Era of Magic feedback 2 (Version 2.10.1 [maybe]) Considered the need of doing this considering that Inferno8 is the era author is the one who considers which changes in the era will be done. Considering this, inferno8 has done some diferent balance modifications than expected resulting that some units needs to be repriced or (maybe) modificated a little again or that I even reconsidered some stats or own modifications. But it's not the only reasson why I consider necesary another rebalance review which would be much smaller than the first one. _______________________________________________________________________________________________________________________________________________________ SKY KINGDOM FACTION Elementalists Aparently they're now kinda cost ineficent (but not that much, well that's intended if an unit is healer, just look at the same priced Saurian Augurs in default era). On them the fixing would be lowering a little the experience needed to lv2. Apart that their lv2 are less impactful for a match than which could be a level up of any other unit in sky kingdom. XP from 46 to 42 Mage of Fire Only issue with him is that his only atack type is fire, resulting in a considerable disadventage againist other fire specialized units such as efreets and fire elementals. Only fixing I can guess is increasing a little their fire resistance. Fire resistance from 30% to 40% (maybe?) Master of Fire Isn't ironic that in the description of Elements mage it's said that specialized mages like Master of fire are better at their own corresponding elements but that Elements mage has an higher 1 target damage (11-4 instead of 10-4 unlike master of fire). Fireball damage from 10-4 to 11-4 Price from 40g to 60g Mage of Air Isn't ironic that they take less pierce damage from units than the air avatars or the air gods? he's still human being, but he can use wind shields to difficult being direct hit by piercing weapons (or even blade). Just reworking a little their resistances. And a little bonus to spark. --> Sparks has now first strike (not that relevant in 3 damage per strike lol) Blade resistance from 0% to 10% Pierce resistance from 60% to 40% XP from 76 to 86 (to justificate better their incoming modifications) Master of Air It's probably the fastest unit in the era, but has lv2 damage in 1 of the ranges while kind of lv1 damage in mele (air god has 11-3 mele marksman...) Some adjusments to this line. Movement from 10 to 9 (what +3 movement from lv2 to lv3 is really badass, let's make it +2 movement then) --> Shortcircuit has first strike now. --> Sparks has now first strike. Their damage from 3-10 to 4-8 (meaning they're now stronger in the first strikes of a retaliation) Lightning damage from 10-3 to 11-3 Blade resistance from 0% to 10% Pierce resistance from 90% to 65% (2/3 damage reduction is considerable, while air gods is 3/4 pierce damage reduction) Arcane resistance from 30% to 40% Fire/Cold resistances from 0% to 10% (well, stronger air shields helps a little as desviation of certain spells) Price from 55 to 60 (adapting to my changes) Mage of water 60% def at water tiles is a strong bonus. Would decrease all water terrains defense of this unit by -10%. The presence of riverfords which for most units is just flat for this unit is 60% def terrain (which is even better than hills or forests for it). Also we can compensate with something. --> For the remplacement of the 60% water defenses, this unit can heal+4 or even cure of poison if this unit is over water tile. Just as a kind of water regeneration+4. Coment: it would balance this unit at more situations. Mage aren't meant to be tanky (60% def terrain and mele slows... was tanky). But it now can sustains itself as a compesation. Master of Water would mantain intact their 60% water defenses, this forces the player to be rewarded more from leveling up their mage of water. Master of Water Price from 55g to 60g Golems Needs to be tested for considering a balance... but... I will not modifcate them for now. Hidden Faces and Mysitcal Warriors Just noticed that looking closely at Kharos faction, their bonus cold/fire resistances aren't useful againist this faction. Considering arcane resistance buff. And maybe a little of extra health. Hidden faces health from 32 to 33 (+1) Mystical Warrior health from 45 to 47 (+2) Arcane resistance from 20% to 30% Sky Guardian Arcane resistance from 30% to 40% Subversive mage They're owning 50% flat defense and commonly extra defense. Blade/Pierce/Impact resistances from 0% to -10%. ______________________________________________________________________________________________________________________________________________________ SUMMONERS FACTION Carpet Master NEW ATACK: Irritant Powder 6-1 pierce mele (same atack photo but just recolored to red lol). Coment: Giving it a lv1 mele atack, just in case if berserked. Jinn Magical dagger damage from 7-1 to 6-1 Novice Summoner (review) Curiously, Summoners are the counters of White Warriors (and mostly Hidden faces) at being 80% hit chance and at being pierce. They're not cost efficent at all, but their scroll atack really balances this faction againist Sky Kingdom and Kharos light food warriors. At being capable to do up to 18-1 damage to them at day time (12 x 1.25 x 1.2 = 18) with 80% hit chance, at right time of day and if lucky, a pair of summoners have a 64% to kill a lightfood (meaning landing 2 of 2 scrolls which is 100% x 0.8 x 0.8 = 64% to happen). For this reasson they don't need to be modificated. Apart, they can still deal some retaliation damage when being atacked by one of those. Of course they need testing because they do not look offensively atractive BUT they have a decent output of damage at both mele and ranged. --> So just in case of preventing something wrong... Scroll damage from 12-1 to 11-1 --> They would be 14-1 at day time to regular targets and 17-1 to light food hidden faces and white warriors, I prefer not running the risk of a little unconsidered disbalance problem and I consider that in this way (probably) is more balanced. Summoner I guess I messed up by buffing them a bit too much lol. Gonna lower their scroll and magic arrows atacks... in order to they complete their corresponding role instead of being something abusable. Magic Arrow damage from 10-2 to 9-2. Scroll damage from 17-1 to 15-1 hidden faces and white warriors will like this change https://www.youtube.com/watch?v=FJrVu4_ByDM Grand Summoner Sugestion: Mantain the precision scroll atack from the lv2, in certains circunstances that lower damage and chance to hit atack is more useful againist certain targets (too fire resistant units and mostly hidden faces). NEW ATACK: Scroll 18-1 scroll pierce ranged +precision Price from 50 to 54 Summons Master They no longer need of that scroll, Incantation of power is MUCH better lol. Just repricing because of leadership. Incancation of power modifications. Incancation damage from 40-1 to 35-1 but is now precision. Just to diferenciate it more from the Um Strike from Guru. Price from 85 to 100 (leadership is absolutely worth it, mostly over big and expensive armies) Neutral Summoner Price from 55 to 56 (just to make 2g of diference to both Grand Summoner and Heavy Summoner lol) Heavy Summoner Scroll damage from 23-1 to 20-1 Cold/Fire resistances from 20% to 10% (with his own aura he's 30% cold/fire resistance) Coment: Considered the need to do this. First, againist regular light foods it's 28 damage strike in NEUTRAL time of day ... also 35 damage to them at daytime... meaning 80% to kill a lv1 in certain circunstances at even full health if light foot! Can look at the calculus: [23 x 1.2 x 1.25 = 34.5] !! Water Avatar Compared to Water Mage this unit underperforms a lot (except due water mages got 50% water defense now). Needs maybe a little buff. Fire resistance from -20% to -10% Earth Elemental Players are being kinda over-rewared when killing with a dimentional gate and leveling them to earth elementals. Some small adjustments. Regenerates +8 to regenerates +6. Flat defense from 40% to 30% Earth Avatar Flat defense from 40% to 30% Earth God Flat defense from 40% to 30% Cold/Fire resistances from 30% to 20% ______________________________________________________________________________________________________________________________________________________ THARIS FACTION will be reviewed another time, also consider something respecting no-counter-atack vs berserk units which would be instant death for berserkers and even without any retaliation... Blade dancer and Sword dancer have lightfood defenses when it was intended to be 50% at flat and 60% at forests (as dark elf would be 70% hills defense). ______________________________________________________________________________________________________________________________________________________ KHAROS FACTION Slicer Fanatics are great options againist mages and any unit with bad mele and which is drainable. But againist undeads, mechanical and magical units it's not a good berserker unit at all. Needs an advancement that can deal those better as another alternative. UNIT SUGESTION: Lithium Slicer Health: 42 Movement: 6 sword: 4-6 blade mele (doesn't drain drains) Resistances: 30% to arcane 20% to fire/cold -10% to Blade/Impact/Pierce resistance Defenses: the same than slicers and Fanatics Price: 36g Coment: the intention is that this unit perform better againist heavy mele, magicals, mechanical and undead. theorically should have a decent fight againist mele units like Mystical Warrior but at a little disadventage againist him. Still it's not intended that a berserk has completely the fight potential of a lv2, apart it can wreck enemy lv2 mele fighters if they're at wrong time of day and being fearless is a nice trait for night round berserks. Kharos Warbanner Price from 32 to 34 Coment: they're hard to kill and are in the recruitable list of lv1 ... but at least it acomplishes now that it can't be killed by 1 lv1 berserker commonly (if both at flat terrain) Kharos Massive Warbanner Price from 64 to 67 Golden Warrior Price from 53 to 55 ______________________________________________________________________________________________________________________________________________________ BARBARIANS FACTION Mighty Cyclops, Raging Cyclops Impact resistance from 0% to 10% Cyclops Goliath Impact resistance from 0% to 15% Troll Sorcerer They're actually being too cost efficent... much more than wanted. Apart they're famous of not being that inteligent. XP from 50 to 57 (40 XP at 70% modifier) Price from 17g to 18g Coment: their increased XP is to justificate how them can cost 18g... without making them too expensive. Troll Warlock Fist damage from 14-2 to 15-2 ______________________________________________________________________________________________________________________________________________________ DARK BLOOD ALIANCE FACTION All toads Just some minor adjustments Hills/Village defense from 50% to 40% Swallow Water defense from 40% to 30% Mountain movement cost from 2 to 3. Heavy Toad Charge could be atack only? Tongue damage from 13-1 to 12-1 Impact resistance from 20% to 10% Dreadnought Charge could be atack only? Impact resistance from 30% to 20% Shamanistick ---> Due a misstake, it's owning 70% cold resistance instead of 30% lol and when leveling up it loses cold resistance, pls Inferno8 XDD Ranged Toad Crossbow damage from 10-3 to 9-3 (good mele damage, nice toughtness, doesn't need that damage point in crossbow). Double ranged toad Concentrated fire damage from 20-2 to 18-2 Price from 54 to 56 Salamander Unit advancement sugestion (maybe): Yellow Salamander: mele focus salamander, specialized in sand terrain. Yellow Salamander Aligment: Neutral (unlike all other salamanders) Explanation: forced to fight at the burning sun of the desert and (maybe, just maybe) a kind of honor code that explains why they're neutral instead of chaotic. Health: 49 Movement: 5 Wrist blade 7-3 blade mele + backstab Wrist blade 6-3 blade mele + backstab Kunai 4-3 pierce ranged --> 15% fire resistant (as a more mele focus, should perform a little better than regular salamanders in terms of an equilibrated fighter). Sand defense: 60% Price: 35 Coment: useful to deal againist mounted units (camels and horses) which the other options have damage loss againist these units. also it has less damage less from daytime, meaning it can be efective at day too. while the other options have something aditional in their ranged, yellow salamander doesn't, but compensate with pierce mele backstab. Coment 2: For the moment I will leave it as how is it, maybe resulting OP only if the map has much sand, but in case there is not that many sand wouldn't be notisable as some of the other options but still being a unit to consider. Black Salamander Considering that black salamander is the choice of agility and versality at most battlegrounds we can give it small buffs to compensate the overall -20% resistance from the other choices. -> Health from 44 to 46 -> Frozen movement cost from 3 to 2 -> Fungus defense from 40% to 50% -> Swamp defense from 70% to 60% Wybern Tamer XP from 100 to 110 (similar case than wybern, players can deal for some extra xp for an high tier lv3). ______________________________________________________________________________________________________________________________________________________ ANCIENT DWARVES FACTION Steam Berserker price from 38 to 36 Red Ulfseker UUUUUUUUGGHHHGHH!! this is my literal reaction at seing the terrain defenses, skirmisher and other stats of this unit... needs rework! Health from 42 to 45 --> Remove steadfast, isn't working that much at this unit, also makes it absurdly OP in rpg maps. --> Remove Charge, looks awful and increases drastically RNG... --> Remove skirmisher, berserker+skirmisher, yes sure... --> Downgrade regenerates+8 to regenerates+4 --> Pierce resistance from 50% to 55% --> As compensation of some nerfs, +10% fire/cold resistances. --> Sand/Mountains defense from 60% (wat) ... NO, use same defense value than other mechanical berserkers. Price from 38 to 36 Coment: This is one of those units that if not killed quickly is a complete annoyanse (same case than Fanatic) Heavy Balloon Price from 31 to 33. Flying fortress price from 56 to 60 Steamcopter price from 31 to 33 Mechanical Dragon price from 19 to 62 Pacificator Price from 62 to 64 ______________________________________________________________________________________________________________________________________________________ DESTROYERS FACTION Omen Prie from 21 to 22 Obliterator Sword damage from 18-2 to 17-2 Price from 38 to 65 Abaddon Price from 38 to 95 I don't know but maybe another line of units with ranged atacks (maybe not magical) could fit for destroyers, more or less a kind of archer. Also I am not familiar with destroyers stats, I will not do any more changes to them for now.