The Raz Balance-Patch
So after many more games, reading what others have posted and further consideration, here is the patch that I would apply to the game.
The [1] next to each item indicates its priority. If we have to try and get it right in just one patch, then I would apply all the items in this list. If we can get the balance right with several patches (spaced by 1 to 2 months apart each) then I would just apply the ones with a [1] first. Wait and measure the amount of change it had, and then modify what is done next, or apply the items with [2] in a second-patch if the original baalnce problems were still present and didn't change in some new direction.
Next to each team is an arbitrary number that is my personal power-rating that I give the team at the moment. I don't have full stats access so this is naturally just an opinion based on plays and reading what others have written. 100 points is my "perfect balance" point power level. Teams that are under should get some buffs to get it close to 100, teams that are over should get some nerfs to bring it towards that point. What kinds of buffs/nerfs depends on why and to whom they are loosing. And guided naturally by unique-team flavor.
Council: 100
No change
Dark Elves: 95
[1] Increase starting life of the Wraith to 800 and then reduce health gains from consumption to equal the same final health-value with full feedings.
Dwarves: 115
[1] Decrease splash of Grenadier from 50% to 33%
[1] Go back to Engineers having a range of 2 instead of 3 on their bubbles.
[2] Decrease negative-buff of Annahilator from -50% to -20%
Tribe: 85
[1] Increase Witch corpse explosion from 50% AOE to 66%
[1] Increase Cheiftan AOE damage from 66% to 75%
[1] Don't loose "Anger" if you don't do at least 5 damage to something. (This will help to even up the match more vs. Dwarves who otherwise have an upper hand vs. the tribe's team ability, without which are seriously crippled in their ability to deal significant damage)
Team Fortress: 120
[1] Decrease Demoman AOE from 50% to 25%
[1] Decrease Snipper damage from +300 when crouched to +200
[1] Decrease Medic self-healing from 50% to 25%
[1] Let Snipper ignore Dwarf Engineer bubble when attacking a bubbled unit (breaks bubble and deals damage through it for "free") as a balance change to help TF2 vs. Dwarf matches.
[2] Remove medic's magical resistance
[2] Decrease Heavy's life from 1200 to 1000
[2] Reduce Soldiers melee-damage to do only 66% (200 instead of 300 - if not upgraded - when at range 1)
Shaolin: 75
[1] Increase Monk's speed to 3 spaces
[1] Add one additional vector to the Windblade, and make the pattern reflect up and down equally (right now it scatters more "up" than "down"). Making it 100/50/25/25 instead of 100/50/25
[1] Make the combo-potion not cost an AP to use (AP returned to you when you cast it)
[1] Allow Taoist to debuff at range 3 instead of 2 (healing and attack still only range 2)
[1] Add 10% Magical resistance to Windblades
[2] Add 10% Magical resistance to Taoists
[2] Add 10% Magical resistance to Poisoners
Shaolin-Map
[1] Flip the Attack tile and the Speed tile around so that the speed tile is in the middle of the map and each team has an attack-tile in the rear.
[1] Round down dwarf bonus on the speed tile, resulting in no actual move increase for them from these tiles.
TF2-Map
[1] Ensure that if the opposing team pushed your Tribe unit on a switch that then kills your guys that you still get Angry from it. Basically if a guy of yours dies on your opponent's turn, you get "Angry" no mater how that unit dies.
Thanks for the great game and thanks for listening!
Council: 100
No change
Agreed
Dark Elves: 95
[1] Increase starting life of the Wraith to 800 and then reduce health gains from consumption to equal the same final health-value with full feedings.
Agreed - and if it doesn't prove enough (because although it's a good change I'm not sure it will do much
[2] Buff the phantom to 200 attack and/or 250HP (only the latter if really needed and it probably isn't, but I'd like to see a 200 attack phantom)
Dwarves: 115
[1] Decrease splash of Grenadier from 50% to 33%
[1] Go back to Engineers having a range of 2 instead of 3 on their bubbles.
[2] Decrease negative-buff of Annahilator from -50% to -20%
Completely disagree with the grenadier change. This would be a massive nerf for the Dwarves and would make them very boring to play IMO. I agree about the bubble. I disagree with the Annihilator change though. That's far too significant of a change I think. I think the -50% debuff is fine, what's not fine is the synergy with the drill (arguably). Maybe change the Annihilator to a magical damage debuff and physical attack? Then again this might synergise too well with the Grenadier. Not sure about the Annihilator, but I don't think reducing the debuff is the right way forward. I'd prefer stopping aura stacking and maybe slightly reducing the HP / resists of the Paladin.
Tribe: 85
[1] Increase Witch corpse explosion from 50% AOE to 66%
[1] Increase Cheiftan AOE damage from 66% to 75%
[1] Don't loose "Anger" if you don't do at least 5 damage to something. (This will help to even up the match more vs. Dwarves who otherwise have an upper hand vs. the tribe's team ability, without which are seriously crippled in their ability to deal significant damage)
I agree with the Witch change. The Chieftan change won't really fix anything I don't think. The Chieftan is already good enough. Devastating when used correctly and hard to kill. I don't think it'd be right, balance-wise, to make a good unit even better. I don't agree with the anger idea either. Adding special rules like this just seems to go against what Hero Academy is about. Besides, I think the Witch buff by itself would be sufficient, given the axe thrower received a buff.
Team Fortress: 120
[1] Decrease Demoman AOE from 50% to 25%
[1] Decrease Snipper damage from +300 when crouched to +200
[1] Decrease Medic self-healing from 50% to 25%
[1] Let Snipper ignore Dwarf Engineer bubble when attacking a bubbled unit (breaks bubble and deals damage through it for "free") as a balance change to help TF2 vs. Dwarf matches.
[2] Remove medic's magical resistance
[2] Decrease Heavy's life from 1200 to 1000
[2] Reduce Soldiers melee-damage to do only 66% (200 instead of 300 - if not upgraded - when at range 1)
Maybe decerase Demoman AoE, but from 50% to 33%, if that. That might already make it useless and it might have to be rebuffed. 25% is just completely useless. I'd prefer taking away the lob ability for the Demoman.
I disagree with the Sniper (one p BTW) change. Again it goes too far. Trip, I think, suggested a +250 crouch. I think that'd be more appropriate. Also, I don't like the sniper piercing through bubbles. I don't like the concept of special exceptions for this game.
I think the medic self heal reduce would again go far too far. TF2 are already very prone to AoE with their many units and their vulnerable healers. Making them even more prone to AoE is not a good way to balance them IMO.
I'm not sure about the medic resist change. It might prove to nerf TF2 too much.
The Heavy is the one single unit for TF2 about 800HP. Given this, I think the 1200 HP is appropriate. I think they need a strong unit, and 1000HP doesn't go far enough.
Agree with the soldier change.
Honestly i think you think TF2 are far more OP than they really are. The Sniper and Demoman change could very well be sufficient, but all the proposed [1] changes would throw it massively overboard and make TF2 very weak IMO.
Shaolin: 75
[1] Increase Monk's speed to 3 spaces
[1] Add one additional vector to the Windblade, and make the pattern reflect up and down equally (right now it scatters more "up" than "down"). Making it 100/50/25/25 instead of 100/50/25
[1] Make the combo-potion not cost an AP to use (AP returned to you when you cast it)
[1] Allow Taoist to debuff at range 3 instead of 2 (healing and attack still only range 2)
[1] Add 10% Magical resistance to Windblades
[2] Add 10% Magical resistance to Taoists
[2] Add 10% Magical resistance to Poisoners
Agree with the Monk change and the Windblade [1] change. I don't like the combo potion change. It doesn't fit in with the Shaolin and a free AP feels too TF2-y. I'd like more combo potions though. I don't see how the Taoist change would make any noticeable difference. I don't think a heal and attack range 3 is completely out of the question (although it may prove to be too much).
If the taoist got the 3-range, the [2]'s would go too far, but if not they'd probably be okay.
What I think really needs to change with the Shaolin is the combo system. Buffing up the 2X and 3X whilst keeping the 4X and 5X roughly the same would help aggressively (specifically buffing the 2x to above what could be achieved by the same unit attacking twice). This, combined with the other changes, might go too far, but I'd like to see this first.
Shaolin-Map
[1] Flip the Attack tile and the Speed tile around so that the speed tile is in the middle of the map and each team has an attack-tile in the rear.
[1] Round down dwarf bonus on the speed tile, resulting in no actual move increase for them from these tiles.
TF2-Map
[1] Ensure that if the opposing team pushed your Tribe unit on a switch that then kills your guys that you still get Angry from it. Basically if a guy of yours dies on your opponent's turn, you get "Angry" no mater how that unit dies.
Thanks for the great game and thanks for listening!
Agreed with these suggestions.
My two cents:
-DE: Probably a good buff, subtle but would increase the threat level of the wraith enough to create a significant DE boost.
-DW: i dont like these changes because although they would make the game more balanced, they would seriously impair the "flavor" of the DW, ie what makes them unique: bubbles and strong AOE. Rather than reduce grenadier attack, how about reducing their health to 650? Making it more risky to leave a grenadier in a front line situation. The grenadier is a small old guy anyways, why should he have more health than the annihilator? A slight nerf to Paladin health or resistances might be in order too, though they should still be relatively hard to kill. Engineer range should not be reduced.
-TR: Corpse explode definitely needs a boost. Even though Hiruma is correct that good players never got pwned by the older powerful version, it still had a big impact on play because it dramatically increased the witch's ability to control the board. I think it should be brought back to 100% damage; if that makes TR too powerful then maybe compensate by reducing with health to 650.
-TF: definitely nerf demoman's aoe, unlike with grenadier this would not seriously impair the flavor of the team, which is about mobility and firepower, not having great AOE. I would nerf spy and sniper before nerfing heavy.
-SL: increase monk movement to 3, increase combo damage (or add some sort of AOE resistance mechanic) and wait and see what that does before making further changes. SL are currently weak but their mechanics are such that they could become very OP with only moderate tweaking; i think this is a difficult team to balance.
Just to throw something up in the air: What if taoist removed spy's cloaking?
How about the shaman healing doesn't remove the Anger? I'd rather maintain my Anger than get one slightly better heal than usual...
How about the shaman healing doesn't remove the Anger? I'd rather maintain my Anger than get one slightly better heal than usual...
If the change is made to what is stated above - anger goes away when blood is drawn - this would allow you to stay angry and heal your own units. The check in the game would be if dmg on enemy target is 5 or more then remove rage bonus. So attacks to crystals, bamboo, or units would use up and take away the bonus. Unless you were attacking a drunken dwarf fully equipped sitting on a defense tile, perhaps with some ladies around their arms - then you could potentially attack for dmg 0 after rounding down... and keep your rage bonus due to this new check.
The problem arises is that all your heals would be buffed heals because healing is based on the attack stat, and the attack stat is affected by the rage bonus. So this new anger status check would allow super healing and rezzing. If you ask to heal at the normal rate you have to add some additional logic check which I think fails the test of complexity for this game that they seem to be using.
For this complexity reason I don't think they would give the exception for keeping the rage when bursting dwarven bubbles. They would have to add in all these extra checks just to cater to the rage bonus.
Unless they change the bubble mechanic as well as others have suggested - if raged then allow attack to burst bubble & cause damage. This is akin to the request to let snipers shoot through bubbles for free. Not sure how they would add this in without making things more complicated.
One way I've dealt with this desire to "keep rage" when playing as tribe is to deploy a unit and then use them to inflict non rage attacks or non rage healing in setup for typhoon + rage + meat destruction moves. Of course this won't work if you have no units left to deploy or if the action is on the opponents turf and you'd spend all your ap getting over there. Caution - this tactic will open up the chance that your new units would get enraged if a unit is stomped thus wasting potention rage bonuses by deploying and using new units when you have angry ones on the board already itching for payback. Also there is less incentive for the typhoon rage meat combo with the witch due to the reduced corpse explosion damage. Missing the good 'ol days of 100% corpse explosion desctruction.
I would definitely flip DE's and Tribe's power ratings..
And dear god please don't worsen TF2's healing. It's a stressful nightmare as is. I fully agree with the other TF2 changes though.
Team Fortress 2:
TF2's Medic doesn't need any changes. He was already the worst of the healers until the Taoist came along, and it's still a huge pain dealing with AoE as TF2, despite their other advantages.
I also don't think the Sniper needs a nerf at all. Let's not forget he essentially only gets one shot per turn which not only can be fully anticipated by the opponent, it can even be cancelled by simply damaging the Sniper. Due to his extremely narrow and predictable window of opportunity he needs to do considerable damage, and I feel that +300 is just right.
Dwarves:
The Engineer shouldn't be changed whatsoever. She started at 2 range and proved to be almost useless since it was more hassle than it was worth to keep bubbles up. She was buffed to 3 range for a very good reason and nerfing her would create 3 useless units on the Dwarven team.
I am not sure removing the aura stacking for Paladin would make sense either. I have played against Dwarves countless times and have never encountered a situation where the aura boost proved too much to handle. If anything, it's your fault for allowing the opponent to set up with triple Paladin. I don't think this has ever happened to me since I always play super aggressive and never allow them any time to set up.
Removing aura stacking makes as much sense as preventing multiple Shamans from chain rezing each other, and I find the latter to be far more OP than aura could ever be.
The real solution to Paladin (and pretty much all the healers, since I feel healing/rezing is OP in this game) is to introduce MP to the game. Each healer starts with 3 MP and a revive/heal each costs 1 MP to cast. The only way for a healer to regenerate MP is to go an entire turn without casting a spell, and this will regenerate 1 MP per turn. This means that a healer can revive and fully heal a unit, but then would be unable to cast a spell until at least 2 turns later. This would stop the horribly boring stall wars with 3 healers at the back, and it would also cripple the Paladin since she would be unable to heal indefinitely, and AoE damage would prove a great way to drain her MP and shut her down.
The introduction of MP could also add an extra dynamic to the game with the introduction of MP draining spells and effects.
It would be a pretty big change but I think it still fits in nicely with the current dynamics of the game without really disrupting anything too drastically.
Nah, no offense but I'd stop playing if they'd introduce that change. It would massively skew the game towards rushes, which would take away a lot of the dynamism, variety and skill in the game, make AoE extremely OP, and make complete kills even more prevalent than they already are.
I don't think the DE suggestion is bad. But I don't know if its the correct one. I play a LOT of DE, and there is one thing that scares me most, and that's physical damage. Archers, Impalers, Void Monks...they all send shivers up my spine...
I've been saying it for a while now, and I'll just restate it:
Dark Elves:
[1] If the Wraith spawns into the battle on a corpse, it automatically consumes that corpse.
Other than that, I can't think of another boost they'd need.
maybe let the Wraith regain health when it feeds off (stomps) a corpse?
Wow, the original poster must really hate playing against TF2 considering all the proposed nerfs- too funny!
Overall I think they do a great job with play balance and shouldn't change too much. Off the bat Shaolin seems very weak, but that's just because it's such a weird team with a steep learning curve. That said, increasing the monk's movement to 3 makes a lot of sense and increasing the debuff range of the taoist is an interesting idea.
Also, I really hope they bump up the corpse explosion AOE a bit as it went from devastating to useless.
Another point- it would be super nice if they added new animations for the stolen units (shield on DE characters, helmet on Tribe, etc).
Disagree with about 90% of above suggestions regarding teams. One day I'll have time to explain why and maybe even post a rundown of my own.
Regarding maps, tribe not getting rage on train map is a bug and certainly needs to be fixed. And I have not played on SL map against dwarves, but perhaps rounding their speed bonus down is not a bad idea. Otherwise I don't think I am 100% FOR tweaking this map - it is a fast map, like the tribe map was in the olden days. Fast maps are fun to play on since they require completely different strats regardless of the factions, and they should be mixed in with the other, slower maps.
On a side note, part of me wishes that tribe map stayed the same - or perhaps only center crystal was buffed to 4500HP. It would make splash warfare much much more fun.
Aratribal - well, at least part of your post was useful. The beginning started out as a blanket "no" without reason: not helpful.
If you follow any of the league data, then you'd see there are some issues that need addressed. Council is still the gold standard, DE is so very close, Dwarves a tad over the top, TF2 is over the top, and tribe is slightly worse than DE. Oh, and shaolin are almost useless. The changes the OP suggest are well thought out. Without stating what you find lacking with his proposals, you literally are just taking up people's reading time. I'm just gonna guess that you're a TF2 player by your refuting the proposed nerfs. They are too strong. Lots of data points to that fact.
Stop reading after TF2. Looks like OP got stomped hard against TF2 team.
Stop reading after TF2. Looks like OP got stomped hard against TF2 team.
i think he just struggles very hard against dwarves and TF2, and thus he thinks they are overpowered as hell and wants them nerfed hard :)
its true they are stronger then other teams, but it should just need some tweaks and not making em both useless
OK yes, the changes are wide with TF2 but he's not far off base, everyone. TF2 plows through everything and might be more powerful than the dwarves.
I'm sure this has been addressed in other threads, but I feel like the Paladin is overpowered. As a warrior unit, 1000 hp, 10 magic and physical res, stats boost aura AND the ability to heal itself while healing others seems over the top. Especially when you compare it to the other teams' warrior unit. I think the resists should be nerfed or the self-heal.
OK yes, the changes are wide with TF2 but he's not far off base, everyone. TF2 plows through everything and might be more powerful than the dwarves.
they are more powerfull than the dwarves, no doubt.
I'm sure this has been addressed in other threads, but I feel like the Paladin is overpowered. As a warrior unit, 1000 hp, 10 magic and physical res, stats boost aura AND the ability to heal itself while healing others seems over the top. Especially when you compare it to the other teams' warrior unit. I think the resists should be nerfed or the self-heal.
you can never compare each teams specific slot units to each other. Its like saying all shooters is bad compared to the archer so they need to be buffed :)
OK yes, the changes are wide with TF2 but he's not far off base, everyone. TF2 plows through everything and might be more powerful than the dwarves.
they are more powerfull than the dwarves, no doubt.
I think the league data disagrees with me, but nevertheless I completely disagree with this! I think a higher win ratio might just be down to the noob factor - if two people who don't know what they're doing play against each other and one is TF2, TF2 will win the vast majority of the time just because they have more units. But I think in the hand of better players, the Dwarves beat TF2 quite comfortably.
For one, they have much better heaing thanks to the three tanky paladins that have self-heal and the beer which heals far better than the sandvich. They have more powerful units (taking into account runemetals), they're better at AoE imo (6 very good AoE units compared to TF2's 4 okay AoE, not including the pyro because it's not really AoE). They are far more aggressively viable, primarily to the bubbles, which are dangerously close to OP in my opinion, but also due to the gear and the pally aura. They are probably about equal with board control - tf2 has good board control primarily due to the sniper, the spy and pyro but Dwarves also have the extremely good Annihilator that completely scatters a team. Before the sniper change, frankly I think TF2 were a little underpowered.
TF2 are extremely vulnerable to AoE and have terrible healing (although not as bad as Shaolin, it seems). They therefore have a major weakness, in that they fall apart with AoE and are restricted by having to protect their oh-so important medics. Dwarves have no such weakness. The insanely good Paladins, coupled with the fewer units, make them far less vulnerable to AoE and they are both great on offense and defense. For me at least, Dwarves are clearly superior to TF2.
I'm sure this has been addressed in other threads, but I feel like the Paladin is overpowered. As a warrior unit, 1000 hp, 10 magic and physical res, stats boost aura AND the ability to heal itself while healing others seems over the top. Especially when you compare it to the other teams' warrior unit. I think the resists should be nerfed or the self-heal.
you can never compare each teams specific slot units to each other. Its like saying all shooters is bad compared to the archer so they need to be buffed :)
I agree with your point, which is why I said "especially" when you compare it to other teams warriors. Even if you don't compare it to a slot unit it is an overpowered unit, playing the support slot AND warrior slot better than basically every other teams, from a straight tank/healer perspective. Just my opinion but I've seen so many scenarios where the Paladin has appeared unbalanced to me.
That soldier change is not something I can agree with. If that change was made you'd pretty much have no reason to ever use the soldier.
That soldier change is not something I can agree with. If that change was made you'd pretty much have no reason to ever use the soldier.
How so? 3 range for 300 damage isn't enough? Not to mention using knockbacks stratiegcally and the upgrade to 390. I'd still use him.
How so? 3 range for 300 damage isn't enough? Not to mention using knockbacks stratiegcally and the upgrade to 390. I'd still use him.
Excuse my hyperbole. But my point is that he will be unable to KS anything. Maybe kill but probably not might as well just remove them from the game. We all know the real enemy is the dwarven scum and their little person agenda
The knockback is great, unless you actually want to KO someone. Reduced range-1 damage would mean the soldier would have a drastically reduced ability to actually deal significant bursts of damage.
Yeah, I like how the Soldier in its current state requires careful positioning. Shoot from too far away and you won't be able to kill your opponent, much less stomp them (unless something's behind them.) If you want to kill-stomp an enemy you have to get up close, and that's not only difficult, but it also leaves you vulnerable to counter attack. That sort of push-pull promote skillful interactions, which is good for the game in my opinion.
From a flavor perspective (much less important, I know), it doesn't make that much sense either for the Soldier to do less damage in melee range - the shovel does at least as much damage (if not more) than the rockets. Granted, it doesn't make any sense that the shovel still inflicts magical damage, but making it physical damage would be too complicated (although that would be an interesting mechanic for a future unit...)
Yes! We need a healer that can switch a unit's damage between magical and physical. I'd like a whole team based around trickery and traps.
Hoo.. But I digress.
All right, here is my rundown:
***CL: no change
***DE: no change.
With DW and TF2 being nerfed, DE will do well. They have 10 potential offensive units, which allows a lot of versatility in equipment distribution. I've been playing some DE lately, and I don't quite get why they've been doing poorly in the league against CL in the past (how are they doing against CL now?). Imps are easily equal or even > than the archer: archer cannot kill AND stomp anything without being exposed (unless CL uses inferno), whereas imp can pull units away from healers and does not need to stomp. The only advantage of CL against DE seems to be crystal kill on faster maps, but even then there are fewer maps like that these days, and players learned to adapt to that.
**DW:
-Grenade splash to 33%
-Remove aura stacking
The above suggestion is as good as any.. DW is not a team I know well. The aura stack nerf won't be a huge one in most matchups. Splash will be, but if that goes down, I feel that annihilator debuff should stay the same - otherwise it may be too much. More importantly, I cannot decide where I stand on the following general issue: does dwarven defense need to be nerfed, leaving a team that already lacks remote stomp and remote rez even more vulnerable? Or should the team that is slowest to deploy have their splash/attack power decreased, thus further making them vulnerable to rushes? Either one may have a significant impact on the team.
***TR:
-Witch splash to 66%
-Allow wave move friendly corpses
Dont touch chief or rage - those are perfect.
***TF2:
-Heavy HP to 1000
-Sniper crouch damage to +200 instead of +300
Heavy nerf is a no brainer. As for sniper, I am somewhat hesitant... But 300-330 crouch damage will prob be ok.
***SL:
-100/50/50 splash for Windblade
-Buff Taoist. For example, in one of the following ways:
1) add 10 magic resist + ability to cast heal on self (healing to full HP in 1AP - optional)
2) Special ability "meditation:" costs 1 AP to cast, able to cast on self only. Once meditating, Taoist increases his attack and defense power. He can either heal for 600 or attack for 300 for 1AP, or can absorb 100% of one attack (like a self-bubble). Meditation then can be recast.
3) (least favorite) increase heal range to 3
I personally lean towards option 1 or 2 with Taoist, since giving them heal range of 3 will make Taoists clog the backlines of SL's forces, making them nearly useless in combos. Whereas, if they become more sturdy, they can more freely hang out on the front lines and even attack once in a while. No buff to monk speed - as I've mentioned, ppl will start to move-move-debuff-retreat-retreat. And poisoner is already doing that.
Just these 2 changes May prove to be enough for SL. I think ppl forget that if we buff them significantly, tables will turn, and SL will become the strongest. Remember, we are aiming for 50-50 win-lose rate!
I have also had a revelation recently: SL's racial bonus is perfect as is, and neesd not to be buffed or seen implemented by players more frequently. Their bonus already is a threat to any intruders to the SL's back lines, and occasionally can wreck havoc on the front lines, when, for example, a runemetaled poisoner and Windblade advance, KO an enemy, and stomp with bamboo - all of a sudden, in just 5 AP SL places 3 units mid map. That's huge. If team is adjusted in such a way that combos become more devastating, they may easily become OP. Thus, buffs not to mobility, but to support (Taoists).







its a big world out there, and we all got diffrent thoughts and experiances :)
Council: 100
No change
agreed
Dark Elves: 95
[1] Increase starting life of the Wraith to 800 and then reduce health gains from consumption to equal the same final health-value with full feedings.
i dunno, better if other DE players respond to this one :)
Dwarves: 115
[1] Decrease splash of Grenadier from 50% to 33%
[1] Go back to Engineers having a range of 2 instead of 3 on their bubbles.
[2] Decrease negative-buff of Annahilator from -50% to -20%
1) In the history of HA, unless its a special case (for example with drills high 600dmg it is below 50% AoE), all AoEs have been more or less useless with below 50%. So reducing the grenadiers splash will basically make him totally useless. Also no matter what people think, gunner and grenadiers strengths are equal, so it all comes down to personal preferences. So when the grenadier is useless, dwarves will be down to 4 offensive units. Also be making the grenadier useless the matchup vs TF2 will probably be impossible.
2) alot of old threads contain discussion for dwarf balance, in them is alot of arguments why it should be range 3 instead of 2. The core argument was that it took so many AP it wasnt worth keeping them up. A engineer on the field without casting bubbles is ehm, useless? :)
3) i actually agree with something! i dont know if 20% or 33% is enough but either way dwarves need some small nerfs.
4) remove aura stacking, since it can get insane in some situations
Tribe: 85
[1] Increase Witch corpse explosion from 50% AOE to 66%
[1] Increase Cheiftan AOE damage from 66% to 75%
[1] Don't loose "Anger" if you don't do at least 5 damage to something. (This will help to even up the match more vs. Dwarves who otherwise have an upper hand vs. the tribe's team ability, without which are seriously crippled in their ability to deal significant damage)
1) agree, the AP gain should more or less be the same as the necromacners phantom
2) i dont think buffing an weirdly designed unit will make the unit balanced. Only more random and OP. I suggest either leaving him alone or remkaing the unit is a better course of action
3) before TF2 came, TR had an edge against DWs and Cl. What did they do in the patch? witch corpse explosion from 100% to 50% and buffing axe-thrower bonus dmg from 100 to 200. In a high-level-match you dont really get corpse exploded (i think against all my games against tribe i got it ONCE, and it still didnt do any major harm). So basically TR got buffed while CL and DW remained the same. When balancing you should do it after the "pros". I struggle a little bit more against TR these days then i did before. ANd you want to give a specific buff against DWs so the rage doesnt go away? So bubble becomes useless and the tribe gets even stronger..?
4) Havent given this a proper though but by buffing the witch AoE to 66% maybe nerf the axe-thrower bonus dmg from 200 to 150. Either way, with the lack of AoE they will still struggle against TF2. Which should be the main concern, not a "free pass rage meat attacks against dwarves)
Team Fortress: 120
[1] Decrease Demoman AOE from 50% to 25%
[1] Decrease Snipper damage from +300 when crouched to +200
[1] Decrease Medic self-healing from 50% to 25%
[1] Let Snipper ignore Dwarf Engineer bubble when attacking a bubbled unit (breaks bubble and deals damage through it for "free") as a balance change to help TF2 vs. Dwarf matches.
[2] Remove medic's magical resistance
[2] Decrease Heavy's life from 1200 to 1000
[2] Reduce Soldiers melee-damage to do only 66% (200 instead of 300 - if not upgraded - when at range 1)
1) a remake of the demoman is better then nerfing the AoE, it will just cause the same problems as nerfing the grenadier. Right now hes a 2.0 copy of the grenadier. He should be unique in his own way.
2) im still waiting for a game where i can actually say, "omg that sniper actually did something amazing". So i think hes in some ways "worthless", so i dont think this is the right away to go (altho sniper + jarate can hurt if not carefull)
3) never liked the medics selfhealing since it reminds of the paladins, but i think it can be left as is now.
4) why do you keep making suggestions that just ignores the whole purpose of the bubble? If thats the case its better to ask a remake of the engineer so bubble doesnt exist anymore
5) the easiest way to probably reach the medic is magic attacks. And medics need some kind of protection, if we use the same reasoning here shamans should have their magic resist removed aswell. So its probably just better to leave this
6) nerf the heavy to 1000 hp is the way to go probably. Its what i would like atleast but thats not a small nerf so this needs some consideration before actually agreeing to this.
7) so you want the solider to have the same melee weakness as archer and grenadier? could work, but it should be 50% just like the others then
Shaolin: 75
[1] Increase Monk's speed to 3 spaces
[1] Add one additional vector to the Windblade, and make the pattern reflect up and down equally (right now it scatters more "up" than "down"). Making it 100/50/25/25 instead of 100/50/25
[1] Make the combo-potion not cost an AP to use (AP returned to you when you cast it)
[1] Allow Taoist to debuff at range 3 instead of 2 (healing and attack still only range 2)
[1] Add 10% Magical resistance to Windblades
[2] Add 10% Magical resistance to Taoists
[2] Add 10% Magical resistance to Poisoners
1) from a potion perspective, is it really so "bad" compared to the other potions (not meat, its a special case) that it actually needs to be buffed?
2) intresting idea to increase the range of remove buffs which could be worth looking into. while the toaist aint bad, the reason he can be seen "weaker" then other teams is mostly because his special ability doesnt have too many targets. so he probably will need something more then. Or just a bigger buff
3) givnig the windblade resistance will make him more and more like the wizard, could work tho
4) poisoner is almost too the point of too good, but there aint no room to nerf him. So a remake is probably better, he should not be buffed atleast
5) in some ways i dont feel like buffing the monk is the right away, and just buffing the taoist is a better way to go.
6) nerf shadow, since atleast against teams with not infinite stomps hes almost to the point of OP. It should be possible if the team gets buffed in other areas.
TF2-Map
[1] Ensure that if the opposing team pushed your Tribe unit on a switch that then kills your guys that you still get Angry from it. Basically if a guy of yours dies on your opponent's turn, you get "Angry" no mater how that unit dies.
i dunno :)
if anyone wants to play some hero academy with me, challenge me!
nick: Ragnaok