Minotaur Faction : The Era Of Strife
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Re: Minotaur faction : 0.2.4 on add-ons list
Well I guess I could make the Shaman more frail, but I need more people to say that the Shaman is overpowered.Lukasiniho wrote:Hi,
I think there should be more balancing. The Shaman is way to strong.
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Re: Minotaur faction : 0.2.4 on add-ons list
The whole Shaman tree is overpowered, really. Compare them to the mainline Mage tree; they've got more HP, better mobility, regen, and tons more damage, not to mention that the Warlock has two damage types and the Mystic floats.
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Re: Minotaur faction : 0.2.4 on add-ons list
The Shaman is overpowered. Way too much so.Espreon wrote:Well I guess I could make the Shaman more frail, but I need more people to say that the Shaman is overpowered.Lukasiniho wrote:Hi,
I think there should be more balancing. The Shaman is way to strong.
Check out Quietus's Minotaurs!Quiz wrote:You are a Dwarvish Fighter. You're surly and handy with an axe. Go chop some trees.
Re: Minotaur faction : 0.2.4 on add-ons list
So what shall I do to remedy this dilemma? Should I make the entire Shaman line super frail?
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Re: Minotaur faction : 0.2.4 on add-ons list
Easy: lower their damage. Or their Hp. Or both. The point is, look at a human Mage, and at your Shaman; for every bit your Shaman is better than the Mage at one thing, it needs to be worse at something else, and currently it's better at -everything-.
I'd say change the damages to 6-2 staff, 7-3 arcane for the Shaman, 6-3 staff, 8-3 arcane for the Mystic, and 8-2 staff, 11-3 arcane, 9-3 fire for the Warlock.
Edit: specified damage types
I'd say change the damages to 6-2 staff, 7-3 arcane for the Shaman, 6-3 staff, 8-3 arcane for the Mystic, and 8-2 staff, 11-3 arcane, 9-3 fire for the Warlock.
Edit: specified damage types
Last edited by megane on April 16th, 2008, 2:56 pm, edited 1 time in total.
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Re: Minotaur faction : 0.2.4 on add-ons list
You didn't specify which damage types you wanted removed megane. Perhaps another thing that could be done is to change magical to marksman for the Shaman.
Check out Quietus's Minotaurs!Quiz wrote:You are a Dwarvish Fighter. You're surly and handy with an axe. Go chop some trees.
Re: Minotaur faction : 0.2.4 on add-ons list
You forgot the Elder.megane wrote:Easy: lower their damage. Or their Hp. Or both. The point is, look at a human Mage, and at your Shaman; for every bit your Shaman is better than the Mage at one thing, it needs to be worse at something else, and currently it's better at -everything-.
I'd say change the damages to 6-2 staff, 7-3 arcane for the Shaman, 6-3 staff, 8-3 arcane for the Mystic, and 8-2 staff, 11-3 arcane, 9-3 fire for the Warlock.
Edit: specified damage types
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Re: Minotaur faction : 0.2.4 on add-ons list
Also, don't forget that there is nothing wrong with having one faction's shaman unit being more powerful than another's in every way, it is more important to compare factions rather than single units. Still, the shaman does need a reduction in HP and power. The one thing I can't stand is how slow these guys move. Is there any way you could make them twice as likely to have the quick trait as any other? If I remember correctly, there is a list of possible traits for units or factions, perhaps you could enter the quick trait twice.
Check out Quietus's Minotaurs!Quiz wrote:You are a Dwarvish Fighter. You're surly and handy with an axe. Go chop some trees.
Re: Minotaur faction : 0.2.4 on add-ons list
Maybe. It is possible, maybe I will do it since I am a bit annoyed of how slow they are.Darth Jordius wrote:If I remember correctly, there is a list of possible traits for units or factions, perhaps you could enter the quick trait twice.
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Re: Minotaur faction : 0.2.4 on add-ons list
Only problem is, you don't want them to get two fast traits.
Check out Quietus's Minotaurs!Quiz wrote:You are a Dwarvish Fighter. You're surly and handy with an axe. Go chop some trees.
Re: Minotaur faction : 0.2.4 on add-ons list
Exactly, but I can make it so it is twice as likely, w/o having that occur, it's very easy too.Darth Jordius wrote:Only problem is, you don't want them to get two fast traits.
Re: Minotaur Faction : The Era Of Strife
Ok, i did a serious re-vamp of the first page. It reverted back to a much older version during the server crash, and thus it needed a little updating. The main reason im reviving this, is because soon i will have all the new images done, and thus the new units will be playable, and there will be some balancing issues that might need to be addressed. Also any opinions on my new units, or ideas on possible changes to units are extremly welcome. Even if I dont feel they would fit into the faction itself, I am making 2 campaigns where I can have plenty of new unit choices.
Thanks everyone for the support over the last 8 or so months Time flies when you're having fun
Thanks everyone for the support over the last 8 or so months Time flies when you're having fun
Last edited by Quietus on August 20th, 2008, 6:45 pm, edited 1 time in total.
Re: Minotaur Faction : The Era Of Strife
New units, eh?
Well, how 'bout guardian statues? Magical statues which are made out of stone and are powered by a crystal. These would serve as the tanks of the Minotaurs...
Guardian Statue
Lv 1
Mechanical
fist (impact) 10-2
energy beam (fire or arcane) 5-3 (?)
Stone Golem
Lv2
Mechanical
mace (impact) 15-2
energy beam (fire or arcane) 7-3
Gargantuan Golem
Lv3
Mechanical
mace (impact) 22-2
energy beam (fire or arcane) 10-3
Stone Paladin
Lv3
Mechanical
sword (blade) (counter) 9-4
energy beam (fire or arcane) 10-3
ice beam (maybe) (cold) (slow) 8-2
Well, how 'bout guardian statues? Magical statues which are made out of stone and are powered by a crystal. These would serve as the tanks of the Minotaurs...
Guardian Statue
Lv 1
Mechanical
fist (impact) 10-2
energy beam (fire or arcane) 5-3 (?)
Stone Golem
Lv2
Mechanical
mace (impact) 15-2
energy beam (fire or arcane) 7-3
Gargantuan Golem
Lv3
Mechanical
mace (impact) 22-2
energy beam (fire or arcane) 10-3
Stone Paladin
Lv3
Mechanical
sword (blade) (counter) 9-4
energy beam (fire or arcane) 10-3
ice beam (maybe) (cold) (slow) 8-2
Re: Minotaur Faction : The Era Of Strife
Hmm as a new unit I would say no. It just doesnt seem to fit in my opinion
However it did give me an idea of perhaps having a "souless type" unit. I.e. the mystic has the plauge ability added to his melee (which could be an attack from crystals) The victim, once killed, is turned into a crystal golem, which is a weak lvl 0 unit unable to level any further.
However it did give me an idea of perhaps having a "souless type" unit. I.e. the mystic has the plauge ability added to his melee (which could be an attack from crystals) The victim, once killed, is turned into a crystal golem, which is a weak lvl 0 unit unable to level any further.
Re: Minotaur Faction : The Era Of Strife
Would these Crystal Golems be able to further spread like WCs can?Quietus wrote:Hmm as a new unit I would say no. It just doesnt seem to fit in my opinion
However it did give me an idea of perhaps having a "souless type" unit. I.e. the mystic has the plauge ability added to his melee (which could be an attack from crystals) The victim, once killed, is turned into a crystal golem, which is a weak lvl 0 unit unable to level any further.
IMO my idea makes the crystals sound more menacing...
Besides giving a levitating unit with 6 MP plague would be unbalanced and make it a bit too powerful...