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 Post subject: Race disbalances
 Post Posted: Mon Apr 07, 2008 4:11 am 
 
Has anyone apart from me noticed any race disbalances?

For example, the mountain race seem to have too many high hp units when compared to the sylvan race, who have nearly all 1/2/3 hp units.


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 Post subject: Re: Race disbalances
 Post Posted: Mon Apr 07, 2008 4:14 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Well the races are definitely different. But we hope that they are fairly balanced.
That is kind of the mountain folk's deal, bigger, stronger, slower guys. And the Sylvan generally have lighter faster and ranged guys.

The best deck I've seen so far is a sylvan one actually. Hopefully the tournament will start to hint if one race is more dominant than another.

But that is also one of the main points of the alpha is to work out balancing issues. So if specific things seem unbalanced please let us know.


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 Post subject: Re: Race disbalances
 Post Posted: Tue Apr 08, 2008 5:47 am 
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Joined: Sun Apr 06, 2008 12:40 am
Posts: 58
Well, inexperianced as i am as of yet, this may just be my fault.
I have noticed that the slyvans dominate in the early game, able to control most of the map for the first 5->7 rounds.
However, they posses very little big, strong units that can handle the undead or Mountain high level units.
I find that it is near impossible to hold on it the later game, just ask gho3t what his deck does to me, even when im leading 8 glory to none. :(

More on this as i become more familiar with the game.

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 Post subject: Re: Race disbalances
 Post Posted: Sun Apr 13, 2008 6:07 pm 
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Joined: Sun Apr 06, 2008 12:17 pm
Posts: 98
I agree that there are some race disbalances when we talk about ranged units, but I believe that the Mountainfolk have better ranged units than the Dark Legion!

Sylvan: They have most ranged units and highest range on them, and 3 without drawbacks.
The Coldstream Guard(3) (No drawbacks)
Tenderfoot Archer(2) (can't attack buildings)
Spaf's Greatbow(6!!!) (can't attack anything within 2 spaces)
Pixie Queen(2) (No drawbacks)
Barkskin Dragon(1) (No drawbacks)
Alearwyn Barque(3) (Spawns in water, Aquatic)

Mountainfolk: They have the least amount of ranged units. Light drawbacks, 1 without any drawbacks.
Glorn Airship(1) (Can't melee, can't attack aloft figures)
Dag Cannon(6!!!) (Can't attack aloft figures, Reload)
Blunderbuss Squad(2) (No drawbacks)

Dark Legion: 5 Ranged units, major drawbacks!
Barbed Necrath(1) (Can't attack buildings)
Fire Beetle(3) (Has No attack power, costs 2 flux to deal damage)
Skull catapult(4) (Not able to target units)
Undead Octopus(1) (Spawns in water, Aquatic)
Yalrinian Fiend(1) (Has Isolation 3 & Damages all figures within 1 space.)

When we look at the ranged units each faction has then Sylvan clearly has the upper hand. While the Mountainfolk only have 3 ranged units they are a tad better off than the Dark Legion.

Long range units:
Spaf's Greatbow (6) vs. Dag Cannon (6) vs. Skull Catapult(4).
Spaf's Greatbow 2 dmg; 6 range.
Dag Cannon 4 dmg; 6 range.
Skull Catapult 3 dmg; 4 range.

Spaf's Greatbow is good against low hp units, and can shoot every turn.
Dag Cannon is good far a surprise attack which really damages the unit, and those around it.
Skull catapult is only usable against buildings, and it has lower range than the other two!
While both Sylvan and Mountainfolk have a strong long range unit the dark legion are left with a lower range unit with a higher drawback.

Buildings that can deal damage:
Sylven haven't gotten any buildings that can deal out any damage. the closest thing they have is Belingent dryad, which can deal out 2 damage per 1 flux to units in forest tiles connected to it!

Mountainfolk has two buildings that can deal out damage.
Earthworks, which costs a lot, but is a mountainfolk base that can shoot.
The other is Steam Charge, a building that you can blow up to deal damage to all units in its range (2).

Dark Legion has a Foul Obelisk, which has the same range and damage as the Eartworks.

All in all I believe that the Dark Legion lack some range units when compared to the others!


~Wicked~


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 Post subject: Re: Race disbalances
 Post Posted: Mon Apr 14, 2008 1:19 am 
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Joined: Tue Mar 25, 2008 12:48 am
Posts: 79
I've been trying to come to terms about the balance between earthworks and foul obelisk for a while...

I think earthworks is the better building.
Earthworks costs 4 more flux than the Obelisk, but Earthworks gives a domain level, while the obelisk does not.
Earthworks also has 3 more hp than the Obelisk, which is usually atleast one more round for it to shoot.
Earthworks also does not require a domain level, so you can play it as your first building. Or heck you could play it in a sylvan or dark legion deck as a defensive building if you wanted since it doesn't require mountain folk domain.


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 Post subject: Re: Race disbalances
 Post Posted: Mon Apr 14, 2008 3:16 pm 
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Joined: Sun Apr 06, 2008 12:17 pm
Posts: 98
Zwidar wrote:
I've been trying to come to terms about the balance between earthworks and foul obelisk for a while...

I think earthworks is the better building.
Earthworks costs 4 more flux than the Obelisk, but Earthworks gives a domain level, while the obelisk does not.
Earthworks also has 3 more hp than the Obelisk, which is usually atleast one more round for it to shoot.
Earthworks also does not require a domain level, so you can play it as your first building. Or heck you could play it in a sylvan or dark legion deck as a defensive building if you wanted since it doesn't require mountain folk domain.


This just makes it more clear that Mountainfolk are at a strong 2nd place when it comes to ranged figures, and that the Dark Legion lack good range figures.


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