Scalefolk rework
Re: Scalefolk rework
I'll be making these in their own separate topics, Lizardman will be next.
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Re: Scalefolk rework
Hello Devs, i just wanted to ask?
in this post I saw the Kobald Exuviaewalker with it's multiple suggested forms, might there be a chance for it to be implemented?
in this post I saw the Kobald Exuviaewalker with it's multiple suggested forms, might there be a chance for it to be implemented?
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Re: Scalefolk rework
this does not seems a balancing topic, can i close?
- makazuwr32
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Re: Scalefolk rework
Yes
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Scalefolk rework
I'm waiting for Great Dragons return. This is my favorite faction and its finaly starting to be descent faction.
I'll tell what I observed till now.
1) There are too much aerial units without good support to deal with anti-aerial;
2) Great Dragons back there was good for gamechanging, but now there are few options that can be easely counterd by anti-aerial. Gigantic draconoids are good, but dragons could be suport-tanks, like the 2 dragons, acid and squeleton dragon with 4 to 5 turns to spawn.
I'll tell what I observed till now.
1) There are too much aerial units without good support to deal with anti-aerial;
2) Great Dragons back there was good for gamechanging, but now there are few options that can be easely counterd by anti-aerial. Gigantic draconoids are good, but dragons could be suport-tanks, like the 2 dragons, acid and squeleton dragon with 4 to 5 turns to spawn.