatly reduced to 20 stamina points
Human infantry formations:
-Shield Wall speed malus reduced to -20 +5 crush res
-Tight Formation -5 slash res +10 crush res
-Battle line formation -10 pierce res +5 slash res speed malus reduced to -20 slash dmg +10
-Anvil formation +5 slash res +15 crush res + 10% slash and magic dmg
-Loose formation +10 speed +5 pierce res
-Line formation +10 slash pierce crush dmg speed malus reduced to -10
-Schiltron formation reduced speed malus to -30 slash res -10 crush res -10
Human cavalry formations:
-Wedge formation speed bonus +10 crush res +20 +10 trample dmg
-Line formation -30 trample dmg +20 slash dmg +20 speed bonus
-Loose formation +10 speed bonus -40 trample dmg +5 pierce res
-Cavalier diamond formation +60 slash dmg +25 crush res run/walk speed +25 +70 trample dmg
Human ranged formations:
-Tight formation +15 crush res movement speed malus reduced to -10
Human abilities:
-Pray +100 range -20 stamina cost
Orc infantry formations:
-Battle stand formation reduced speed malus to -20
-Turtle stand formation +10 slash res +10 crush res +25 pierce res reduced dmg malus to -20 reduced speed malus to -30
Orc cavalry formations:
-Battle stand formation +5 slash res +20 crush res +10 slash dmg +10 crush dmg
-Serpent stand formation +5 pierce res +10 run and walk speed removed self trample dmg
Orc ranged formations:
-Scorpions stand formation -10 pierce dmg reduced speed penalty to -60 +10 slash res +10 crush res -25 range
-Battle stand formation +25 pierce res -10 pierce dmg +10 range
Orc abilities :
-Cover -15 slash res -15 pierce res +10 crush res +20 duration -10 stamina cost
-Charge -10 stamina cost +25 slash dmg +5 duration
-Evasion +23 duration -10 pierce res -20 stamina cost
-Tribal heal -40 stamina cost
-Leap -15 stamina cost +25 range +50 crush dmg +100 pierce dmg
-Rage increased health drain to 40/sec +15 duration -10 stamina cost +180 crush dmg
Orc units:
-Ogre +2800 hp +100 stamina +30 slash res +15 crush res +20 pierce res +100 crush dmg
Elf infantry Formations:
-Wind style formation +0,5 slash crush pierce dmg +0,5 walk/run speed
Elf ranged formations:
-Wind style formation +1,0 range +0,5 pierce dmg
Elf abilities:
-Tackle -5 sec duration -10 stamina cost +70 crush dmg
-Whirlwind range +35 -30 stamina cost +150 slash dmg
-Frenzy +15 pierce res -5 slash +5 crush res +10 sec duration
Shared abilities
-Fire arrows +25 dmg
-Ligh heal/heal potion -20 stamina cost

Hi11Zone
04-23-2013, 09:00 PM
Glad we got more pvp fixes in! :):)

LorD_ShAdE
04-23-2013, 09:21 PM
Glad we got more pvp fixes in! :):)

GJ GUYS =)

GPS51
04-23-2013, 09:45 PM
I need a schematic to read that string of balancing :p

axal011
04-23-2013, 09:57 PM
Great work!

forandever
04-24-2013, 04:05 AM
PLZ...PLZ. let us re- attribute skill points of Heroes n Dragons or any crowned units whenever u patch the balance of units

Or make the skill points reattribute items on the shop

inkflowsthrume
04-24-2013, 05:50 AM
good to see more improvements continually on their way ^^

PGoslingaDoF
04-24-2013, 06:22 AM
thanks happy to see progress ingame :)

Konstantin Fomenko
04-24-2013, 01:52 PM
We are adding ability to reset unit skill-points in the next patch - although looks like this will only be this weekend. Really sorry for the delay guys:(

Laradon
04-25-2013, 07:24 PM
Well played after the balancing with the elves alot. All is fine but one thing. Whirlwind of Bladestorms mutated into an _I-WIN_ button. You rush into the enemy army with your grandmasters and bladestorms, Grandmasters shielding the Bladestorms, then once the Bladestorm mingle with every unit of the enemy you hit Whirlwind and they just drop like Flies. Units dont get damaged, they disappear instantly . Whole squads of dwarven rifleman or archers or even low lvl Melees, they just disappear instantly and your green victory bar jumps an awesome amount with each time you hit whirlwind :D. Funniest thing was, when 1 single bladestorm, not a squad, but just one of the 16 of a squad was standing inside a squad of crossbowmen which were in that round formation and the whirlwind just droped em all. Thats just a bit too op. Make it more expensive in Energy, or less damaging pls.

Was also fighting a guy who had lvl 1 bladestorms, lots of em. He launched his Whirlwind on my lvl 20 Grandmasters with 90% resist active and I actually had to retreat with em. They were instantly red after a few whirlwind shots :D. Really a bit too powerful. You need really tough melees to block that stuff and if the enemy decides to launch it onto weaker units, they will drop.

WalterChin
04-25-2013, 11:57 PM
Wanna report that when the siege is on the wall, some units tend to stuck below or on top of the siege ladder/ladder. they just stand there and not moving to anywhere


And there's another thing, regarding the wall my archers beneath the wall keep firing arrows at the enemy who is on the wall. I can see the arrows stopped at an invisible wall and did not hit the target. INVISIBLE WALL. which makes 6 groups of archers couldn't even kill one target :/... even catapult sometimes hit on invisible object. Very annoying issues

Call4God
04-27-2013, 07:28 AM
Two concerns of mine with this latest patch.

First and far more important, is that Bladestorms are god-mode. Even just a handful of the NPC randoms on the "view area" map took 3 groups of level 10 swordsman(70/90/90% resist) down to less than half health almost instantly.

Second concern of mine, is if knights are still worth their weight. Swordsman in battle line+shield wall have more HP and much better resists, and move at almost the exact same speed. Knights do slightly more damage per model, but the lower amount of them cancels out any damage bonus the individual models had. As it sits, knights only real bonus is the heal, which has been super nerfed as I understand it, so I have to wonder if knights really have any place in a human army other than looking cool?

GPS51
04-27-2013, 11:15 AM
Bladestorms and Knights will be getting adjusted in the next patch. Vicious is doing terrific work on the balancing front :D

Laradon
04-27-2013, 11:28 AM
Two concerns of mine with this latest patch.

First and far more important, is that Bladestorms are god-mode. Even just a handful of the NPC randoms on the "view area" map took 3 groups of level 10 swordsman(70/90/90% resist) down to less than half health almost instantly.

Second concern of mine, is if knights are still worth their weight. Swordsman in battle line+shield wall have more HP and much better resists, and move at almost the exact same speed. Knights do slightly more damage per model, but the lower amount of them cancels out any damage bonus the individual models had. As it sits, knights only real bonus is the heal, which has been super nerfed as I understand it, so I have to wonder if knights really have any place in a human army other than looking cool?

I would be careful with the knights, I fought lotsa lvl 20 Knights and the only problem that I saw, was, that people didnt max the damage on em but put too many points in Health. You shouldnt fail to notice that they are the only Units at this point, that deal magic damage. Only 50 of their magic damage is equal to 500 points of any other damage if the unit they fight has 90% resists. And they can have alot more of that magic damage now. I will definetly try out an Knight army on my humans in PvP soon and take a look at whats capable with that magic dam now.

Call4God
04-27-2013, 11:52 AM
I had forgotten they added magic damage to knights. That could very well be the kicker to keep knights as the shock troop of choice. :)

vicious666
04-28-2013, 08:13 AM
I had forgotten they added magic damage to knights. That could very well be the kicker to keep knights as the shock troop of choice. :)

I not added magic i augmented it, many months ago their dmg was 100+3 magic. wich was completely useless becouse even at 500 slash dmg magic dmg was like 12-15.

So i rebalanced them to have less slash but more magic dmg, to be something unique, a high tanked unit with lower dmg than berserker/grandmaster but whit magic dmg able to bypass armors, even if is a small % of the total.

consider grandmaster have magic res so they are ideal for fight knights, since they can block a good 60-70% of their magic dmg, but knights are tough, and grandmaster after 1 minute will end stamina for keep frenzy up. Knights have more hp than any other high armored infantry in game, and only slighly less res than swordsman/slayers

btw in next patch i am lowering grandmasters res, augment stamina cost of whirlwind and lower the dmg, same for tackle, i also added a cooldown of 15 seconds so it cant be spammed continuously lowered also dmg of leap for orcs.

And many other small balancements expecial for heroes (overall less dmg) expecial for warlord that is able to combine together 2 dmg abilities that allow to reach unreasonable dmg levels .

Goblin will get hiding, aswell another small hp and dmg boost. and orc cavalry get some love also.

Call4God
04-28-2013, 10:22 AM
Swordsman might only have 'slightly' better resists, but at the higher levels even the slightest increase makes an enormous difference. the difference between 85% and 90% resist is the same as adding a whopping +50% hp, and the difference from 75% resists and 90% is adding 250% hp. So as it sits now, it seems Swordsman are better tanks(able to reach 90% against all weapon types), whereas knights do better damage due to magic attack.

My concern is less to do with overpowered/underpowered units, and more to do with the overlapping of roles making a unit obsolete. I don't see many cases where the Knight would be preferable to the Swordsman. In a one-on-one matchup there may be cases where the knight is superior, but the lack of blunt/piercing resistances makes them far less survivable in battle of any size, and this lack of survivabilty negates their stronger damage, as they die before they can bring much of it to bear, and the swordsmen keeps hacking away. =/

Laradon
04-28-2013, 11:24 AM
Swordsman might only have 'slightly' better resists, but at the higher levels even the slightest increase makes an enormous difference. the difference between 85% and 90% resist is the same as adding a whopping +50% hp, and the difference from 75% resists and 90% is adding 250% hp. So as it sits now, it seems Swordsman are better tanks(able to reach 90% against all weapon types), whereas knights do better damage due to magic attack.

My concern is less to do with overpowered/underpowered units, and more to do with the overlapping of roles making a unit obsolete. I don't see many cases where the Knight would be preferable to the Swordsman. In a one-on-one matchup there may be cases where the knight is superior, but the lack of blunt/piercing resistances makes them far less survivable in battle of any size, and this lack of survivabilty negates their stronger damage, as they die before they can bring much of it to bear, and the swordsmen keeps hacking away. =/

Yes 85% resist and 90% resist means, that a 500 damage enemy will do either 75 or 50 damage, it's a big difference. And its even worse then you think, because its not only plus 50% more, but a bit over it, because the unit that gets attacked has alot more time to regenerate too. Actually its far more. Thats why changes to the resistance are probably the biggest cuts. Especially on melees that get attacked by multiple enemies at once in combat. Makes me a bit confused about the Grandmasters resist change, those seem fine at this point and they still get alot of damage against equal strong enemies or even die against maxed damage ranged _while_ battle frenzy is up. Sometimes making a unit underpowered or overpowered can be just 5% resist away. Also if you miss the battle frenzy rebuff you get tremendous damage within seconds you really gotta hammer that ****. I would leave the GMs like they are atm. Especially if units of other races can constantly hold that 90% without losing energy etc. Grandmaster really have to rush the combat, if they run out it's over. At this point, smaller cuts on the other attributes are more worthy. I think larger squads always got to have less resists then smaller ones, Grandmasters and Knights are one of the smallest. They get attacked by more enemies from larger squads at once. So Swordsman must have less imo and Knights more. Heavily Armored Knights should have more from an RPG point of view, too. And they are so slow that the slowness has to be countered by something. Btw you should make em stop losing energy if they run, their move and runspeed is the same.

Also the Battlestrength system is still in much disarray. Ofc people will lose more, if 500 strong armies are marked as 400 or even 300 because those numbers bug around all the time.

vicious666
05-03-2013, 04:13 PM
Swordsman might only have 'slightly' better resists, but at the higher levels even the slightest increase makes an enormous difference. the difference between 85% and 90% resist is the same as adding a whopping +50% hp, and the difference from 75% resists and 90% is adding 250% hp. So as it sits now, it seems Swordsman are better tanks(able to reach 90% against all weapon types), whereas knights do better damage due to magic attack.

My concern is less to do with overpowered/underpowered units, and more to do with the overlapping of roles making a unit obsolete. I don't see many cases where the Knight would be preferable to the Swordsman. In a one-on-one matchup there may be cases where the knight is superior, but the lack of blunt/piercing resistances makes them far less survivable in battle of any size, and this lack of survivabilty negates their stronger damage, as they die before they can bring much of it to bear, and the swordsmen keeps hacking away. =/

Swordsman dmg are purely slash, that can be mitigated much more easly than magic dmg : majority of units not have magic res.

Regards lack of blunt for knights, i just added +15 blunt (crush) res on knights anvil formation. wich is their preferible formation type. ,since add +50% slash dmg an +50% magic dmg so is ideal for melee fight.

if you wanna go vs archers you ca use skirmish formation with knights and reach 80-90% on pierce, and keep a good 70-75% on other res. but you have swordsman as high tanked low dmg infantry for absorb ranged fire.

Btw knights are made for absorb dmg and fight high tanked/dmg units like berserker/grandmasters: Knights have 2x heal personal+area heal (area heal work also on who cast it) have high res, ad magic dmg that bypass armor res.

Consider area heal now do 4hp regen x 20 seconds it means 80hp healed for EACH soldier in the unit so is 80hpx 15 = 1200hp healed + personal heal, so knights are able to mitigate around 2700hp in 20 seconds, they already are the infantry with more hp in game, so in my opinion their ability to stand and fight is even larger than swordsman, they are just less adaptable to situations, since when you chose formations you always sacrifice a lot of res, that make you vulnerable to melee or ranged or cav, while swordsman with line formation+shieldwall are pretty much omni tank