Herbalist abilities rebalance
Herbalist abilities rebalance
Herbalist poisons aren't too effective, well they are but not very useful in melee. why don't they affect archers? It is possible to add poison to arrows tips. I suggest to make herbal poison affect archers to make herbalists more effective, especially in battle. As of now, I haven't seen a player who uses herbalist.
Last edited by Badnorth on Wed Nov 25, 2020 1:02 pm, edited 1 time in total.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Herbalist poison abilities rebalance
In fact, herbalist's Herbal action buff needs to affect ranged units.
How can't it affect ranged units? Its a herb that increases physical performances.
How can't it affect ranged units? Its a herb that increases physical performances.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Herbalist poison abilities rebalance
Please consider this @Endru1241.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Herbalist abilities rebalance
Allowing poison weapon for ranged would make it be used exclusively for ranged, probably with longbowmen.
Two unlockable poisons can be used on conventional ranged units (ranged excluding gunpowder units), as they come with hard to reach tech.
Double action can be considered.
Main question is - is it long enough?
Two unlockable poisons can be used on conventional ranged units (ranged excluding gunpowder units), as they come with hard to reach tech.
Double action can be considered.
Main question is - is it long enough?
Age of Strategy design leader
Re: Herbalist abilities rebalance
It is long, but it is worth it imo. Comparing, Bard battle song affects all ranged/melee infantry and cavalry, so it is probably balanced without an additional damage. But can be powerful if mixed with any herbal poison.Endru1241 wrote: ↑Wed Nov 25, 2020 3:31 pm Allowing poison weapon for ranged would make it be used exclusively for ranged, probably with longbowmen.
Two unlockable poisons can be used on conventional ranged units (ranged excluding gunpowder units), as they come with hard to reach tech.
Double action can be considered.
Main question is - is it long enough?
For newcomers, click here for discord links. Hopefully they aren't expired.
- Hyuhjhih
- Posts: 1301
- Joined: Sat Sep 19, 2020 4:22 am
- Location: Earth, (the part of blue ball and is named India for some reasons)
Re: Herbalist abilities rebalance
Double Strike to long range heavy hitting ranged wont be a good news to light infantry. And cretan getting 2 shots? And what about firearchers on sieges ? Not cool ofcourse. Neither gunpowder ranged like ashigaru,reiter and handgoneer need it.Endru1241 wrote: ↑Wed Nov 25, 2020 3:31 pm Allowing poison weapon for ranged would make it be used exclusively for ranged, probably with longbowmen.
Two unlockable poisons can be used on conventional ranged units (ranged excluding gunpowder units), as they come with hard to reach tech.
Double action can be considered.
Main question is - is it long enough?
LIE = Love Is Eternal.
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.
AoC discord server is up AoC
-
- Posts: 35
- Joined: Mon Oct 19, 2020 9:26 am
Re: Herbalist abilities rebalance
Can we just buff the number?
Doubling the power on melee is almost same as give him +x power in which x is equal to his atk value.
Does it equal to -3 power with poison of the unit and locked behind the upgrade? Imo crippled unit is way stronger than dead unit
Also if we look for post nerf bard, with 2 action/ turn and double strike, is 5 cost and 1 action/turn herbalist justified?
I never try attacking melee with those buff. Does it also apply on counter attack?
Doubling the power on melee is almost same as give him +x power in which x is equal to his atk value.
Does it equal to -3 power with poison of the unit and locked behind the upgrade? Imo crippled unit is way stronger than dead unit
Also if we look for post nerf bard, with 2 action/ turn and double strike, is 5 cost and 1 action/turn herbalist justified?
I never try attacking melee with those buff. Does it also apply on counter attack?