EotA Fantasy Balance

Raise concerns about balance.

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Softmints
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EotA Fantasy Balance

#1 Post by Softmints »

"What would happen if Soft did a balance update?"

Weird things, I assure you. As this is a fantasy balance update, I've ruled out changes that would demand significant time or code changes. A few regulars from eotachan helped bounce some ideas around (most of the sensible stuff is theirs).

Troops and Units:
  • Last hits removed, gold is given for being near troops when they die. Total gold available per wave decreased to compensate for never missing last hits.
  • Gold miner life reduced from 600 to 300.
  • Gold miners don't spawn when enemy troops are near the base (they distract troops and interrupt my pushes, minutis ite domum!).
  • New unit upgrade for miners, tripling their gold generation rate. Uses 500 mana.
Generators:
  • Maximum of 2 of each generator type active at a time.
  • Basic inactive generators build in 2 seconds and have 100 life. The build time for other generator types is adjusted accordingly.
  • Defense Generator Repair is a bit slower.
  • Hero Attack Generator damage increased and attack range decreased to 350.
  • Arcane Generator Reign of Chaos golems auto-follow lane pathing and last for 30 seconds, up from 20. Cast range increased from 500 to 1000. Radius decreased from 600 to 450.
  • Arcane Generator Shockwave's tooltip now correctly states that the shockwave has global range, and cast-range adjusted to make aiming it actually possible.
Heroes In General:
  • Heroes start and respawn with 100% mana.
  • Wealthy perk now gives 200 base gold, and +15% gold gained from troop deaths.
  • Bounty perk gives +200 gold and +4 crystal per hero kill.
  • Gifted perk gives an extra skill point every 10 levels.
  • Focus perk now gives +200 max mana, and 10 mana/sec if under 100 mana.
  • New Leader perk, adds +20% max life to summons and mercs (if hired by a town hall within 1000 radius of you). Does not affect troops.
Aeromancess:
  • Hold Person slowly drags Aero and her target towards each-other.
  • Maelstrom strongly pulls units in over 0.5 seconds, then just slows.
  • Soar lets Aero fly within a localised area. The skill ends and cooldown starts once she leaves the area. No max duration or mana drain, radius increases from 250 to 600.
Arcane Archer:
  • No changes.
Blazing Priest:
  • Chasten now always knocks back (no strength condition). Chasten cast time decreased.
Divine Wizard:
  • Now has a beard.
  • Divine Strike deals 15% less damage.
Infiltrator:
  • Attack of Opportunity no longer has randomised damage.
  • Smoke Bomb loses the talent which has a chance to stun units on impact. Instead, it always applies a short-duration slow.
  • Smoke Bomb duration scales from 3-9 seconds, miss chance fixed at 50%, cooldown 16.
Swashbuckler:
  • Keen Blade now scales on duration (from 4 to 20 seconds) instead of the previous chance (from 10% to 35%).
Rune Knight:
  • Rune Catapult maximum distance decreased to reasonable levels.
Soul Binder:
  • The general direction I want for this hero is to make his resource flow more. Right now he's like a clogged pipe.
  • Gathering souls has 0 cooldown, and souls take 1 second to travel and arrive at SB. They use the same projectile graphic as Soulstrike.
  • Entrap Souls restores more mana per corpse/soul, but 30% will be lost after 10 seconds.
  • Incinerate only deals damage at short range.
  • Incinerate damage is fixed, it does not deal more with each hit. The damage should be initially higher to compensate.
  • Incinerate gets a new, cleaner graphic.
  • Soulstrike damage increased. Soulstrike now pulls souls from the target to SB, restoring equivalent mana in the process. (credit: Jouven)
  • (Soulstrike's damage is now instant since the projectile spawns from the target.)
Tactician:
  • No changes.
Time Cleric:
  • Degeneration now pauses the Echoing Strikes debuff's duration.
  • Degeneration damage buff if needed.
  • Ebb and Flow tooltip now clarifies that it works on buildings.
I haven't thought about the other factions... Feel free to throw your own crazy ideas in the hat!

Please note that you should not expect any of the above to actually be implemented.
This is a speculative/for fun post only.

watermelon
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Re: EotA Fantasy Balance

#2 Post by watermelon »

Gold miner life reduced from 600 to 300.
Is this just to make them more vulnerable? I think the life should be kept as is so that greedy players waste their nukes on them instead of using their nukes to be more helpful to the team.
Hero Attack Generator damage increased and attack range decreased to 350.
This makes it unfair for melee heroes who already mostly have it unfair in EotA.
Heroes start and respawn with 100% mana.
Start is fine, but respawning with 100% mana is a horrible idea. It's already hard enough to take down main bases in EotA (much that people would rather -surrender then face agony) and although battles near the main base often don't happen, this would just prolong them unnecessarily. Of course, if you add the condition that this only happens when no enemies are around, it might be acceptable.
Bounty perk gives +200 gold and +4 crystal per hero kill.
Would the crystal only be for the player that lands the killing blow? Generally this perk would be much more welcome if people didn't have to focus on last-hitting heroes, which your troop bounty change seems to address.
Now has a beard.
You forgot the top hat.
Smoke Bomb duration scales from 3-9 seconds, miss chance fixed at 50%, cooldown 16.
Sounds like an overall nerf to her which she doesn't need. Why not just have it scale to its full duration (15 seconds)?
Keen Blade now scales on duration (from 4 to 20 seconds) instead of the previous chance (from 10% to 35%).
This doesn't help Swashy at all. How about just having guaranteed criticals for a short amount of time and just scale the damage multiplier?
Degeneration now pauses the Echoing Strikes debuff's duration.
Sounds like a needless combo on the same hero. Fun fact: echoing strike lasts long enough at level 6 to echo Degeneration.

Here's some:
All caster heroes have their default movement speed capped to Oracle's. This is mostly aimed at AA, AM, and AC to make them more vulnerable.

Amulet of Detection no longer exists.

When Swashy uses Pilfer and has no room for items, he automatically uses the item that he would have received. Some items might not be used like Dispels.

Flyers (both units and heroes) no longer have any immunities.

When Inf Blitzes, nearby enemy heroes get feared because they know they will get AoOed.

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