New title: Discussing some proposed 1.20 high-level mage stat changes
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Re: New title: Discussing some proposed 1.20 high-level mage stat changes
Maybe 125 gold? That should put the Sylph at a similar strength level as the 18x4 Great Mage. And ideally, the slow/magical attacks could be balanced so they're both strong options, like a Halberdier's pierce-vs-blade.
Re: New title: Discussing some proposed 1.20 high-level mage stat changes
I would go for 10 damage for magical attack, can keep that 8 for slow from your proposal, hp 60 from ur prop, gold cost would be 115 so equal to the cost that your buffed great mage should have. Attacks are i dont think balanced but they do have quiet a bit different use cases, 10 damage is relevant especially when magical. I guess you could go to 9 with slow but again it is very much situation dependent but it wont ruin anything so I can leave that up to you.
Re: New title: Discussing some proposed 1.20 high-level mage stat changes
I don't suggest stuff I state it. xDHejnewar has suggested
Re: New title: Discussing some proposed 1.20 high-level mage stat changes
If we need a more tanky Necromancer, but with less hp, we can give him the ability to channel half of the damage taken to adjacent undead units. Explain this by him draining life energy from those units to heal himself. If this ability is too strong, make the target loose 100% hp damage taken by the Necromancer while he recovers only 50% of those lost hps.
If the channeled damage is not affected by target's resistances, it would open the possibilities for more in-depth tactics with this ability. WCs would make for cost effective damage sponges, while ghosts would not.
If the channeled damage is not affected by target's resistances, it would open the possibilities for more in-depth tactics with this ability. WCs would make for cost effective damage sponges, while ghosts would not.
Calling a spear a spoon and then saying "our spoons are different, WINR," is kind of unsatisfying, isn't it?