Remake Goblin Defense and movement

General feedback and discussion of the game.

Moderators: Forum Moderators, Developers

Post Reply
DwarvenWarrior
Posts: 26
Joined: October 17th, 2015, 10:15 pm

Remake Goblin Defense and movement

Post by DwarvenWarrior » March 25th, 2017, 6:44 pm

Hello

I noticed that goblins have identical defense and movement cost as an orc. I was particularly looking at mushrooms: orcs have low defense and high move cost. It makes sense because an orc is larger than human and cannot easily take cover under the mushrooms. Exactly opposite of dwarves (increased defense by 10%)

however, since goblins are relatively low size, mushroom should give then a defense advantage (50% instead of 40%). you can see that orc assasin have higher defense in mushroom due to its size too, and due to its agility.

that is the most importnant point. However, a good replacement would be to make goblins have same as human movement cost (hard to move in swamp, and also to defend in it, due to small size)

what do you think?

User avatar
Lord-Knightmare
Forum Regular
Posts: 1117
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
Contact:

Re: Remake Goblin Defense and movement

Post by Lord-Knightmare » March 25th, 2017, 7:36 pm

As a player who thinks that goblins are complete crap...I agree...They could use a buff on terrain defence and MP costs.
Orcish Assassin has elusive feet and not orcish feet MP type, so it should say the same.

User avatar
Eagle_11
Posts: 757
Joined: November 20th, 2013, 12:20 pm

Re: Remake Goblin Defense and movement

Post by Eagle_11 » March 25th, 2017, 9:11 pm

Mushroom defense update seems logical thing to do.
I, on the other hand, think goblins should excel defending in swamps but retain slow movement therein.
Goblins are useful as they have pierce damage in melee.

User avatar
Gyra_Solune
Posts: 263
Joined: July 29th, 2015, 5:23 am

Re: Remake Goblin Defense and movement

Post by Gyra_Solune » March 28th, 2017, 5:04 am

It wasn't actually that long ago when Goblins were buffed - they used to be 8 cost but deal merely 5-3 damage. 6-3's actually very very good for a 9 cost unit - it actually puts it up there for highest damage per gold in the game, surprisingly, at a straight up 2-1 ratio at base (not even the ultra high-power Horseman gets that much!), with the added bonus of costing no upkeep whatsoever. Defensively they're weak but offensively they're very good value if you use them right, and I think that's on purpose, making them like tiny glass cannons. I think therefore any efforts to make them more defensible in certain conditions ought to be really scrutinized, because they're really not supposed to be holding ground at all. The entire point of a Goblin is that they're disposable temporary meatshields to just throw out en masse if you really need a roadblock so it'd be weird if they were somewhat tougher to kill at times.

DwarvenWarrior
Posts: 26
Joined: October 17th, 2015, 10:15 pm

Re: Remake Goblin Defense and movement

Post by DwarvenWarrior » May 13th, 2018, 1:31 am

bump

has this been implementeD?

User avatar
beetlenaut
Developer
Posts: 2256
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: Remake Goblin Defense and movement

Post by beetlenaut » May 13th, 2018, 5:30 pm

Why don't you check instead of bringing back a year-old thread?
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

Post Reply