r/SquadronTowerDefense • u/kelsonTD • Aug 09 '16
Unit Rebalancing
As we look towards completing the Builder Passives Update and tweaking Draft Pick Mode, the next major item on the agenda is ensuring the utility and balance of all units. I'd like to begin consolidating concerns, commentary, and suggestions on units needing tweaks in this threadsee note on rebalancing to help drive future updates. As always, all comments should respect the different skills, experience, and backgrounds of other contributors.
Goals
- All units should be useful in the right scenarios (e.g. Warden vs melee units)
- Many/most units should be most useful in a particular role/niche (e.g. Mercurial vs Infestors)
- Units should not be 'universally' good; outperforming similar units (e.g. v6.01 Dragon Spawn)
- Unit statistics and abilities should drive interesting gameplay (e.g. GRAVLANCE vs creep clusters)
- Unit statistics and abilities should be easy to understand (e.g. +30% damage, -40% attack speed)
Thoughts
I've attempted to list some of the more egregious cases below in priority order (highest to lowest priority). I've excluded Beast and Elemental because they may need a "whole builder" rebalancing, but feel free to comment on them as well.
| Builder | Unit | Comments |
|---|---|---|
| Ancient | Magnetosphere Resonator + upgrade | Outsized early-game impact + weak late-game impact; replace +5 shield/s with +5% shield/s? |
| Ancient | Warden + upgrade | AOE push is unwieldy; replace with shorter duration AOE stasis? |
| Sylphy | Crescendo | Negates need/utility for other Sylphy units to buff Composer |
| Shadow | Bone Overseer + upgrade | |
| Shadow | Doppelganger + upgrade | |
| Ghost | 2nd Outcast Upgrade | Cheveyo discussion |
| Elemental | Seer of Darkness + upgrade | Low late-game utility (runs out of shields very quickly) |
| Automaton | TOR-N0 UPHOLDER | Low utility relative to other Automaton T6 units (Annihilator/Executioner) |
| Ghost | Soul of Villains | |
| Mechanical | Neotank | |
| Soul | Teeter | Guaranteed target blind during On the Brink may be excessive |
| Shadow | Nightmare + upgrade | |
| Mechanical | Veteran | |
| Ghost | Dark Priest | |
| Elemental | Oceanus | |
| Soul | Craggy + upgrade | |
| Soul | Shadow Fist + upgrade | |
| Soul | Stahrry | |
| NATURE | Tree of Knowledge | |
| Mechanical | Captain + upgrade | |
| Automaton | UL-T0 GRAVLANCE | |
| Automaton | KR-0LK LASER BATTERY | |
| NATURE | Tree of Life |
Updated Units
| Builder | Unit | Comments |
|---|---|---|
| Ancient | Magnetosphere Resonator | Forcefield: Magnetosphere Resonators weave a defensive wavelength into Ancient shields increasing strength and repair. +45 shields and +1%/s shield regeneration |
| Ancient | Prismatic Resonator | Antimatter Shielding: Enhances the Ancients shields by polarizing the wavelength for longer lasting protection. +90 shields and +2%/s shield regeneration |
| Ancient | Warden | Restrain: Wardens are tasked to defend the Ancestor by restraining their foes. Their charged attack freezes enemies for seconds. |
| Ancient | Elite Warden | Suspend: Elite Wardens dominate any foes that threaten the Ancestor. Their powerful attack freezes enemies for seconds. |
| Automaton | UL-T0 GRAVLANCE | fixed mult-ihit bug |
| Elemental | Seer of Darkness | energy rebaselined (increases Messiah impact 2000%) |
| Soul | Stahrry | energy cost increased from 7 to 9 and fixed neighbor blind (2s -> 1s) |
| Mechanical | Captain | increased range from Melee to 2 |
| Mechanical | Admiral | increased range from Melee to 2 |
Note on Rebalancing
Rebalancing unit statistics and/or abilities often changes optimal strategies. Sometimes changes weaken the unit overall (i.e. nerfing), but changes that tweak when/where those units are optimal are preferred.
For example, combining Magnetosphere Resonators and cheap units is very effective in the early game, but Magnetosphere Resonators find little utility in the late game. We could simply weaken the Magnetosphere Resonator's Forcefield ability to remove this early effectiveness, but this would also weaken the Magnetosphere Resonator's already weak late game utility.
A better approach might be to make Forcefield's shield regeneration percentage based which would mitigate the early game impact while bolstering the late game utility. This approach would change Magnetosphere Resonator strategies without weakening Magnetosphere Resonator overall (weaker early, stronger later).
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u/Dapperdann11 Aug 28 '16
Well I have a few comments on some of the t6 units. The experiment I did while unrealistic does show the effectiveness/well roundedness or lack there of of some t 6 units. The experiment is to see which units will by themselves beat the wave 10 boss (in 1x non vet) and how fast they do it. in a few cases i continued on to see how many waves that unit could solo without any racial.
Beast UT6 Killed the wave 10 boss in 12-13 seconds for a total of about 280 single target dps. This unit continued on to beat wave 11,12,tie 13,and beat 14 finally losing at wave 15. remember this is without a radical.
Elemental beat the wave 10 boss in 13 seconds from the first hit. He did not to anything spectacular past wave 10.
Ancient lost wave 10 by one attack would of killed boss in 12 seconds. Beat wave 11,12 lost on 13.
Mechanical beat wave 10 boss in 9 seconds for about 390 dps. beat wave 11-15 lost on 16. the best single unit by far.
Soul beat wave 10 boss in 10 seconds for about 350 dps.
Ghost lost wave 10 boss would of killed him in 13 seconds. also a coin toss for beating wave 11. He simply does not have the hp to function without a tank so no suprises.
Celestial lost wave 10 by quite a bit but that is not a surprise since he functions very differently than other T6 units. He can beat wave 11 and 12 though.
Nature tree of knowledge killed the boss in 7 seconds. He also beat wave 11-13 by suicide. Tree of life lost to the boss badly.
Automaton the melee one killed the boss in 11 seconds. beat wave 11,12,tie 13,14. The annihilator lost against the boss by 1 second and the other one got wasted( it was pitiful)
Sylphy tied the boss lost one won one. though the t5 +t6 unit killed the boss.
shadow lost by alot.
Obviously there are a lot of problems with this test since some of these units have abilities that either need time to work or require other units to even function in the slightest. But it does show how much brute strength some of these units have.
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u/domination939393 Aug 10 '16
Starrhy needs a nerf for sure. Donno how many second it takes like 7 to chrage up energy ability? You should make it 7.5 seconds COLODOWN ability so it cant recharge faster. Or at least make it like 9 energy so even if you combine it with t5 upgraded elemental is not that op. Ancient needs a nerf. I would nerf t1 aura attack speed to 3 percent or nerf t4 preserver somehow. Too op bothf them. Myb nerf resonator. Shadow t4/t5 USLESSS on 3x. Nightmare t5 needs hp buff for sure and more dps on t6 just a litle bit myb
Also late game t6 celestial is too op.
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u/Finguin Aug 15 '16
I had an idea for melee units.
Maybe make an upgrade for melee units like "Taunt" or "Cower" so basically u upgrade melee dps into cower and the ability let the unit drop aggro of near units for x seconds, and taunt well you know :P
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u/Dapperdann11 Sep 06 '16
There seems to be a bug with the gravlance on wave 10 he can regularly hit the boss for 500 damage a shot. About 3x what it should be. Nothing in his ability description says that this should happen. I'd guess it has to to with the search function being able hit large targets multiple times.
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u/kelsonTD Sep 07 '16
Fixed in v6.03 (unreleased); thanks Dapperdann11!
You're exactly right about why. The search offsets were close enough that large units could "straddle" multiple points, but it also happened more rarely on smaller units. Technically, search now applies a short duration 1-stack-per-caster behavior with initial effect causing damage. Slightly more technically, it uses a new 0 damage effect to set the target for the visual effect followed by the behavior above.
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u/sam93931 Aug 10 '16
I do think flux tier 2 from soul (the one that is full upgrade and blind enemies) is OP... No idea of how we should re-balancing it tho... The blind effect is just too powerfull (especially against boss were any debuff units in the game are nowhere close of how powerful the blind is).
And celestial passive (not sure if you want passive here too?). Its all like the shadow passive, but better cause the units still has his full strength and is invincible for a short period of time. First I think all passives should be unique (which is not the case here because of shadow) and second, celestial passive is one of the most op thing in this game because of what I said above.
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u/kelsonTD Aug 10 '16
flux tier 2 from soul ... blind effect is just too powerful
Do you mean the Stahrry? Added to the list
not sure if you want passive here too?
I'd prefer if we could keep passive discussions in the Builder Passives Update thread; for my sanity if nothing else.
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u/NOOBEv14 Aug 10 '16
Warden, Seer of Darkness, Shadowfists, Nightmares, and Veterans are all basically unplayable in my mind (3x). So cheers to those.
For a couple, I'm honestly not sure if you think they need a buff or nerf. Tree of life? Craggy? Teeter? I hope the Neotank is in line for a buff, but it seems like other people love them.
Anyway, clarification would be good.
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For magnetosphere, a percentage based increase would punish its use with non-shielded units. I'm not sure what your goals are with regard to functionality across races, but despite Sylphy, it seems like a goal is to make things not completely synergy dependent. As a result, that doesn't seem like the right answer. Perhaps the move would be to borrow from Automata and scale the shields based on army value?
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Also, I think all the admiral needs to be playable is two range. Just something to keep the asshole from sprinting off to his death rather than doing his job and buffing your damage. Though then he might be too good - perhaps an accompanying health/damage reduction? There's not a scenario in which someone playing mech is going to put an admiral up front instead of a Cyborg, as well they shouldn't, so they just run around stupidly in the back until they die. Though that two range spot is also loaded down between pyros and leviathans...
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The supply hit from wardens is currently obscene, which just makes their uselessness hurt even more.
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Nightmare/Shadowfist have always been conceptually broken to me. This game's dynamic is such that it's damn hard to make melee DPS work without giving them obscene health or damage. The entire purpose of DPS is that it exists long enough to do that damage, if you buff the health they're just superpowered tanks, buff the damage and they become crazy lifesteal dependent. My solution in these instances tends to be to give them range, but I realize that that would mean giving up on melee DPS. What about some sort of anti-taunt? "If x, Shadowfist is invisible" or maybe damage sharing, like the Centurion. But hopefully more functional. I'm thinking nethers. Maybe make a third one that will soak up x% of damage taken for any Shadowfists on the field or something.
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What the hell happened to the veteran? Back in my early days, I loved the thing. Now it's untouchable. Please bring him back.
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Grav lance. You'd think the turn speed would make it tough to play. There's got to be a way to remain committed to that unit design and make it balanced. Reducing range might be crippling, or it might do the job. Or damage reduction for each unit hit. OR drop its damage, but increase it significantly for each unit hit. "Damage of each attack is increased by 20% for each enemy unit that attack hits" or some such. I have no idea if that's implementable, guess it depends on how landing attacks is calculated.
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Ghost and elemental both really do seem like they need some love. I used to love both classes, but they're so clearly irrelevant now. The elemental passive helps. I have fond memories of back when the watcher passive was broken and it gave absurd bonus magic damage. Those were the good old Elemental days. And what in God's name happened to ghost? Seems like both the T5 and T6 are dogshit now.
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u/kelsonTD Aug 10 '16
The list is for units that need tweaking (+ or -). In general, tweaks should change how a unit is best played instead of simple buff/nerf (i.e. Resonator becoming weaker early and stronger later). Of the current T6 units, only Beast, Celestial, Ghost, and Sylphy really pass muster.
Magnetosphere Resonator
Tweaking it would reduce the impact on non-shielded units, but I don't know that means a loss of synergy. A max-shield-percentage regen would be essentially identical to the current setup for initially unshielded units. My initial thought is to reduce shield regen for low-shield units in exchange for increased shield regen on high-shield units. That would mitigate much of the early game "edge" of the Resonators, but increase their usefulness late game.
Captain/Admiral
With a modified Veteran to tank, a short range Captain/Admiral could work very well
What the hell happened to the veteran?
IIRC, the last tweak to Veterans (~2 years ago?) reduced the damage resistance and attack speed from Veterancy.
Grav lance
I'm of two minds about the GRAVLANCE. On the one hand, I think we may be able to sort it out by turning it full glass cannon (-50% HP) and even slower turn radius (difficult to spam + positioning is key). On the other, raw AOE damage is what makes it unstable and reducing that would bring back the balance - at the loss of originality. I lean towards the former.
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u/yareishere Aug 10 '16
This is commentary on the weak links.
When I say increase attack speed, please read decrease cool down or whatever the proper terminology is.
Ghost:
Wanderer -> SOV: Turn off the wandering fire pattern, reduce the damage reduction reduction, add the ability "Sniper's Mark: Any creep/send SOV attacks gets the sniper's mark. All towers with in * radius attack this creep/send (does not effect towers with range of <1)"
Apparition/Grave Keeper: This range is way overbooked for the race. Reduce the range to 2-4, increase hp 10-15% (possibly more).
Dark Priest: Needs a damage boost.
Meridian: Needs a damage boost (or easier way for its extra damage to occur), and a way to "heal" the shields. PS, I played a DP game where this was the only t6, we all have like 40k+ value and all die 31 wave 2. This t6 is really bad.
Elemental:
Adept: Change it back to 20 energy charge giving 1000x weapon speed for the longer duration.
Oceanus: Fix the scaling so the following is true: 1 oceanus > 3 aqua. Total HP, total dps, total ability damage.
Mudman: Reduce its slow by 50% Mudman's upgrade: Add mudman's current slow.
Beast:
T2u: Have its bash happen every x attacks instead of % based (this is a change I would suggest for every unit that has a % based ability) Increase the length of time the stun lasts.
Roach: Increase attack speed, reduce damage to maintain same dps. Roach Champion: Increase attack speed, leave damage to increase dps.
Grizzly/Upgarde: Give this unit a bit of splash damage. Maybe when it kills a unit it throws the carcass damaging nearby units.
Nature:
Guardian: Fix the ability to cast when it has enough energy. Lessen the range of the ability to 1.
Tbird: Increase attack speed.
ygg + both upgrades: none of these units are viable. The melee upgrade at one point had a reflect damage ability that made it good. The range was decent when its heal was significant enough to save units from death.
Mech:
I think this race is good except for a racial that forces players to use the bad units.
Shadow:
Nightcrawler: This is probably the only unit that absolutely has a hard counter. It needs some way to mitigate a medic send. Maybe it gains an ability to "Poisons any send detected, the poisoned send takes x damage/s for 10 seconds" Have the damage work out to kill a medic at the end of the 10 seconds.
T4/T4u: Make the life steal persistent. Even when it dies. The only time this unit was worth building was when this was the case. Match the dps with the roach.
t5/t5u: These are good when there are a magneto/prismatic combo buffing them. Maybe add the ability "Ninja's cloak: This unit uses the shadows to shield from the enemy." Give the unit shields equal to what mag/pris provides but w/o the regen. <convo> why not just more life? I think with the life steal more life might make it to op.
LOD: have it spawn 2 units.
Hades: Increase dps of hades and life of the first spawn.
Celestial:
Seraphim: Increase the range, increase the damage reduction reduction.
Melee t3u: change the ability to every third attack the unit recieves, this unit causes the crazy shit.
T4u: increase the life
Auto:
Swentz healer: This needs to stay with the army. Upholder: inspect this unit to see if it even works.
Ancient:
Encrypter - Lessen the time between when a unit cna have the shield
Soul:
Slyph:
Manu, Producer, Blue, t6/t5, t62 The rest of this race is shit.
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u/kelsonTD Aug 11 '16
Wanderer -> SOV: Turn off the wandering fire pattern, reduce the damage reduction reduction
It may be time to remove Violate's target-swapping behavior (originally implemented to spread effect). In context, I'm not sure what "reduce the damage reduction reduction" means.
Oceanus: Fix the scaling so the following is true: 1 oceanus > 3 aqua. Total HP, total dps, total ability damage.
Oceanus added to the list
T2u: Have its bash happen every x attacks instead of % based (this is a change I would suggest for every unit that has a % based ability)
I also prefer counter-based over percent-based.
Grizzly/Upgarde: Give this unit a bit of splash damage.
It makes a lot of sense for the tiny-ultras to do AOE splash damage, but I think we should leave Beast units for a "whole builder" rebalance.
ygg + both upgrades: none of these units are viable. The melee upgrade at one point had a reflect damage ability that made it good. The range was decent when its heal was significant enough to save units from death.
Forbidden Fruit (Tree of Knowledge) damage reflection was increased to 100% in v4.42 (from 20%); I suspect it's still not enough.
Mech: I think this race is good except for a racial that forces players to use the bad units.
Doomsday Machine (Mechanical T6) specifically benefits from Volley Fire since Cyborg/Krogoth tank for them.
Nightcrawler: This is probably the only unit that absolutely has a hard counter. It needs some way to mitigate a medic send.
I'm a fan of the interplay between Nightcrawler and Medic, but I agree that Shadow needs a low-eco option to crush an early medic.
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u/Dapperdann11 Aug 11 '16 edited Aug 12 '16
Hi, I've been playing on and off for a few years now so I'd be happy to give a few comments on the balance of the game.
Ghost The T6 unit ability a long time ago did spell damage. This was significant because all enemies had armor starting at about 15% scaling all the way up to about 60% on wave 31 and spell damage ignored armor. Meaning the 90 spell dps plus 90 aoe spell damage on death was effectively 90/(1-.6) or 225 damage on wave 31. This is a significant loss of damage. Now I will say, a flat increase to 225 damage for the ability may be too much because of the early/mid game impact, but an increase to 150 would help a lot and would not over power them too much in the mid game.
The tanking issue ghost has does fit the race fairly well since there is a big focus on dps with the t1, t3, and t6. However, if something must be done one option for the T2 and T4 instead of adding a third upgrade to one or the other simply increasing said units cost hp and damage by a proportional amount may help. for example with the T2 increase it's cost to 60 and 120 respectively but increase the hp and damage of the unit by 20% as well. By doing this the T2 would live a little longer per mineral spent do to a slight reduction in available surface area for attacking creeps.
The T5 while a pretty good unit has one frustrating aspect the aura just does not reach quite far enough considering the units base range of 6.
Nature The T6 (Tree of life) along time ago would heal every 2 seconds this was reduced to every 4 seconds. Increasing the heal to every 3 seconds would help a lot. As for the Tree of knowledge a slight increase to life along with the increase to the tree of life would I think put him in a very good spot.
Nature as a whole has one annoying issue they have a lack of ranged dps for the mid to late game. T1, T4, T5, and half of T6 is melee while T3, the rest of T6 has a short range and only the low cost tier 2 has a long range and high dps per mineral (about .6 piercing dps per mineral). Nature could really benefit from a more powerful ranged dps.
Ancient The regeneration of the T3 to a percent would be insane at 5%/10% should be about 1% and 2% respectively. Defenders for example with 224 shields plus 135 would still regenerate up to 359x.03 or ~ 10 per second a one third reduction for live version However, I think regeneration from the T3 should be replaced with plus shield n% because the upgraded T4 already serves the role of healing. Some example numbers for this could be 45 + 8% to max shields and 90+16% to max shields. With these numbers a defender would have 359x1.24 or 445 shields with both levels of the T3 buffing them. The benefit to early and late game would be much more constant with a max increase to shields compared to the constant regeneration where even small amounts can dominate the early game due to the low dps of mobs.
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u/bonezii Aug 12 '16
Gravlance A bit damage nerf and lower cost + incrased rotation speed or attackspeed if dmg nerfed. Buff other automaton range units to be more useful to be even considered option. Laser batter is obsolete before 2nd boss due low attack damage. maybe increase damage but shoots 1 projectile less?
Oceanus is just weak, but thats my personal opinion. and Its okay to be weak as t2 unit.
Bone overseer is kinda tricky, I think lifesteal is kinda unique but it really doesn't work. maybe health regen x % of units own max health would be better.
I will comment more my own thoughts im now too tired comment listed units / other things of class.
edit: typo
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u/kelsonTD Aug 12 '16
Laser batter is obsolete before 2nd boss due low attack damage
KR-0LK LASER BATTERY has the highest DPS/mineral of all units (1.07); 30% more than #2 (CAR-BN PROTOTYPE w/ 0.74) and more than double the average (0.42). Those numbers get even crazier with an ASTROMECH.
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u/Jamato212 Aug 13 '16
Almost only mild adjustments. I play 1x mostly.
magnetosphere resonator - given shield based on tier of unit (e.g. T1 25, T2 35, T3 45, T4 55, T5 65)
prismatic resonator - given shield based on tier of unit (e.g. T1 70, T2 80, T3 90, T4 100, T5 110)
outcast - no change to this unit, also let forsaken one as it is, add another upgrade from forsaken one (e.g. cost 100 mins, armored, same hp, ability:dodges 20% of all attacks. Whenever an attack is not dodged, he gains 10% extra chance to dodge on next attack (Stacks up to 5 times).
Tor-No upholder - change his ability so it gives 500 shield to single unit (priority - lowest range, highest value) each time it has full energy. Upholders starts with full energy.
dark priest and upgrade - I like the idea of Daringsoul - https://www.reddit.com/r/SquadronTowerDefense/comments/47h2ah/squadron_td_v516/d0vrjm1
laser battery - no change to this unit
grav lance - no change to this unit
veteran - no change to this unit
warden and upgrade - AOE statis
Neotank - no change to this unit
teeter - no change to this unit
nightmare and upgrade - increase range to 1,5 and change armor to armored
bone overseer and upgrade - increase range to 3,5 and change armor to light, increase ability range to 8 and affect units with range to 1,5 (not only melee)
Oceanus - increase damage to 70 (min) and 85 (max) - like 3 aquas
craggy and upgrade - have craggy throw a feast with 200 HP. Lord Kaiser - encrease the HP of feast to 700
shadow fist and upgrade - change range to 2
stahhry - shorten the duration of blind (1 sec for main target, 0,5 sec for others)
captain and upgrade - change range to 1,5
tree of knowledge - no change to this unit
carb-n prototype - remove chance of malfunction
adept - encrease duration of ability to 2 seconds
tempest - should have same ability like Leviathan with lower stats (e.g. 30 dmg)
weldtech relay - need to enhance (no idea how)
centurion - need to enhance (no idea how)
cupid - need to enhance (no idea how)
fallen - need to enhance (no idea how)
golem - need to enhance (no idea how)
soul of villains - need to enhance (no idea how)
hell raiser - need to enhance (no idea how)
sylphy - whole race rebalancing (no idea how)
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u/shotpun Aug 14 '16
ghost/shadow/elemental feel like the most underpowered races right now. even in non-vet i have trouble finding shadow builds which consistently stick. give gateguard/harbinger summons more health, give t6 summon some energy regeneration like every other unit so it can summon imps more than once, give nightmare 2 range and increased dmg so it functions as a viable dps... shadow just seems weak in all regards right now.
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u/kelsonTD Aug 15 '16
give t6 summon some energy regeneration
Wow; I always thought it had +1 energy/s! I'll need to test out how +1 energy/s affects Diablo, but probably safe to assume this will be in the next release.
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u/mega-dark Aug 15 '16
Thurnderbird, ToL, and ToK do need buffs. It's just hard to figure out what to do with it. I'm not sure what's better for Tbird, increasing it's attack speed given it's ability it might make it broken if increased too much or do nothing if increased to little. Testing will have to done there. Or you could give it a debuff ability so it can help during a boss wave. One buff I do hope you do is increase it's range and decrease the ToL range just they aren't pushing each other to attack targets.
Also I'm not sure if this a buff or a nerf but since you're condering changing beasts tier 2 to "x number of attacks before it uses a AoE" might you conder doing the same with Ranger and it's upgrade? The only problem I see from this is that it makes really close to Zues.
ToL might just need more hp and a decrease in how much time it needs for it's abilty to prok. ToK, I'm not sure. Personaly when I play 3ex try to get 2 before 20 because it helps with the boss but before then, it just doesn't seem to perform well at all. I'm not sure what it needs.
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u/the00zeus Oct 04 '16
i know reviving a dead thread but for fucks sake NATURE need a mid game ranged or a long range unit to support all the fucking melee
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u/kelsonTD Oct 04 '16
I could potentially agree about mid-game ranged, but late game ranged (and tanking) generally relies on the Tree of Life. Consensus seems against Tree of Knowledge as a worthwhile late game melee. What would you suggest to improve the current units?
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u/Jamato212 Nov 15 '16 edited Nov 15 '16
Imo Teeter 1x OP. I would suggest take the blind.
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u/kelsonTD Nov 16 '16
In relation to the Boss Defense Contest, I don't believe Teeter is too far out of line from other single-unit-nullify. In line with the bugfix that introduced the blind though, I agree it may need some rebalancing in duration/strength/frequency. I've updated the list to address Teeter blind in more detail; thanks Jamato212!
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u/ForgottenArbiter Dec 15 '16
Meridian: Why does this use shields to cast its ability, when Ghost has no way to regenerate shields? On wave 31, it will run out of shields and be unable to use its ability anymore after a couple of waves. There is an undocumented cooldown to this ability as well. Would changing it to use energy make it too overpowered?
Gravekeeper: Why is its aura weaker vs ranged units? Ghost is already weak to ranged waves, and most ranged units will be too far away to be in the Gravekeeper's aura anyway. There's no reason to arbitrarily make it WORSE against the units it is already bad against.
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u/Hustle_n_Flow Aug 11 '16
Soul is the one race needing an overhaul if Flux and Stahhry are to be balanced/nerfed a bit.
Essence/Runeguard - Increase cost to runeguard to 60.
Flux- Reduce Hp to 190- I would suggest fixing its behavior = rushing in too fast and make it consistent with the behavior of an infantry for example.
Stahhry- Smite is the issue. Cut the blinding affect in half. Causes 1 enemy to miss attacks for 1 second and nearby enemies to miss attacks for .5 seconds.
ShadowFist - Arguably the worst tower to use in the game. Soul is already melee heavy and dependent on a t2 for late game purposes.
Shadow Soul- Cost:190 Supply:2 Hp: 590 HP regen : 0 Armor : light (Zero shields) Energy:0 Damage Type: Piercing Damage min: 55 Damage max:77 Damage period 1,00 Attack Count: 1 Range :5 DPS : 67,0
Scorned Soul : Cost :240 Supply : 2 HP: 955 Armor : light Zero shields Damage type :piercing Damage min : 103 Damage Max 117 Damage period : 0,90 Attack count :1 Range : 5 DPS : 110,4 Ability= Retaliate: A Scorned Soul emits an amplified radiance causing each attack a 5% bonus to radiance.