DraconMars89 Posted December 9, 2019 Share Posted December 9, 2019 What would happen if we give !every! Melee units +4% moovement speed and nerf !every! Ranged units moovement speed with -4%. I think its not that much to break the pve experiences but it would help a lot in pvp balance.Like there are a lot of nice melee creature what would counter something but with a good commanding melee units will only chase the enemy while other ranged units kill them. It is mostly in T1. Link to comment Share on other sites More sharing options...
RadicalX Posted December 9, 2019 Share Posted December 9, 2019 I don't see how this would help the PvP balance to be fully honest. As long as I didn't miss anything, there are 9 non swift melee creatures with (I exclude Sunderer here as it is faster than T1 ranged units already and not an essential part of the counter system as a siege unit). -> Thugs -> Wrecker -> Northguards -> Ice Guardian -> Imperials -> Spearmen -> Executor -> Wrathblades -> Skeleton Warriors Imperials are supposed to contest Scav & Dreadcharger, who also are melee creatures, a MS change would have no effect here. So 8 cards affected by the change are left here. Out of these 8 cards I'd argue that 4 cards are in an acceptable balancing state already (IG, Wrecker, Spearmen, Wrathblades), 2 cards too strong (Thugs, Skeleton Warriors) & 2 cards too weak (Northguards, Executor). I don't see a necessity for a global melee buff here tbh. I think it is possible to buff some of these cards to create a better matchup balance in general. Wrecker buffs can compensate for a Mortar nerf, IG buffs could help Frost to survive dazed fights and make a late compensation for the 2013 homesoil nerf, Wrathblade hp buffs could help Shadow to contest Thugs at high number fights etc. I would clearly prefer balancing changes aimed directly at critical cards rather than global changes. Link to comment Share on other sites More sharing options...
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