So it is that time again. Much of this might be subject to change. However I just wanted to outline some more major stuff earlier. All of this is now a part of add-on called 1.20 Multiplayer Changes and Content. Have fun!
Undead:Knalgan Aliance: Rebels:Loyalists:Orcs:Drakes: Dunefolk:
Undead:
Spoiler:
Ghoul - Changed resistances to 10/10/30/20/20/20 from 10/30/0/10/10.
Ghoul for a long time was a unit that really didn't have a solid place within Undead. My attempt to remedy this is simple. Make it a bit of an antithesis to other undead units, not resisting common damage type much however doing well against units that are typically very good against undead. This change does not touch upon matchup vs drakes however it does involve pretty much every other matchup.
Vs Knalga - Ghoul is still not a great unit due to the fact that almost all units can deal with ghoul, however it does come very strongly into effect in one very specific yet being a worry for a long time scenario. Ghoul now beats footpad more than ghost does and is cheaper than ghost. (Trivia - If we assume that ulf is the best at killing ghosts, then the footpad is the third best counter to it, second place belongs to thunder.)
Vs Rebels - Wose + Mage combo for a long long time now is unbeatable and can be reached as long as elves stabilise and manage to survive the rush. This form of ghoul does not beat wose (it would need 40% impact resistance for that). However it can survive tons of damage from it or from the mage, creating a unit that you can put on the frontline against them and to actually effectively deal with it rebels should use fighters or archers. This creates choice and weakens elvish late game composition against undead while having a small impact on how early game plays out.
Vs Northerners - here this change mostly affects trolls and the story is similar to how wose react to these changes, however it also makes orcish archers way better counter to the ghoul while not touching any other dynamics.
Vs Loyalists - ghoul is currently unused in this matchup however after HI rework (more on that later) it has a new need to exist there (also helps vs mage).
Ghoul for a long time was a unit that really didn't have a solid place within Undead. My attempt to remedy this is simple. Make it a bit of an antithesis to other undead units, not resisting common damage type much however doing well against units that are typically very good against undead. This change does not touch upon matchup vs drakes however it does involve pretty much every other matchup.
Vs Knalga - Ghoul is still not a great unit due to the fact that almost all units can deal with ghoul, however it does come very strongly into effect in one very specific yet being a worry for a long time scenario. Ghoul now beats footpad more than ghost does and is cheaper than ghost. (Trivia - If we assume that ulf is the best at killing ghosts, then the footpad is the third best counter to it, second place belongs to thunder.)
Vs Rebels - Wose + Mage combo for a long long time now is unbeatable and can be reached as long as elves stabilise and manage to survive the rush. This form of ghoul does not beat wose (it would need 40% impact resistance for that). However it can survive tons of damage from it or from the mage, creating a unit that you can put on the frontline against them and to actually effectively deal with it rebels should use fighters or archers. This creates choice and weakens elvish late game composition against undead while having a small impact on how early game plays out.
Vs Northerners - here this change mostly affects trolls and the story is similar to how wose react to these changes, however it also makes orcish archers way better counter to the ghoul while not touching any other dynamics.
Vs Loyalists - ghoul is currently unused in this matchup however after HI rework (more on that later) it has a new need to exist there (also helps vs mage).
Spoiler:
Thunderer - cost changed from 17 to 16 gold.
This is a simple change. It makes thunderer a bit better everywhere. But mainly makes vs drakes and vs loyalists a bit easier on Knalga. I still have a problem with vs loyalists matchup from both sides actually however this is a hard to solve puzzle. Other matchups are not affected nearly as much as these two.
This is a simple change. It makes thunderer a bit better everywhere. But mainly makes vs drakes and vs loyalists a bit easier on Knalga. I still have a problem with vs loyalists matchup from both sides actually however this is a hard to solve puzzle. Other matchups are not affected nearly as much as these two.
Spoiler:
Archer +10% blade resistance form 0%.
I actually really like this change, it helps literally everywhere it should. Starting with Drakes, it makes archer mu vs both fighter and (rarely) burner better. Which is very important as drake fighter was actually a counter to EVERY Rebel unit they had (it was close in case of elvish fighter however in the end it was still fighters victory). This is not the case anymore.
Additionally this helps to take some pressure away from fighter in vs Knalga matchup, which is a matchup suffering similar problems however I think even more than Loy vs Knalga.
It does slightly influence vs loyalist matchup........ which is similar to vs undead where trees rule.... I wonder what would happen if fencer had 0% impact resistance... This is a weird change however the idea behind it is nice. Let's try that.
L1 Quickcaster Mage (no sprite for now, im lazy and cant draw so it is using just default mage sprite)
lawful
20 g
23 hp
6 mp
3-1 impact melee
4-5 arcane ranged magical
Elvish Fighter movementtype.
Elves also get a new mage that is Quickcaster mage. It changes... not much. It helps vs drake however not by much.
I actually really like this change, it helps literally everywhere it should. Starting with Drakes, it makes archer mu vs both fighter and (rarely) burner better. Which is very important as drake fighter was actually a counter to EVERY Rebel unit they had (it was close in case of elvish fighter however in the end it was still fighters victory). This is not the case anymore.
Additionally this helps to take some pressure away from fighter in vs Knalga matchup, which is a matchup suffering similar problems however I think even more than Loy vs Knalga.
It does slightly influence vs loyalist matchup........ which is similar to vs undead where trees rule.... I wonder what would happen if fencer had 0% impact resistance... This is a weird change however the idea behind it is nice. Let's try that.
L1 Quickcaster Mage (no sprite for now, im lazy and cant draw so it is using just default mage sprite)
lawful
20 g
23 hp
6 mp
3-1 impact melee
4-5 arcane ranged magical
Elvish Fighter movementtype.
Elves also get a new mage that is Quickcaster mage. It changes... not much. It helps vs drake however not by much.
Spoiler:
Mage - costs 19 from 20g.
Yes thanks to the mages split I can actually buff loyalist mage without worrying about vs undead matchup which was already not great on a rebel side. Nice.
Hi - -10% melee parry, +20% ranged parry, no fearless, 5mp, 17g 40/50/0/0/-10/10 resistances
Well, well, well. It finally came to this. HI now has two vectors of balance, one is resistance, the other is parry. It now is not great vs melee attacks but does great vs ranged ones. It deals well with blade and pierce and does badly against other damage types.
Vs Drakes, it beats saurians, fights evenly vs clasher, and dies to anything else.
VS Knalga it dies hard to Dwarvish fighters, fights equally with footpad (campaign change probably needed) and kills other units and no one else deals impact damage.
VS orc rush, it might be interesting to see however i believe that spearman will still overperform it over all at least early in the matchup.
Vs elves, they have trees, and trees are popular here. Really not much to say.
vs undead, this hi now has 4 good counters, that is ghoul, ghost, adept and walking corpse, however it still deals with skeletons which are backbone of undead army and especially well against skeleton archers which should create few new interesting interactions in this matchup.
Finally fencer 0% impact resistance from -20%. This is a change that I came up with while writing this. And I like it, it helps with mirror matchup, it helps with vs rebels matchup.
Yes thanks to the mages split I can actually buff loyalist mage without worrying about vs undead matchup which was already not great on a rebel side. Nice.
Hi - -10% melee parry, +20% ranged parry, no fearless, 5mp, 17g 40/50/0/0/-10/10 resistances
Well, well, well. It finally came to this. HI now has two vectors of balance, one is resistance, the other is parry. It now is not great vs melee attacks but does great vs ranged ones. It deals well with blade and pierce and does badly against other damage types.
Vs Drakes, it beats saurians, fights evenly vs clasher, and dies to anything else.
VS Knalga it dies hard to Dwarvish fighters, fights equally with footpad (campaign change probably needed) and kills other units and no one else deals impact damage.
VS orc rush, it might be interesting to see however i believe that spearman will still overperform it over all at least early in the matchup.
Vs elves, they have trees, and trees are popular here. Really not much to say.
vs undead, this hi now has 4 good counters, that is ghoul, ghost, adept and walking corpse, however it still deals with skeletons which are backbone of undead army and especially well against skeleton archers which should create few new interesting interactions in this matchup.
Finally fencer 0% impact resistance from -20%. This is a change that I came up with while writing this. And I like it, it helps with mirror matchup, it helps with vs rebels matchup.
Spoiler:
Orcish Slurbow fire ranged damaged changed from 15 to 12.
This unit is actually viable to see in mp, however I have yet to see it dominate as no one plays archer over grunt still even after buffs. Tho this is something preemptive.
This unit is actually viable to see in mp, however I have yet to see it dominate as no one plays archer over grunt still even after buffs. Tho this is something preemptive.
Spoiler:
Drake matchups are particularly tough for me, they do display a need for a unit that could slow down the early game and help with rushes however if they get such a unit they will most likely turn these matchups into domination for them instead. This mostly applies to undead and orcs. With undead being an especially curious case of bad and great players winning with drakes against undead and mid tier players actually losing against undead.
Spoiler:
Dune Skirmisher hp changed from 29 to 30
Dune Herbalist impact resistance changed form 0 to 10%.
Dune Soldier ranged parry from 0 to -10%.
Dune Burner 5-2 melee, -10% melee accuracy , -10% melee parry, 7-3 ranged, res -10/10/20/0/0/10 +1mp (6), 17g, -1hp (34)
Vs dwarfs the most important change is soldier who now has some better counters, however im not entierly happy with that and I will be trying to find even better solution for it.
Vs loyalists new HI is strongly activated in this matchup however i worry if current burner will be enough to actually counter it if anything herbalist can also help.
VS Orcs not that much changes here.
Vs Rebels, soldier is suddenly much weaker against shaman. I really like this interaction. As well as archer. Im getting tired of writing at this point.
Last are undead. And burner has better counters now. Ghoul and skeleton, even ghost is better thanks to lower dodge.
But I kinda worry about this melee parry... So there is second option of removing melee entirely and it also works and actually makes simpler unit. (They dont have melee animation anyway.)
Dune Herbalist impact resistance changed form 0 to 10%.
Dune Soldier ranged parry from 0 to -10%.
Dune Burner 5-2 melee, -10% melee accuracy , -10% melee parry, 7-3 ranged, res -10/10/20/0/0/10 +1mp (6), 17g, -1hp (34)
Vs dwarfs the most important change is soldier who now has some better counters, however im not entierly happy with that and I will be trying to find even better solution for it.
Vs loyalists new HI is strongly activated in this matchup however i worry if current burner will be enough to actually counter it if anything herbalist can also help.
VS Orcs not that much changes here.
Vs Rebels, soldier is suddenly much weaker against shaman. I really like this interaction. As well as archer. Im getting tired of writing at this point.
Last are undead. And burner has better counters now. Ghoul and skeleton, even ghost is better thanks to lower dodge.
But I kinda worry about this melee parry... So there is second option of removing melee entirely and it also works and actually makes simpler unit. (They dont have melee animation anyway.)
Statistics: Posted by Hejnewar — Today, 12:21 pm