Balancing changes in 1.13 cycle?

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In your opinion, what change(s) should be made in 1.13 development cycle?

7mp cavalryman & horseman
4
6%
17 gold heavy infantryman
19
28%
outlaw (HODOR) buff
10
15%
19 gold ghost
20
29%
wose nerf (0% cold resistance)
9
13%
dwarf fighter & thunderer lines nerf (0% cold resistance)
6
9%
 
Total votes: 68

gnombat
Posts: 150
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Re: Balancing changes in 1.13 cycle?

Post by gnombat » February 13th, 2017, 8:46 pm

Battlecruiser_Venca wrote:I can't find one of things which was discussed some time ago (like last dev cycle?) and it was 15 gp Spearman. Can anoyne confirm that?
Probably this?

viewtopic.php?f=15&t=43351#p592677

Battlecruiser_Venca
Posts: 196
Joined: June 3rd, 2009, 11:37 am
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Re: Balancing changes in 1.13 cycle?

Post by Battlecruiser_Venca » February 14th, 2017, 7:08 pm

gnombat wrote:
Battlecruiser_Venca wrote:I can't find one of things which was discussed some time ago (like last dev cycle?) and it was 15 gp Spearman. Can anoyne confirm that?
Probably this?

viewtopic.php?f=15&t=43351#p592677
I think that this is just one of the threads where this thing was discussed.

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potyi-HUN
Posts: 15
Joined: January 29th, 2017, 5:52 pm
Location: Hungary, Budapest

Re: Balancing changes in 1.13 cycle?

Post by potyi-HUN » February 23rd, 2017, 8:24 pm

A good idea would be to play:
Poacher melee no blade, rather pierce and +1 damage melee.
The dwarves are a huge disadvantage against the loyal cavalry, but this change can only help to correct this disadvantage.
Help against the drake the poacher melee pierce, because their dwarves speed is a disadvantage here.
Orcs, undead, dwarves and elves have no problem about it.

I ask you for the esteemed game creators to implement this proposal.
So the game will be much better.

Thanks.

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