Class units diversity

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Home Forums Update v1.5 – Open Beta Balance Class units diversity

This topic contains 125 replies, has 24 voices, and was last updated by  Zaskow 7 years, 2 months ago.

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  • #167830

    Zaskow
    Member

    In 1.5 devs made a great job for making class and racial units more individual and diverse. Still a lot of units stays mostly the copies of each other (except small skills and abilities likes 40% blight pro for goblins or human mariner). I suppose, coz shortage of time – DLC will come soon. That’s why I decided to do this work myself.
    In the wall of text below I tried to give 1-2 additional ability or stat, which are not completely useless, connecting good with other unit’s abilities and stats, fine combining with race background and lore.
    All of abilities are old and present in game now and can be easily (?) implement in game without additional modeling, making art or effects.
    I tried to not make clear OP units, but this needs discussing. Some units have empty spaces, coz I couldn’t come up with good variant.

    Thoughts and suggestions are welcomed. Devs remark required.

    WARNING! WALL OF TEXT BELOW!!!
    Archdruid
    Hunters:
    Draconian – fire arrows – +2 fire range damage, -2 range physical damage
    Dwarf – Armored (like racial archer) OR Projectile Resistance (typical ability amongst many dwarf units)
    Goblin – poison arrows – +2 blight range damage, -2 range physical damage OR Mosquito darts (yes, why not?)
    Halfling – Monster slayer (like adventurer) OR slingshot would be better, but requires model and animation changes
    Elf – good enough (longbows)
    Human – good enough (already has net)
    Orc – good enough (javelin and shield)
    Shamans:
    Draconian – good enough (bonus fire bolts)
    Dwarf – good enough (armored, like other dwarf support)
    Goblin – good enough (already have +2 blight range and melee damage)
    Halfling – good enough (minor bard skills)
    Elf – good enough (total awareness, like other elf supports)
    Human – bane fire instead poison bolts or spirit rays (like racial support with spirit damage)
    Orc – death bolts instead poison bolts (orc priest similarity) OR Curse
    Dreadnought
    Engineers:
    Draconian – inflict scorching heat OR inflict immolation (passive or touch) OR +1 fire melee damage
    Dwarf – good enough (already has Projectile Resistance)
    Goblin – +1 blight damage (favorite goblin damage)
    Halfling – no idea, honestly
    Elf – Stunning touch
    Human – good enough (already has net)
    Orc – sprint (why not? Like a racial irregular, if you think OP, then at veteran)
    Musketeers
    Draconian – inflict scorching heat OR/and inflict immolation (maybe after medal – veteran, expert)
    Dwarf – Projectile Resistance (typical ability amongst many dwarf units)
    Goblin – volunteer on veteran (typical ability for goblin units)
    Halfling – dazed on elite (like racial archer)
    Elf – stun on elite
    Human – +2 spirit range damage on elite medal (blessed bullets, why not? lol)
    Orc – sprint (on elite medal) OR razor projectiles
    Alternative tanks for each race
    I know, that frozen tanks planned for frostlings, but I want to suggest changes to tanks of ALL races. No new models required, just new animations and ability in list
    Draconian – traditional fire tank
    Dwarf – steam tank (12 physical damage, 12 fire damage)
    Goblin – poison breath tank
    Halfling – ?
    Elf – shock breathing (like eldritch horror, yes)
    Human – sonic tank (25 physical damage – like a siren scream)
    Orc – ?
    Rogue
    Assassins
    Draconian – good enough (Improved Wall climbing)
    Dwarf – good enough (already has Projectile Resistance)
    Goblin – good enough
    Halfling – Very lucky on medal expert or elite (I think, assassins need and additional luck a lot)
    Elf – +1-2 shock damage (?)
    Human – good enough (swimming)
    Orc – good enough (tireless)
    Bards
    Draconian – +2 range fire damage, -1 range physical damage
    Dwarf – Heavy Crossbow (Dwarf women are strong enough for this)
    Goblin – good enough
    Halfling – good enough
    Elf – good enough
    Human – swimming
    Orc – sprint on veteran
    Scoundrels
    Draconian – +2 range fire damage, -1 range physical damage OR Improved wall climbing (like assassins)
    Dwarf – cave and mountains concealment OR Heavy Crossbow
    Goblin – good enough
    Halfling – ?
    Elf – ?
    Human – good enough
    Orc – War cry (on medal – veteran/expert)
    Succubus
    Draconian – good enough
    Dwarf – Projectile Resistance
    Goblin – good enough
    Halfling – Minor bard skills on medal (veteran)
    Elf – good (total awareness, like other elf supports), maybe additional +1-2 shock damage (?)
    Human – Bestow Iron Heart on veteran (healing flying support for rogue, why not?)
    Orc – tireless on elite (?)
    Sorcerer
    Apprentice
    Draconian – good enough
    Dwarf – good enough
    Goblin – good enough
    Halfling – good enough
    Elf – good enough
    Human – swimming (good synergy with flying/floating armies of sorcerers) OR inflict dazed on elite (like a human priest)
    Orc – good enough
    Theocrat
    Crusaders
    Draconian – Improved Wall climbing (like crushers)
    Dwarf – good enough
    Goblin – volunteer on elite (racial infantry and pikeman)
    Halfling – backstab on elite (like Halfling Guard, yes)
    Elf – +1 shock damage
    Human – overwhelm on veteran or from beginning (human longswordman)
    Orc – good enough
    Evangelists
    Draconian – good enough (fire bolts)
    Dwarf – good enough (armored)
    Goblin – Weakening (good synergy with other goblin units)
    Halfling – good enough (minor bard skills)
    Elf – good enough OR Stunning touch
    Human – good enough
    Orc – Curse Or Bane fire
    Martyrs
    Draconian – +1-2 fire melee damage, -1 melee physical damage
    Dwarf – Projectile Resistance
    Goblin – good enough
    Halfling – good enough
    Elf – +1-2 shock melee damage, -1 melee physical damage
    Human – swimming or +2 range spirit damage – blessed stones lol
    Orc – sprint on expert
    Exalted
    Draconian – Projectile Resistance (like crushers)
    Dwarf – Defensive strike (like other dwarf infantry, maybe on veteran if you think OP)
    Goblin – volunteer on elite (racial infantry and pikeman)
    Halfling – backstab on expert/elite (racial infantry)
    Elf – no idea
    Human – Overwhelm (like longswordmen)
    Orc – good enough
    Warlord
    Scouts – I don’t use much these units so can’t suggest anything
    Berserkers
    Draconian – good enough
    Dwarf – good enough
    Goblin – volunteer on elite (racial infantry and pikeman)
    Halfling – backstab on elite (racial infantry)
    Elf – no idea
    Human – no idea
    Orc – good enough
    Manticore riders
    Draconian – good enough
    Dwarf – good enough
    Goblin – good enough
    Halfling – good enough
    Elf – good enough
    Human – good enough
    Orc – good enough
    Monster hunters
    Draconian – +2 range fire damage, -1 range physical damage
    Dwarf – Heavy Crossbow (like a racial archer)
    Goblin – good enough
    Halfling – good enough
    Elf – +2 shock melee damage, -1 melee physical damage
    Human – no idea
    Orc – sprint on veteran/expert/elite
    Mounted archers
    Draconian – good enough
    Dwarf – Armored (like a Boar rider)
    Goblin – Poison arrows – +2 blight range damage, -1 physical range damage OR Overwhelm (Like Warg rider)
    Halfling – Strong will on elite (like pony rider)
    Elf – good enough
    Human – good enough
    Orc – Razor projectiles (like a razorbow)
    Phalanx
    Draconian – Charge (like racial pikeman, lesser flight would be a bit OP)
    Dwarf – good enough
    Goblin – volunteer on elite (racial pikeman)
    Halfling – no idea
    Elf – +2 shock damage (like Union Guard)
    Human – Overwhelm (racial halberdier)
    Orc – War cry (like other orcs)
    Warbreed
    Draconian – inflict scorching heat OR/AND inflict immolation
    Dwarf – Defensive strike (still maybe a bit OP)
    Goblin – Disgusting stench (like Untouchable)
    Halfling – backstab on expert/elite
    Elf – no idea
    Human – Overwhelm (racial swordsman and halberdier)
    Orc – good enough

    #167841

    vota dc
    Member

    I think that goblin hunter won’t have mosquito darts because conquering far cities would be too easy (they can do without other units), mounted archers could have because they don’t come so early and they haven’t swimming.

    For draconian monster hunter and engineer instead of attack buff I would give the +20% fire protection increase after medal like the racial units…after all if they chosen that job they should able to deal with fire like the other racial units.

    For orc engineer I would give -1 to blunderbuss fire damage because they have a crappy aim but I would give them warcry because axe!

    For Warbreed would be fun to see doubled advantages and disadvantages for example elf one with 40% blight weakness but +2 resistance, draconian with 40% fire protection but 40% frost weakness but there would be problems like halfling with 40% physical weakness and -2 melee.

    #167899

    Zaskow
    Member

    For Warbreed would be fun to see doubled advantages and disadvantages for example elf one with 40% blight weakness but +2 resistance, draconian with 40% fire protection but 40% frost weakness but there would be problems like halfling with 40% physical weakness and -2 melee.

    I thought about this, but decide, that +/- to attack/def/res or additional weaknesses and protections are just boring.

    #167914

    quo
    Member

    You make some great suggestions.

    Speaking as mainly a Theocrat player, it would be great if Exalted and Crusaders had more variety. A few different variations of Evangelists would be great too.

    Some additional suggested changes:

    Elf Evangelists: Give them Phase
    Orc Evangelist: Give them Shadow Step
    Goblin Evangelists: Remove Convert, replace with Seduce (lowers range, but synergizes with the Blight Doctor’s Weaken because it uses the Blight damage type)

    Orc Crusaders: Remove Guarded, replace with Guard Breaker
    Goblin Crusaders: Give them Sprint
    Halfling Crusaders: Give them Throw Chicken

    Orc Exalted: Give them Support Slayer
    Goblin Exalted: Give them Throw Filth (cute little goblin angels…)
    (Also IMO all Exalted should have Wing Beat, but thats a different discussion)

    #167929

    Zaskow
    Member

    Elf Evangelists: Give them Phase
    Orc Evangelist: Give them Shadow Step

    Elf Evangelists already have Total awareness. But Phase is great, thanks, added.
    Thanks for orc too, added.

    Goblin Evangelists: Remove Convert, replace with Seduce (lowers range, but synergizes with the Blight Doctor’s Weaken because it uses the Blight damage type)

    Good point. Seduced by God’s gifts, looks good.

    Orc Crusaders: Remove Guarded, replace with Guard Breaker

    Orc Crusaders already have Tireless. Remove Guard can make them a bit imbalance.

    Goblin Crusaders: Give them Sprint

    No one goblin class or regular unit has sprint. Sprint is more typical for orcs.

    Halfling Crusaders: Give them Throw Chicken

    Where is his cage for chicken? 🙂

    Orc Exalted: Give them Support Slayer

    Why only supports?

    Goblin Exalted: Give them Throw Filth (cute little goblin angels…)

    Interesting suggestion, added.

    Can’t edit first post. 🙁

    #167941

    Tombles
    Keymaster

    Some really good ideas in here, but I’m a bit wary of adding any of this stuff now since it could cause total havoc with the game’s balance and I’m not sure we have time to fix it right yet. Please keep posting suggestions though, there are some good ideas in here, and it would be nice to keep when we decide to add more racial variety!

    Minor feedback:
    – Shadow Step is a necromancer ability, doesn’t really fit with the orcs
    – I’m already giving Orc Mounted Archer’s raxor bows in the next update
    – We didn’t give swarm darts to other goblin units because we couldn’t fit the mosquito barrels onto the models.

    #167953

    Zaskow
    Member

    Some really good ideas in here, but I’m a bit wary of adding any of this stuff now since it could cause total havoc with the game’s balance and I’m not sure we have time to fix it right yet.

    I tried to put most OP abilities or stats (stun, daze or volunteer etc) on medal upgrades. As I wrote – no game balance breaking things here.
    Next step would be balancing prices for all of this additions and buffs.

    – Shadow Step is a necromancer ability, doesn’t really fit with the orcs

    I see.

    – I’m already giving Orc Mounted Archer’s raxor bows in the next update

    Razorbows or razor projectiles? It’s important. Only 8 damage on Orc mount archers would be painful.

    – We didn’t give swarm darts to other goblin units because we couldn’t fit the mosquito barrels onto the models.

    Predictable, but not a problem at all.

    #167956

    Tombles
    Keymaster

    Patch note is:

    Orc Mounted Archers now have Razor Projectiles

    So, it’s just the bleed effect, no damage reduction (beyond the -1 they already have)

    #167965

    Zaskow
    Member

    Good, I’m happy.

    #167978

    Gloweye
    Member

    Goblin Evangelists: Remove Convert, replace with Seduce (lowers range, but synergizes with the Blight Doctor’s Weaken because it uses the Blight damage type)

    Seduce uses Spirit Channel, like all other conversion abilities. So I don’t see the Synergy.

    #168014

    Astraflame
    Member

    Orc evangelist dont need anything, orcTheocrat is super OP already. Best crusaders, now guard breaking Troopers supported by touch of faith (what res malus?) Best exalted etc….. Seriously this must stop now suggesting orc buffs, heck be happy the ShockTrooper is now OP

    PS. I dont mind horse archer buffs, orc Warlords isn’t the strongest combo. ShockTroopers still need a cost increase for their new power, 150 gold is to little.

    #168042

    quo
    Member

    <div class=”d4p-bbt-quote-title”>quo wrote:</div>
    Goblin Evangelists: Remove Convert, replace with Seduce (lowers range, but synergizes with the Blight Doctor’s Weaken because it uses the Blight damage type)

    Seduce uses Spirit Channel, like all other conversion abilities. So I don’t see the Synergy.

    Good point. For some reason I was thinking it traveled on the Blight channel, probably because Throw Curse does. So I retract that suggestion.

    #168106

    Mythabril
    Member

    Two ideas I’d like to add:

    Goblin Berserkers and Warbreeds could get Disgusting Stench, fitting to their nature and bringing the smell to the front lines where it counts. Also I’d give Goblin Evangelists Throw Filth as an alternative to preaching the Word.

    And I’d add Urban Foraging to all Halflings, even if it’s only 3 points instead of 9. It just fits Halflings that they’d be stuffing their bellies if they have it somewhat comfortable. Maybe expand that to Forest/Plains Foraging for Halfling Hunters and Monster Hunters.

    Also maybe add Taunt to Halfling Jesters somewhere in the experience table. Always wondered why Jesters of all units don’t have that.

    #168122

    Teehon
    Member

    Heavy crossbows to dwarf hunters and mounted archers? would make a lot of sense.

    #168124

    Gloweye
    Member

    Heavy crossbows to dwarf hunters and mounted archers? would make a lot of sense.

    Pretty strong in the case of the Monster Hunter IMO.

    #168156

    Teehon
    Member

    Pretty strong in the case of the Monster Hunter IMO.

    I mean AD Hunters, not Monster Hunters. Bow is just not for dwarves!

    #168174

    Gloweye
    Member

    Pretty strong in the case of the Monster Hunter IMO.

    I mean AD Hunters, not Monster Hunters. Bow is just not for dwarves!

    Apologies.

    Anyway, I doubt dwarf players would like that. Not having a triple shot ranged attack is a serious drawback.

    #168195

    Zaskow
    Member

    Heavy crossbows to dwarf hunters and mounted archers? would make a lot of sense.

    Animation and model change required. So, “no” from devs, I suppose.

    Goblin Berserkers and Warbreeds could get Disgusting Stench

    I had already suggested this for warbreeds.

    Pretty strong in the case of the Monster Hunter IMO.

    But not so strong, as longbows of elf bards.

    #168198

    Dagoth Ur
    Member

    Let’s just think of the Dwarf Hunters as some kind of weird Dwarf hippies that don’t want to use the manly crossbow and settled for a bow instead.

    “Nature dude!”

    #168364

    Zaskow
    Member

    Let’s just think of the Dwarf Hunters as some kind of weird Dwarf hippies that don’t want to use the manly crossbow and settled for a bow instead.

    “Nature dude!”

    AoW3 destroyed enough typical fantasy stereotypes (elf dreadnought, goblin exalted etc).

    #168368

    Teehon
    Member

    Animation and model change required. So, “no” from devs, I suppose.

    He, what about Orc hunters getting spears and whatnot? Or elven bards getting longbows?

    Apologies.

    Anyway, I doubt dwarf players would like that. Not having a triple shot ranged attack is a serious drawback.

    I am playing 90% dwarves only. And I’d like such a change because as a dwarf, I never use hunters and very rarely mounted archers anyway. But they don’t have the main drawback of dwarven crossbowmen – slowness and squishiness. So they can be used to barrage enemies with xbows from flanks with high effect.

    Actually, I find dwarven racial bonus kinda meh. Not +1 Res +1 Def ofc, but the unit-specific ones. Ranged resistance? It’s soooo damn situational, while the units are still the most expensive ones. I’d like something more… universal. Maybe some kind of dwarven-specific “Stubbornness” trait, which gives +2Def +1Res on all ranged non-flanking attacks. And give replace with it the ranged resistance for the units which currently have ít – Engineer, Scoundrel, Assassin, Hunter, Apprentice etc..

    #168390

    Zaskow
    Member

    He, what about Orc hunters getting spears and whatnot?

    When i asked about darts for goblins, devs answered:

    – We didn’t give swarm darts to other goblin units because we couldn’t fit the mosquito barrels onto the models.

    Anyway, dev answer required.

    Maybe some kind of dwarven-specific “Stubbornness” trait, which gives +2Def +1Res on all ranged non-flanking attacks.

    Now dwarven class units are one of strongest amongst some classes. +10% to price doesn’t hurt them much. Further buffing must lead to one more price up or everybody will choose dwarves for playing only.

    #168434

    Dagoth Ur
    Member

    Really nice suggestions, most are really good but I disagree with some.

    I see a lot of + ranged fire damage as a suggestion for a lot of Draconian units. I’m not really in favor of such a thing, primarily because the class units use a physical weapon and fire damage makes as much sense for them as it does for other races (same for Elves and inherent shock damage on range instead of the latent +1 they currently have). Besides, Draconian racial units have a lot of Fire damage as it is. If you want Fire damage on the class units, you can always Dragon Ancestry them. Would be in favor of a Fire Breath attack on the Draconian Flyers though (hoping this will be a feature in the race governance thing).

    Volunteer on Goblin class units would make a Goblin Warlord laugh. Especially now the upkeep reduction cap has been increased to 75% instead of 50%.

    Warbreeds could have some kind of explosion upon death. They’re some kind of experiment gone wrong(/right?), and they seem kind of chemically imbalanced with Regrowth and their appearance. So explode on death with physical + blight damage or physical + fire damage for Draconians? This would probably not go well with their use as a meat shield as it would damage everyone around but would on the other hand make it something scary to take down, since they have Regrowth.

    By the way, in patch 1.4 Dwarf Assassins would get Cave Concealment. This was never implemented, does anyone know if this was because it was overpowered or just overlooked?

    I added a file with all the current ‘extras’ in class-race relations for anyone who cares.

    #168456

    Zaskow
    Member

    I see a lot of + ranged fire damage as a suggestion for a lot of Draconian units. I’m not really in favor of such a thing, primarily because the class units use a physical weapon and fire damage makes as much sense for them as it does for other races (same for Elves and inherent shock damage on range instead of the latent +1 they currently have).

    I made this mostly because I couldn’t find proper abilities, which good fitted for draconian. I can give every draconians Inflict scorching heat and Inflict Immolation but is this fun? I suppose, no. Anyway, +1-2 non-physical range damage is already used for goblins and this doesn’t make them stronger much.
    If you have better ideas, I’m listening carefully.

    If you want Fire damage on the class units, you can always Dragon Ancestry them.

    What if i haven’t draco elder in stack? And you use Dragon Ancestry only 1 time, depends from amount of elders in army.

    Volunteer on Goblin class units would make a Goblin Warlord laugh. Especially now the upkeep reduction cap has been increased to 75% instead of 50%.

    Honestly, I didn’t see a lot of Goblin Warlords in game. Now it’s more sense to use them. Inspire loyalty is just a spell, it can be easily removed and inflicts only armies with heroes.

    Warbreeds could have some kind of explosion upon death. They’re some kind of experiment gone wrong(/right?), and they seem kind of chemically imbalanced with Regrowth and their appearance. So explode on death with physical + blight damage or physical + fire damage for Draconians?

    Genetics and selection mostly, info from the ingame description.
    Personally, I don’t think, that exploding after death could fit good with regular units. It good for dread probe, when you need to kill enemy scout at any cost.

    #168497

    Tombles
    Keymaster

    The problem with the Swarm Darters is that they have these big barrels on their backs that would need to be modeled. Changing the weapons units have in their hands is quite easy, as is changign which animation they use (assuming the animation already exists). There’s no technical issue preventing Dwarven hunters having crossbows. Bigger issue I htink is that maybe would see it as a nerf, since Dwarf AD would lose the ability to field an archer with a repeating attack.

    #168635

    Teehon
    Member

    The problem with the Swarm Darters is that they have these big barrels on their backs that would need to be modeled. Changing the weapons units have in their hands is quite easy, as is changign which animation they use (assuming the animation already exists). There’s no technical issue preventing Dwarven hunters having crossbows. Bigger issue I htink is that maybe would see it as a nerf, since Dwarf AD would lose the ability to field an archer with a repeating attack.

    Sir Tombles! It’s a beta anyway, why not try it out? (I mean, yes obviously it’s some work for you guys..)
    But I am, as a dwarf player, would LOVE such a change EVEN if it makes dwarven AD a bit weaker.. You know why? In my opinion, it would add a lot to immersion. Dwarf is a very rare choice for an AD anyway (most popular is obviously Elf) and more unique abilities the races have the better.
    I have read some reviews about AoW3 and while most people found the game to be brilliant, the lack of difference between various races was noted a LOT of times. Small things like “spear for orcs, crossbows for dwarves” add A LOT to immersion. It’s just that you play as an Elf Archdruid and then you play as an Orc Archdruid and it’s a different feeling – that’s the main goal of such a change. Things like “one unit has Projectile Resistance, another 20% Fire Resist” don’t quite make this difference.
    Please, I beg you!
    🙂

    #168724

    vota dc
    Member

    They could have a chu-ko-nu, maybe it could fire four times and deal less damage but it would require some effort because right now we have 1 times or 3 times ranged attacks. Also chu-ko-nu would fit with mounted archers too because even if it is a fantasy game and a dwarf can be strong enough to recharge the crossbow while on the horse, it would look weird imagine a dwarf riding a boar doing 10 circles around the enemy while he just recharge a single shot.

    #168727

    Thariorn
    Member

    quire some effort because right now we have 1 times or 3 times ranged attacks

    Hmm.
    How’about the ‘Fire CKN’ would have the same/+2 strenght like Fire Xbow.
    (I.e., Xbow have 18, CKN has 20 strenght).
    Now, the Xbow fires a SINGLE shot, which has the 18 attack rating, the Chu-ko-nu fires 4 shots having the 20 attack rating COMBINED.
    So each Chu-ko-nu bolt would just have measely 5 attack rating, but you’d still be able to shot 4 times with it while in practice it’d work like the current 1-shot skills 😕

    Would allow for some nice ‘inflic X’ combos.

    #168767

    Teehon
    Member

    <div class=”d4p-bbt-quote-title”>vota dc wrote:</div>
    quire some effort because right now we have 1 times or 3 times ranged attacks

    Hmm.<br>
    How’about the ‘Fire CKN’ would have the same/+2 strenght like Fire Xbow.<br>
    (I.e., Xbow have 18, CKN has 20 strenght).<br>
    Now, the Xbow fires a SINGLE shot, which has the 18 attack rating, the Chu-ko-nu fires 4 shots having the 20 attack rating COMBINED.<br>
    So each Chu-ko-nu bolt would just have measely 5 attack rating, but you’d still be able to shot 4 times with it while in practice it’d work like the current 1-shot skills :?

    Would allow for some nice ‘inflic X’ combos.

    Very ineffective against high-armour enemies, and too powerful with buffs or enchants. For example, 4 shots with damage 5 would do 1-2 damage with each shot if the enemy has armor more than 14. But then, with 2 medals and Seeker, it would be 8 damage x4, so against a target with 9 Def it would deal about 40 damage combined. But the main problem, how would 4 shots work with the current green-yellow-red system of movement points?

    There might also be a repeater crossbow, basically crossbow with 3 shots and low damage, but then it’s not that different from a bow except for direct shot instead of arc. Hey, but wait a sec! What if we give hunters and Mounted Archers a:

    Repeated Crossbow,
    3 Shots, 9 Damage (so +1 compared to short bow) straight away, direct shot. Basically, lesser damage if there are walls or obstacles, but deadly if shot from a near distance and with no penalties. Extra points if the attack has a bigger range penalty than normal (-60% or -65% instead of 50%, because repeater xbows are theoretically can’t be accurate, but another extra point of damage)
    Ability icon and weapon model can be used that of a normal heavy xbow, it doesn’t really matter, you can’t really see small details in the game anyway.

    #168770

    Zaskow
    Member

    The problem with the Swarm Darters is that they have these big barrels on their backs that would need to be modeled. Changing the weapons units have in their hands is quite easy, as is changign which animation they use (assuming the animation already exists). There’s no technical issue preventing Dwarven hunters having crossbows. Bigger issue I htink is that maybe would see it as a nerf, since Dwarf AD would lose the ability to field an archer with a repeating attack.

    Ou, this info makes thing more clear.
    Forget about mosquito darts for goblin hunters. Give them “Shoot darts” like a heroes.

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