The ultimate balancing/suggestions thread
Posted: Thu Sep 03, 2015 9:40 pm
The ultimate balancing thread.
This is a work in progress. Now that we have some map editing ability it would be awesome to balance legion to increase the skill cap. Less archer/aqua ez mode yolo and more on the spot thinking.
Firstly there are numerous aspects of balancing. What most people forget is everything needs to remain unique. There are multiple ways to balance anything but this is integral. Eg when balancing archers it's not good to reduce the multishot as that is the elite archer characteristic.
Many people may not like a balanced updated version because let's face it: many players would rather follow an elite archer imba build and call themselves a pro than to have to figure out a build which is possibly sub optimal.
FAQS
1. There's no point balancing king skills, this game is luck based.
The whole point of balancing is to remove the luck factor so each component has unique advantages and disadvantages. No king skill should be superior to another.
2. Oracle/warchief/someotherbadcrossunit is op, needs a nerf
This map will be balanced for the top league of players as all competitive maps are.
Current issues and how they are addressed
1. Clog
-Changes to spawn waves so all levels have kill potential
-increased king bounty for opposition
2. Impact of randomness - towers/king skill
-King skills balanced through spawn wave balancing, see king skill section
-slight balancing of towers, also balanced through spawn waves
3. Games revolving around certain levels
-spawn waves balanced so all levels are equally threatening
Three categories of balancing
Theoretically all levels should be equally threatening. Currently the game revolves around certain key levels. Balancing all levels will greatly increase the range of strategies. On average a team sending level 6 should be as threatening as a team sending level 7.
Where the number spawns have increased bounties should be adjusted so the overall wave gives the same gold
1. -3 OK
4) 5% hp boost
5) fine
6) 10% hp boost
7) 5% damage reduction
8) Fine
9) Movement speed boost
10) OK
11-14 Receive relative buffs due to Behemoth and Kraken to be made available for these levels.
11) 20% hp boost
12) 5% damage increase Phase boots when reaching mid
13) +50% spawn amount 70% HP (As opposed to 66% hp to balance spawn adjustment)
14) OK
15) OK
16) +5% hp Phase boots when reaching mid
17) -5% hp
18) +10% hp
19) +10% damage, increased movement speed
20) Fine
20)+ Will work on later
Firstly note that although currently certain skills are superior to others, please note the impact the changes to unit waves will have. Eg IMMO is OP due to the impact it has on level 7. If levels are balanced immo can have significant drawbacks as it is useless on range/air levels.
a) Immolation
Currently in a good spot
b) Stomp
Currently in a good spot
c) Wave
CD Reduction (unspecified amount)
Exact values to follow.
Please note the changes to the spawn waves will have a significant impact on units. Eg Currently elite archers are OP but a buff to level 4, 6, 9 will be a relative nerf to them.
We will start with the most op/up towers first:
Needs nerf (towers you almost always build)
archer
Aqua
Ygg
Chopper
Needs buff (towers you almost never build)
Zombie
Wandigoo
Minotaur
Priest
Dark priest (meridian is ok)
Cyborg
Steam tank
Unupgraded warlock
Tempest
Seer
-Behemoth kraken available for 11-14. Increases kill potential.
-King leak bounty for opposing team 1.5x-2x
-King strength/upgrade potential lvl 1-10 compared to 11-20
This is a work in progress. Now that we have some map editing ability it would be awesome to balance legion to increase the skill cap. Less archer/aqua ez mode yolo and more on the spot thinking.
Firstly there are numerous aspects of balancing. What most people forget is everything needs to remain unique. There are multiple ways to balance anything but this is integral. Eg when balancing archers it's not good to reduce the multishot as that is the elite archer characteristic.
Many people may not like a balanced updated version because let's face it: many players would rather follow an elite archer imba build and call themselves a pro than to have to figure out a build which is possibly sub optimal.
FAQS
1. There's no point balancing king skills, this game is luck based.
The whole point of balancing is to remove the luck factor so each component has unique advantages and disadvantages. No king skill should be superior to another.
2. Oracle/warchief/someotherbadcrossunit is op, needs a nerf
This map will be balanced for the top league of players as all competitive maps are.
Current issues and how they are addressed
1. Clog
-Changes to spawn waves so all levels have kill potential
-increased king bounty for opposition
2. Impact of randomness - towers/king skill
-King skills balanced through spawn wave balancing, see king skill section
-slight balancing of towers, also balanced through spawn waves
3. Games revolving around certain levels
-spawn waves balanced so all levels are equally threatening
Three categories of balancing
- Spawn Waves
Theoretically all levels should be equally threatening. Currently the game revolves around certain key levels. Balancing all levels will greatly increase the range of strategies. On average a team sending level 6 should be as threatening as a team sending level 7.
Where the number spawns have increased bounties should be adjusted so the overall wave gives the same gold
1. -3 OK
4) 5% hp boost
5) fine
6) 10% hp boost
7) 5% damage reduction
8) Fine
9) Movement speed boost
10) OK
11-14 Receive relative buffs due to Behemoth and Kraken to be made available for these levels.
11) 20% hp boost
12) 5% damage increase Phase boots when reaching mid
13) +50% spawn amount 70% HP (As opposed to 66% hp to balance spawn adjustment)
14) OK
15) OK
16) +5% hp Phase boots when reaching mid
17) -5% hp
18) +10% hp
19) +10% damage, increased movement speed
20) Fine
20)+ Will work on later
- King Skills
Firstly note that although currently certain skills are superior to others, please note the impact the changes to unit waves will have. Eg IMMO is OP due to the impact it has on level 7. If levels are balanced immo can have significant drawbacks as it is useless on range/air levels.
a) Immolation
Currently in a good spot
b) Stomp
Currently in a good spot
c) Wave
CD Reduction (unspecified amount)
- Units
Exact values to follow.
Please note the changes to the spawn waves will have a significant impact on units. Eg Currently elite archers are OP but a buff to level 4, 6, 9 will be a relative nerf to them.
We will start with the most op/up towers first:
Needs nerf (towers you almost always build)
archer
Aqua
Ygg
Chopper
Needs buff (towers you almost never build)
Zombie
Wandigoo
Minotaur
Priest
Dark priest (meridian is ok)
Cyborg
Steam tank
Unupgraded warlock
Tempest
Seer
- Gameplay changes
-Behemoth kraken available for 11-14. Increases kill potential.
-King leak bounty for opposing team 1.5x-2x
- Possible changes (to discuss)
-King strength/upgrade potential lvl 1-10 compared to 11-20