Elite Archer meta getting stale
Posted: Fri Feb 09, 2018 7:47 am
For context, everything I say is about Legion TD Mega. What I say may be entirely inaccurate for 1200+, and I wouldn't know it since I don't and can't play there. This however isn't suitable reason in my opinion to justify completely disregarding the points made.
Not saying it's the best unit 1-31.
Not saying it's unconquerable.
Not saying it's even the best 1-10. (though I feel like it probably is)
It's just that the elite archer meta has been stable for so long and is such a staple that pretty much everyone and their cat can do it with their eyes closed and it's (debatably) one of the best units for either hard early push or strong hold potential from 1-14.
I don't want them to be useless. I don't want them to be gone. But let's look at some other highlights:
Thunderbirds - Had ability that caused typeless damage to two additional targets, got buffed in a patch (don't even know how precisely, think attack speed?) which made them really strong, possibly best unit in the game. Few patches later, ability got changed to magic damage, now they are pretty much only very niche for heavy armor rounds like 15 but not even that common built for that since there are better options.
Malformations - Had ability that caused massive damage post-death to nearby enemies, completely eclipsing ToK except for certain waves. Free wave 10 hold and arena victory guaranteed. Got nerfed soon after to have ability last less time which means it now is only arena win in certain matchups, though still strong there, and only good on 10 if the send isn't too big. (though this was sometimes true with old one too) Now is only a decent unit. (I think this balancing was done better than TBs, but still maybe a little over harsh)
Anyway I don't have a lot of other examples, those two are pretty much it, but it still illustrates the point that when a unit is considered imbalanced, it gets fixed. The main gripe I have against archers is that they are used quite often as a forceful way to say "We are crossing and I am the value", which I don't especially appreciate, and they are pretty hard to send against before 10, which they usually have enough income to render useless anyway by maxing the king, forcing the game to go to 12 or 14, which may be forced 14 by king ability (thorns), which can then just completely make games unwinnable against them if nobody has appropriate anti 12 and 13 units. Now by no means do I claim this is completely the Archer's fault. It is also the fault of the team playing against them for not having a diverse enough lineup, but it happens quite often that there will be a cross on one side and the other side has one player who is weaker and merges into the other, so with two damage types (talking about most builds here which focus on one core unit usually at least until wave 10) it is quite hard to be prepared to hold 12, 13 and not be afraid of them on 14.
Mostly archers are just too flexible, they allow strong push and strong holding simultaneously.
I don't have a great suggestion to what should be done. One idea could be to reduce the number of targets they hit to 4, limiting their potential as a catch-all unit. Another could be to reduce their hitpoints, so they aren't able to be spammed solely and hold everything. Another could be to increase the gold cost again, to something like 60/170, since I would argue they are quite comparable to the power level of a Pyro anyway. (realistically way, way stronger, but there a lot of factors going into that)
Yeah. I admit, they aren't out of control imbalanced. They are stale though, you have to admit. I would much appreciate to see them a bit less in the spotlight, even just for a while.
Cheers!
Not saying it's the best unit 1-31.
Not saying it's unconquerable.
Not saying it's even the best 1-10. (though I feel like it probably is)
It's just that the elite archer meta has been stable for so long and is such a staple that pretty much everyone and their cat can do it with their eyes closed and it's (debatably) one of the best units for either hard early push or strong hold potential from 1-14.
I don't want them to be useless. I don't want them to be gone. But let's look at some other highlights:
Thunderbirds - Had ability that caused typeless damage to two additional targets, got buffed in a patch (don't even know how precisely, think attack speed?) which made them really strong, possibly best unit in the game. Few patches later, ability got changed to magic damage, now they are pretty much only very niche for heavy armor rounds like 15 but not even that common built for that since there are better options.
Malformations - Had ability that caused massive damage post-death to nearby enemies, completely eclipsing ToK except for certain waves. Free wave 10 hold and arena victory guaranteed. Got nerfed soon after to have ability last less time which means it now is only arena win in certain matchups, though still strong there, and only good on 10 if the send isn't too big. (though this was sometimes true with old one too) Now is only a decent unit. (I think this balancing was done better than TBs, but still maybe a little over harsh)
Anyway I don't have a lot of other examples, those two are pretty much it, but it still illustrates the point that when a unit is considered imbalanced, it gets fixed. The main gripe I have against archers is that they are used quite often as a forceful way to say "We are crossing and I am the value", which I don't especially appreciate, and they are pretty hard to send against before 10, which they usually have enough income to render useless anyway by maxing the king, forcing the game to go to 12 or 14, which may be forced 14 by king ability (thorns), which can then just completely make games unwinnable against them if nobody has appropriate anti 12 and 13 units. Now by no means do I claim this is completely the Archer's fault. It is also the fault of the team playing against them for not having a diverse enough lineup, but it happens quite often that there will be a cross on one side and the other side has one player who is weaker and merges into the other, so with two damage types (talking about most builds here which focus on one core unit usually at least until wave 10) it is quite hard to be prepared to hold 12, 13 and not be afraid of them on 14.
Mostly archers are just too flexible, they allow strong push and strong holding simultaneously.
I don't have a great suggestion to what should be done. One idea could be to reduce the number of targets they hit to 4, limiting their potential as a catch-all unit. Another could be to reduce their hitpoints, so they aren't able to be spammed solely and hold everything. Another could be to increase the gold cost again, to something like 60/170, since I would argue they are quite comparable to the power level of a Pyro anyway. (realistically way, way stronger, but there a lot of factors going into that)
Yeah. I admit, they aren't out of control imbalanced. They are stale though, you have to admit. I would much appreciate to see them a bit less in the spotlight, even just for a while.
Cheers!