balance idea part 2

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1007
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balance idea part 2

Postby 1007 » Wed Sep 06, 2017 10:41 am

broud did well balance path
it was turning point(big foot,dragon hawk,nerf ea)
but still we need lot a option (lv7,lv15,lv17)
so here we go


footman=80gold->75gold and + 50hp
upgrade footman:switching magic dmg(free) like a upgrade wander(idk name simmliar knight face)

seer of darkness:320gold->310 gold
fenix:400gold(im not sure)->370 gold
butcher:switching magic or siege dmg(free) and +5%attack speed
laviatan=260gold(im not sure)->220gold
sword mage:10 gold cost switch attack type->free
big foot:when use stomp skill extra 2+armor(5sec)
dark priest:320gold->310 gold and +20dmg +50hp
watcher:70gold->65gold and -20hp +10dmg
upgrade outcast:8% dodge chance
god:320gold->315 gold
death of dragon->+5% attack speed
azure dragon->+3% attack speed
moon guard:300gold->290gold
warden 350gold->345gold +15dmg(i dont think this is op path bcoz 2x warden 1270 value but still pure shit than harlot or ygg holder with 1270value)
maverick:chaos dmg->magic dmg and +30dmg cost 15gold(like a current sword mage switch attack type with 15gold)
doomsday:460gold->440 gold
upgrade steam roller:350gold->340gold
thrall:380gold->370gold

why we need this balance path? bcoz lv 7 8 creep fast than old maps
with that we lose 30~50 inc pre 10(-200 value for 15)
so eventully hard to get enuff hold value for 15
and current meta is save heal lv 7 and win lv 15
hard to save heal with yolo tower(and lot a st8 7 send) thats why we need more option for lv 7 too(mino,warden,god,azure)
These users thanked the author 1007 for the post (total 2):
nicolai123 (Wed Sep 06, 2017 5:22 pm) • iamyoursenpai (Wed Sep 06, 2017 11:04 am)

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Re: balance idea part 2

Postby KiwiLeKiller » Wed Sep 06, 2017 11:24 am

I think these are nice ideas, but I disagree with buffing footman. I tried them multiple times and they are now very good yolo unit. In my opinion, they are perfect as they are now.
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Re: balance idea part 2

Postby 1007 » Wed Sep 06, 2017 11:41 am

Kiwi wrote:I think these are nice ideas, but I disagree with buffing footman. I tried them multiple times and they are now very good yolo unit. In my opinion, they are perfect as they are now.



unup footman still expensive with low hp

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Re: balance idea part 2

Postby KiwiLeKiller » Wed Sep 06, 2017 11:47 am

Well... They can hold warr send easily, they got decent damage, etc. In my opinion they are fine :P
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Re: balance idea part 2

Postby Nore » Wed Sep 06, 2017 3:10 pm

great research and I agree with every proposed change ^^
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Re: balance idea part 2

Postby nicolai123 » Wed Sep 06, 2017 5:25 pm

1007 wrote:doomsday:460gold->440 gold

doomsday is 450gold

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Re: balance idea part 2

Postby bezdak » Wed Sep 06, 2017 7:44 pm

Such topics belong to the map development forum, not LIHL. @Jabba41 move, please :)

1007 wrote:we need more option for lv 7 too(mino,warden,god,azure)

Totally agree.

Also upped komodo and fenix should get some buffs imo - it's sad these towers being absolutely unused. And maybe make upped colts actually viable 10 as a great 10 holder but dead value later?

EDIT: Almost forgot the sky dragon - it's supposed to be an anti-air unit but it's actually an anti-game unit, since it totally blows on air levels also... And sentries need a shorter att animation, they juggle as fuck and do close to 0 damage as supporters in the back.
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Re: balance idea part 2

Postby BoretkPanda » Wed Sep 06, 2017 7:56 pm

bezdak wrote:Such topics belong to the map development forum, not LIHL. @Jabba41 move, please :)

1007 wrote:we need more option for lv 7 too(mino,warden,god,azure)

Totally agree.

Also upped komodo and fenix should get some buffs imo - it's sad these towers being absolutely unused. And maybe make upped colts actually viable 10 as a great 10 holder but dead value later?

EDIT: Almost forgot the sky dragon - it's supposed to be an anti-air unit but it's actually an anti-game unit, since it totally blows on air levels also... And sentries need a shorter att animation, they juggle as fuck and do close to 0 damage as supporters in the back.


Well Units like upped Fenix are strong lategame stuff - we gotta need to care that there are units for every step of the game which we should keep like that.

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Re: balance idea part 2

Postby Nore » Wed Sep 06, 2017 11:44 pm

Fenix are strong now? Unless you have messiah AND another aura, that is very debatable, especially for the high price..
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Re: balance idea part 2

Postby KiwiLeKiller » Thu Sep 07, 2017 12:10 am

Well, I've seen it in mega lately hahahahah the guy went somehow mid with 2 seer of darkness on 7 :D I don't know if it was cross or not, but we should not forget that there is also mega.

And yes, late game (20+) fenix is quite good.
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Re: balance idea part 2

Postby 1007 » Thu Sep 07, 2017 4:12 am

bezdak wrote:Such topics belong to the map development forum, not LIHL. @Jabba41 move, please :)

1007 wrote:we need more option for lv 7 too(mino,warden,god,azure)

Totally agree.

Also upped komodo and fenix should get some buffs imo - it's sad these towers being absolutely unused. And maybe make upped colts actually viable 10 as a great 10 holder but dead value later?

EDIT: Almost forgot the sky dragon - it's supposed to be an anti-air unit but it's actually an anti-game unit, since it totally blows on air levels also... And sentries need a shorter att animation, they juggle as fuck and do close to 0 damage as supporters in the back.



do not move this is about lihl map not about 1200+map

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Re: balance idea part 2

Postby 1007 » Thu Sep 07, 2017 4:16 am

BoretkPanda wrote:
bezdak wrote:Such topics belong to the map development forum, not LIHL. @Jabba41 move, please :)

1007 wrote:we need more option for lv 7 too(mino,warden,god,azure)

Totally agree.

Also upped komodo and fenix should get some buffs imo - it's sad these towers being absolutely unused. And maybe make upped colts actually viable 10 as a great 10 holder but dead value later?

EDIT: Almost forgot the sky dragon - it's supposed to be an anti-air unit but it's actually an anti-game unit, since it totally blows on air levels also... And sentries need a shorter att animation, they juggle as fuck and do close to 0 damage as supporters in the back.


Well Units like upped Fenix are strong lategame stuff - we gotta need to care that there are units for every step of the game which we should keep like that.


im talking about lihl map
check recent game running time 90% lv 14 or lv 15 games?
i played 290+games this season and i seen lv 20+ only 3times
we need care about lv 20+ balance?

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Re: balance idea part 2

Postby Meshtar » Thu Sep 07, 2017 5:54 am

Absolutely support. I think pretty much everyone is fed with same 3-4 holder towers and builds and could definitely use more variety.

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Re: balance idea part 2

Postby Cryptonox » Thu Sep 07, 2017 8:04 am

@1007 games should never go above lvl 20 because it takes too long to finish.
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Re: balance idea part 2

Postby HodoR_ » Thu Sep 07, 2017 2:33 pm

What about disciples? They are absolute garbage now imo. Bring back the piercing dmg so they can be used to hold 10 at least :(
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