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Balance changes: Plague, Unity, Void Maw, Grim Bahir, Amok


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PLAGUE:
SUGGESTION:

1. Power cost: 150 ---> 100
2. In order to avoid the spell being clunky, infects up to 10 hostile or friendly GROUND units, with a parasite that deals 100 dmg per 2 sec and lasts for 20 seconds. Reusable every 20 seconds. (affects everyone immediately in the area of affect, but doesn't affect anyone outside of the area and can't spread).

A great combination card for soulshatter and flying units army.

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UNITY:
SUGGESTION:
Installs a magical bond between up to 5 units in a 25m radius. The affected units will mutually share their life points with each other as long as they are positioned within a 25m radius towards one other. All incoming dmg will be equally spread among all members relative to each unit's current life points. None of them can die as long as the group has still more than 1 life point left.

BOTH AFFINITIES: Units affected by the bond heal %%% of the dmg they dealt while under the affect. This could be too strong depends on the %%%, not sure how much this card is used in PvP, but it could be possible to maybe make it T4???

Blue affinity: Unchanged, affected units take 25% less dmg.

Green affinity: Pump the heal numbers. ???100 per 2 seconds???

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VOID MAW:

SUGGESTION:

1. Ability cost: 150 ---> 75

2. Range increase of the ability. (Increase by 40m???)

3. After killing the enemy unit, return 5% of their former maximum life points from void power into the power pool. Could be a nice alternative for FoF + Cultists.

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GRIM BAHIR:

SUGGESTION:

Grim Bahir can attack while using it's special ability + making the crawlers t4. {Making the crawlers T4 allows them to be used for offering (green)}

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AMOK:

SUGGESTION:

Amok (red/purple???) ---> affects only hostile units ---> up to 10 targets and then we have 2 options in my opinion:

1. Hostile units in the area get 15% more dmg.

2. Superior Life Stealer - while in the area of the effect, 25% of the dmg dealt by hostile units, will be added to your hp, and if you go over the maximum hp you get a shield with that value for a very short amount of time (5 sec).

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37 minutes ago, DieToPlay said:

PLAGUE:
SUGGESTION:

1. Power cost: 150 ---> 100
2. In order to avoid the spell being clunky, infects up to 10 hostile or friendly GROUND units, with a parasite that deals 100 dmg per 2 sec and lasts for 20 seconds. Reusable every 20 seconds. (affects everyone immediately in the area of affect, but doesn't affect anyone outside of the area and can't spread).

A great combination card for soulshatter and flying units army.

dmg spells need a ground unit in its presents to be played out. applying it to only ground goes to much in op mode for some gamestyles also the powercost reduction of 33% it to high in my opinion. better try to banace it with the other t4 spell dmg cards of each collor like Noxious Cloud, Ice Tornado, Cluster Explosion which all togheter shar the orb requirement of 2 colorless and 2 colored and dealing dmg over time 

45 minutes ago, DieToPlay said:

UNITY:
SUGGESTION:
Installs a magical bond between up to 5 units in a 25m radius. The affected units will mutually share their life points with each other as long as they are positioned within a 25m radius towards one other. All incoming dmg will be equally spread among all members relative to each unit's current life points. None of them can die as long as the group has still more than 1 life point left.

BOTH AFFINITIES: Units affected by the bond heal %%% of the dmg they dealt while under the affect. This could be too strong depends on the %%%, not sure how much this card is used in PvP, but it could be possible to maybe make it T4???

Blue affinity: Unchanged, affected units take 25% less dmg.

Green affinity: Pump the heal numbers. ???100 per 2 seconds???

so getting instead of 40 hp/2sec/unit to 100hp and that over 20 sec so all units togheter healing 5000hp instead of 2000hp meaning makeing the spell unity more powerfull than equilibrium + having a shared HP pool as well and is cheaper to cast.

Equilibrium heals up to 5000hp for 125 power

ur change in Unity would heal up to 5 units each up to 1000 hp (combined 5000hp) + units cant die aslong as 1 unit still has 1 hp + powercost is only 110

kinda OP my opinnion

53 minutes ago, DieToPlay said:

VOID MAW:

SUGGESTION:

1. Ability cost: 150 ---> 75

2. Range increase of the ability. (Increase by 40m???)

3. After killing the enemy unit, return 5% of their former maximum life points from void power into the power pool. Could be a nice alternative for FoF + Cultists.

Unit skill is a 100% kill no matter the hp as long it doesnt have the leader imunity which is kinda a unique ability just like voodoo shack does on buildings

 

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my personal advise: best dont change to much, tiny changes have a higher chance of makeing it in the game 

and allways take the effects of the max upgraded version

ur changes are mommoth like which would destroy the balance of many other cards

 

Plage for example the effect applies to 8 targets and each parasit can pass over 4 times so a maxium of 32 target can be infected (if it can effect a target 2x i cant tell)

Edited by Asraiel
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