New "wild elf" faction

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Oreb
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Post by Oreb »

Probably, with the history I am almost finished doing it. Yeah it would be better for Neo to do it since he started off with them
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maliciouskorean
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Post by maliciouskorean »

maybe the fury line could be given charge? or marksman? i really dont want to see them go...just a thought from a fan
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Post by Neoriceisgood »

What am I doing now?
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turin
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Post by turin »

Neoriceisgood wrote:What am I doing now?
Graphics for an archer line. Probably pretty simple - we don't, IIRC, need any branches or anything special. Just make them look obviously in the same faction as the other wild elves.
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Ranger M
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Post by Ranger M »

Actually, I quite like the Wild elves not having archers, it adds to their character as being the first elves (relitively primitive to being with, and then traditionalist, which is where the other elves split from them), and makes them the only faction (apart from drakes and dwarves) without archers.

Northerners have archers
Undead have archers
elves (duh :P ) have archers
Humans have archers
drakes don't
dwarves don't (although outlaws do)
Lavinians have archers
Arendians have archers and horse archers
Kedri have archers (later on in advancement IIRC)
frost elves have archers
Maurauders have archers (somewhere, although not sure when they get them)


and all those who don't have archers have a sutible replacement, dwarves have thunderers and drakes breath fire.

the Wild elves have spearmen who are basically like primitive hunters (caused by Wild elf traditionalism because they were the first elves), and they generally rule.


personally I like the idea of keeping the furys and giving them charge, it would suit their style and suicidal melee fighters, and make them fun to use (at last, a unit with charge with reasonable defence on grassland, and great defence in woods)

if this is overpowered then they could always be nerfed, but loosing them would be bad in my opinion.
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Post by Oreb »

turin wrote:
Neoriceisgood wrote:What am I doing now?
Graphics for an archer line. Probably pretty simple - we don't, IIRC, need any branches or anything special. Just make them look obviously in the same faction as the other wild elves.
Maybe the archer could only go up to the second level or... go to level three and have super cool fantasmagorical (heh) lightning arrows since the Sidhe seem to prefer lightning
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turin
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Post by turin »

A minor balancing change, but I want input on it:

It seems to me that the Wild Elf Raindancer is underpowered. Sure, he has a 5-3 melee and a 5-3 magical ranged attack, but that's nothing special, and he also has low health (28) and not great resistances. I don't think he's worth the 23 gold he costs. I would like to do one or a combination of the following:

1. bump up his ranged damage to 6-3

2. bump up his melee damage to 6-3

3. bump up his health to 30

3. reduce his cost to 22 or 21

Since it seems to me that the character of the Wild Elves is, high cost, but powerful, units, I would like to do either 1+3, or 1+2+3.

---

My opinion on the archers is - I don't think the Sidhe need them (they can get along fine with just the Wanderer and Raindancer line, especially after the aforementioned rebalancing of the Raindancer), but they might be nice to have as a replacement for the Fury. But, since Fury graphics are already done, I'd like to keep that unit, perhaps with Charge replacing Berserk.
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Oreb
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Post by Oreb »

turin wrote:A minor balancing change, but I want input on it:

It seems to me that the Wild Elf Raindancer is underpowered. Sure, he has a 5-3 melee and a 5-3 magical ranged attack, but that's nothing special, and he also has low health (28) and not great resistances. I don't think he's worth the 23 gold he costs. I would like to do one or a combination of the following:

1. bump up his ranged damage to 6-3

2. bump up his melee damage to 6-3

3. bump up his health to 30

3. reduce his cost to 22 or 21

Since it seems to me that the character of the Wild Elves is, high cost, but powerful, units, I would like to do either 1+3, or 1+2+3.

---

My opinion on the archers is - I don't think the Sidhe need them (they can get along fine with just the Wanderer and Raindancer line, especially after the aforementioned rebalancing of the Raindancer), but they might be nice to have as a replacement for the Fury. But, since Fury graphics are already done, I'd like to keep that unit, perhaps with Charge replacing Berserk.
I have already done, last night in bed thinking about lowering the cost of them to 20

If we do give him charge there'd have be alot done for it to be balanced and reasonable for them. I still like the idea of Lightning Archers though
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Post by bioman »

Charge plus 70 percent in woods would be devastating as it is.

What about another undead unit, but this time a dead version of the raindancer, with some sort of weak ranged attack. Of course, it would need to follow the high cost and low hp of the Warrior Spirit.
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Post by Ranger M »

and to reduce the davistation they can be nerfed.

remember, a ability is not overpowering, it is the combination of the stats and the ability that make it so, to decrease power, but keep a good unit with a new element of strategy, nerf the stats.
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Post by Oreb »

Ranger M wrote:and to reduce the davistation they can be nerfed.

remember, a ability is not overpowering, it is the combination of the stats and the ability that make it so, to decrease power, but keep a good unit with a new element of strategy, nerf the stats.
The Wild Elves still need a bit of balancing, you'd think someone like Doc would be watching these forums so as to balance the new races coming up
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Post by turin »

The Raven wrote:The Wild Elves still need a bit of balancing, you'd think someone like Doc would be watching these forums so as to balance the new races coming up
But it is more important to get the basic stats of the units down (what specials do they have? how much movement? what is their purpose?) before trying to balance them.

So...

1. Should the Fury continue to use the Charge ability, or be removed completely, or something else?

2. Is an archer-type unit going to be added?

3. Do you have any problems with the other units on the wild elves?
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Oreb
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Post by Oreb »

turin wrote:
The Raven wrote:The Wild Elves still need a bit of balancing, you'd think someone like Doc would be watching these forums so as to balance the new races coming up
But it is more important to get the basic stats of the units down (what specials do they have? how much movement? what is their purpose?) before trying to balance them.

So...

1. Should the Fury continue to use the Charge ability, or be removed completely, or something else?

2. Is an archer-type unit going to be added?

3. Do you have any problems with the other units on the wild elves?
1. Probably Removed/Campaign Specific

2. Probably Yes

3. I have some problems with cost, bit of balancing problems and a few other things (some of the graphics look like they have no legs)
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Post by turin »

OK.

#1 is easy to do, but I'd like to get #2 done first so that we have something to replace it with.

With #3, now is the time to say it. ;) Although minor balancing problems are rather irrelevant at the moment.

A list of which graphics you don't like is most useful, since I can fix those immediately.
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Oreb
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Post by Oreb »

turin wrote:OK.

#1 is easy to do, but I'd like to get #2 done first so that we have something to replace it with.

With #3, now is the time to say it. ;) Although minor balancing problems are rather irrelevant at the moment.

A list of which graphics you don't like is most useful, since I can fix those immediately.

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