Dwarven balance suggestion list — OUTDATED

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makazuwr32
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Dwarven balance suggestion list — OUTDATED

Post by makazuwr32 »

@General Brave, @Alexander82

1. Hammer fighter — add range for mending to him. Increase armor to 2/2.
2. Dwarven crossbowman — Increase his sight range by 1, lower hp to 16, armor to 1/1.
3. Dwarven rifleman — Please fix his missing chance - he can't ever hit target that is not in the list or remove this chance at all, remove infantries and archers from bonus list, lower range to 5 in moving form and to 6 in stationary form, attack to 7 in moving form and 8 in stationary form, armor to 1/2 in moving form and 2/5 in stationary form.
4. Mithril guard - add them into barracks, lower damage to 16, remove power range, remove all non-buildings bonuses.
5. Dwarven mortar — fix miss chance.
6. Dwarven battle zeppelin — removed. Must be removed from buildable list for now at all.
7.1. Zeppelin carriercompletely remove them from buildables at any scources.
7.2. Add normal wagon unit for dwarves. As usual: 25 hp, 5 speed, 5 sight, 0/3 armor, 3 carry capacity, cost 4 turns, producable in tc, craftsmans guild and by workers.
8. Dwarven defender — increase damage to 22, add power range 1.
Buildings:
1. All factory type buildings (barracks, shooting stand, craftsmans guild, tavern, rune mason) need -20% construction bonus and -20% mending bonus.
2. Dwarven tower (only current one) needs 100% construction and 100% mending bonus. (Total basic worker turns cost will become 9 turns). Also increase its armor to 3/6.
3.1. Dwarven bridge — lower construction and mend rate to 50%. Lower p.armor to 5.
3.2. Dwarven tunnel — lower construction rate to -20% and mend rate to 0%. Lower p.armor to 10.
4. Kingdom under mountain — increase attack to 12, is affected by barrel and heavy cannons upgrades (+6 damage in total), remove burning weapon passive.


Other units and buildings are fine.
Last edited by makazuwr32 on Fri Nov 09, 2018 8:51 am, edited 4 times in total.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by LordOfAles »

Aren't battle zeppelins used for killing troops while mortars for destroying buildings? Also please don't even consider removing chance from rifleman because it will be too op.
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Re: Dwarven balance suggestion list

Post by Midonik »

If ralfiemen is too op then lower range/damage, and correct miss chance. Current miss chance is a mistake. I makes no sense to ralfiemen be able to hit a meele infantry normally, but always miss the missile ones. However, it should have higher miss chance on cavarly and other fast targets, just as other units.
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Re: Dwarven balance suggestion list

Post by StormSaint373 »

I see more powerful Archers than rifleman. :roll:

Elven archers can easily pick off entrenched riflemen and moving riflemen alike.

Remove miss chance for all except light cav.
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Re: Dwarven balance suggestion list

Post by Alexander82 »

Remember that we still need to put in game the upgrades

I wanted an upgrade tree for dwarven guns too
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

LordOfAles wrote: Tue Sep 11, 2018 2:39 pm Aren't battle zeppelins used for killing troops while mortars for destroying buildings? Also please don't even consider removing chance from rifleman because it will be too op.
I don't mean to remove miss chance from riflemen but right now they have 200% miss chance instead of 20% for moving and 15% for stationary.
And this must be fixed.
Also same problem is with mortars.
Alexander82 wrote: Tue Sep 11, 2018 3:25 pm Remember that we still need to put in game the upgrades

I wanted an upgrade tree for dwarven guns too
It is planned already - gun units will gain +2 damage per level of gunpowder upgrade, 3 levels; additional research that lowers their miss chance, 3 levels, -5% miss chance per level.
Last edited by makazuwr32 on Tue Oct 02, 2018 6:12 am, edited 1 time in total.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

Updated.
I suggest to completely remove zeppelin carriers from buildable list of workers - they must be elite and valuable transport units which are costly so producable only in kingdom under mountain and in craftsmans guild.

Also another suggestion is to lower for dwarven bridges and tunnels construction and mend rates to it will take more than 1 worker to build each.

Reasons:
Dwarves on tight maps with lots of obstacles, water and stone-based walls-tiles have best battlefield transporting abilities because of their zeppelins, bridges and tunnels.
Even current extremly powerful orcs can't do much with this on maps like Grand Fortresses, Mansion.
With these changes they will have a bit slowed down in their expansions and also won't be able to spam zeppelin carriers to transport their armies.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Savra
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Re: Dwarven balance suggestion list

Post by Savra »

What's the wagon to take its place then? They need something if the zepplin carrier is going to be changed over from their build list. Btw, we could just keep it only in the engineers build list.
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

I mean normal wagon like other races have.
Standart wagon with 25 hp, 5 speed, 5 sight, 0/3 armor that is producable in tc for 4 turns or buildable by workers.

Zeppelin must not be buildable by any workers of dwarves.
I have right now in one game 10 engeneers and they produce 3 zeppelins EACH turn.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by Savra »

So a steam wagon, or armoured one? I'm guessing the armoured one.
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

Not steam one for now for sure. Before alex don't answer to tankhead about limit of dwarves advancement.

Maybe a bit more armored (wood with metal) than others. I will make new topic for their wagon now.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by Savra »

Alright armoured it is. I'll look for a wagon.
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Re: Dwarven balance suggestion list

Post by Tankhead »

Yea right now I'm waiting on Alex gonna say on how advance they are to him.
This way it'll be easier to suggest units
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Re: Dwarven balance suggestion list

Post by Tankhead »

Also I strongly suggest when dwarfs Race get revamp, blacksmith upgrades get in around the same time.

Right now dwarfs are known right now as the best Early rusher.
If you revamp them without putting in blacksmith now they are just a super difficult race to work with but by revamp race AND placing blacksmith it will be like they're strong point changed.

Point is as long as they get a strong point it should be fine
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

That is to brave and alex.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

Updated suggestion.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by Tankhead »

Also this to @Alexander82
( getting accepted? )
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Re: Dwarven balance suggestion list

Post by General Brave »

I be balancing things out.
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Re: Dwarven balance suggestion list

Post by Tankhead »

Remember this nerf can't happen until dwarves get blacksmith ( so around the same time they get upgrades this can happen also )
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

This one is ready, @Savra .
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by Tankhead »

Um no
Blacksmith and runes have to be ready too for this to work
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

Ofc it must come in combo with blacksmith.
But not with runes - they will come later.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by Savra »

Should I post this or not? I take it, I should?
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Re: Dwarven balance suggestion list

Post by Tankhead »

It must combo with blacksmith
If blacksmith not ready then no
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

For blacksmith we need alex...
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by Tankhead »

Exactly
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Re: Dwarven balance suggestion list

Post by Savra »

@makazuwr32 can you up kingdom of the mountains power and remove burn effect? Then we should replace arrows with cannon balls so it looks right. Right now it has 2 useless cannons that are for looks.
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Re: Dwarven balance suggestion list

Post by General Brave »

I guess we should do that.
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Re: Dwarven balance suggestion list

Post by makazuwr32 »

After addition of other fire scources.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Dwarven balance suggestion list

Post by Savra »

It could have bonus to giants and siege equipment just like the great tree, and mansion. It could have a powerful attack that has no aoe due to its high HP it doesn't necessarily need a added effect.
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