Tec's Thread Of Balance, Suggestions, Bugs, And etcetera

Started by: Tecness2 | Replies: 40 | Views: 4,415

Tecness2

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Oct 11, 2012 3:31 AM #756515
Okay, this thread is going to be....medium sized. Most of the points will be short, and to the point

Balance Issues:

  • Crawlers. In packs, they are supposed to be stronger. But if you mass a bunch of these early, you're almost guaranteed to win.
  • SwordWraiths. Should be built a tiny bit faster and move a tiny bit faster(They were the fastest units in Stick Wars 1) to catch those archers that are running and stopping to shoot.
  • Archers & Dreads are pretty balanced, besides the running and shooting thing I mentioned.
  • Marrowkai. His spell to cast arms out of the ground, should have a range reduction, but a damage increase. His spell to cast the grim reaper, should have a longer cooldown(much longer), and do either less damage, or the mind control time reduction, AND, if the unit runs out of the range of the Marrowkai, the grim reaper should stop following him.
  • Merics. Should have NO attack. They should be healers only. They should also stop going out in-front of the army.
  • Medusas. I haven't had much experience with these units.....Someone want to help me with this one?
  • Magikill. He should also, have NO attack OR his attack should be RANGED. At the moment, he tries to walk up and hit people with his staff. His poison spell should also do more damage over time.
  • Speartons. They should have a higher range and do a tiny bit less damage.
  • JuggerKnights. they should have a slower attack speed, but higher defense.
  • Speartons Vs Juggerknights. The JuggerKnight Charge is more powerful than the shield bash. The shield base must be used AFTER shield wall. I also believe the JuggerKnights have higher damage (only slightly)
  • Shadowrath. He should move faster while he's "cloaked".
  • Bombers. They should do a bit more damage. They are holding dynamite after all.
  • Allbowtross. They should do more damage, but have less range. (Than archers)
  • Eclipsors. They should have a higher range, but do a little bit less damage (Than Archers)
  • Enslaved Giants. They should have an ability (researchable) where they just smash people in the face with rocks.
  • Giants. They are balanced.
  • Miner Walls. You should be able to build 3 walls, and they should do damage to swordwraiths/crawlers (anything that close of range) when they attack them
  • Miner Tower. You should be able to build 3. That is all.
  • CastleArchers. They should do more damage, but lose piercing abilities on speartons, juggerknights, giants, and the flying units.


Suggestions:
Order:

[INDENT=2]More upgrades. Such as; Increase Swordwarith Speed. Increase Mining speed. Increase Castle Archer firerate. Add Fire-arrows to Castle Archers. Several upgrades from the original Stick War.[/INDENT]
Chaos:

[INDENT=2]More Upgrades as well. Increase bomber speed and radius. Increase Mining Capacity. Increase Castle Damage. Add Fire-arrows to Castle Archers. I haven't the clue as what else to add.[/INDENT]
Other:

[INDENT=2]Helmets for the swordwraiths. As well as more distinct hats & staffs for the Merics & Magikill. Also, new looking bow for the archer. A different color robe would be nice for the Meric. This is all I can think of in terms of order upgrades. Someone who uses chaos can list a few things that would be nice, but not needed, for, well, chaos. An option to "Change Avatar" as well as a stat that shows how many times you have lagged out.
[/INDENT]

Bugs:


  1. You can start a tutorial while waiting for a match to start, but it will keep searching. I don't know if it's a bug or not.
  2. Merics cost 5 supply but only say 3
  3. There is no cancel cast button on spells, so you either must cast the spell, or suffer a big red circle on your screen
  4. The white circles that tell you have selected a unit/a group are very unnoticeable in certain maps, and the color should be changed.
  5. Double clicking on units, sometimes, doesn't work. At all. Like, sometimes, you will deselect the unit, instead of selecting the entire group.
  6. Occasionally, I will try to purchase one unit, but it will start building a different one (normally, the one right beside it) because I moved the mouse off of the picture, before the countdown started.
  7. I have to click the research buildings several times for it to actually register that I've clicked it and show me the upgrades available.
  8. When there is two walls in close proximity, the units try to attack the first wall built, so if it's behind the second wall, they will continuously run.
  9. Ghost Giants do NO damage to walls whatsoever.
  10. The Albatross Upgrade"Blazing Bolts" is spelled "Blazing Blots" (Thanks Exxmorphing)
  11. Merics(Monks) Randomly use heal/cure (Not sure which) when everything is poison free and full health, but it still costs mana.



These are all I can think of atm. Post if you have more bugs, suggestions, or sometimes to do with balancing issues.
Suudarak

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Oct 11, 2012 4:45 AM #756559
I Agree with a lot of what Tecness is suggesting, I haven't dealt much with the Chaos faction (cause I'm a cheapo) but to me the Crawlers are, like, horrendously OP. If I'm against a Chaos faction, no matter what I do, they simply seem to spam a bunch of crawlers, pack mentality, and wipe my men + miners, bottle me up in base, and create army to destroy statue. It might be strategic error on my part, but no matter what approach I take they still wipe the floor with me. Also agree that swords should be faster, encourages the player to defend his archers better.

Order vs Order, I'm not noticing a terribly large bunch of balance issues in-game. However, my Clerics keep running straight into the front lines, and the Mages seem to have abandoned magic in favor of beating people with sticks. Excepting AI issues, I really like the Order lineup, seems pretty well balanced, with spearton walls with bunches of archers behind, to be assassinated with ninjas.

The controls aren't bad, being able to right click is magical. However, when they're a bunch of units in-game, it tends to lag a bunch and makes it nigh-impossible to select units en masse to give commands. If at all possible, a hotkey system would be marvelous (press 1 for Rage, 2 for Spear Wall, 3 for Bash, or maybe a personalized one???) and would make giving more precise orders much easier.



That's all I've got for now, I'll probably come up with something later.

With Love,

Suudarak
Tecness2

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Oct 11, 2012 5:18 AM #756571
Actually, spells (rage, shield wall, shield bash, etc) are in order, Q, W, E.

For example;
Magikill

[INDENT=2]Explosion Thing: Q
Useless Poison: W
Electric Wall: E[/INDENT]
Luzoto

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Oct 16, 2012 2:46 AM #760825
Quote from Tecness2
Actually, spells (rage, shield wall, shield bash, etc) are in order, Q, W, E.

For example;
Magikill

[INDENT=2]Explosion Thing: Q
Useless Poison: W
Electric Wall: E[/INDENT]


U-Useless POISON?! I've toppled GIANTS with that kind of firepower, I don't care if it only seems to target one unit! Enemies usually can't cure it too since I target merics first. The meteor and electric wall are pretty okay (haven't use the wall much) but poison is a great killer for single troops (as of 1.07).
Dracus94

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Oct 17, 2012 3:15 AM #761571
Swordwrath should get a speed buff to chase archers
But the 'running & shooting' thing should stay in.
Juggerknights are slightly imba

Bugs:
6. I can confirm this too. usually happens when there's lag. I've found that often when trying to build a spearton, I'll move my mouse too quickly, and suddenly there's a ninja running to join the fight ._.
9. Not sure about this. But I know that when a giant is attacking a single wall it's unable to hit it whatsoever. It overshoots and hits the stuff behind it. Might be the case for the ghost giant too
Ninjastripy

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Oct 17, 2012 3:03 PM #761885
Bugs:
6. This is why I use the keyboard shortcuts instead. Spearton is 6.
Bladed Fire
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Oct 21, 2012 5:07 AM #764753
Enslaved Giants should have more than one attack like Giants, I suggest (for only light troops) it grabs the enemy and eat its head. Or smash the enemy with his both hands powered with chains that causes two times of damage.
Bladed Fire
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Oct 21, 2012 5:16 AM #764759
When I want to train or researched, I clicked the button and it wait for a while to respond.
petmuju
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Oct 24, 2012 9:20 AM #767635
There's not much to worry about crawlers. I beat about 40 of them using 1 miner wall and roughly 15 archidons. I can agree with everything said accept the castle archer damage increase since they have splash and can easily wipe out swordwraths. I think 2 walls and 2 towers are enough. I went full force against chaos. They had full army and 2 towers. They wiped out everyone leaving still quite a lot of chaos units.

The rest is good. =)
Dracus94

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Oct 24, 2012 8:30 PM #768048
Last time i checked, 20 crawlers could demolish a wall in a few seconds...
Reiniat

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Oct 25, 2012 2:08 AM #768349
Quote from Tecness2

1.- Allbowtross. They should do more damage, but have less range. (Than archers)
2.- Enslaved Giants. They should have an ability (researchable) where they just smash people in the face with rocks.
3.- Miner Walls. You should be able to build 3 walls, and they should do damage to swordwraiths/crawlers (anything that close of range) when they attack them.
4.- CastleArchers. They should do more damage, but lose piercing abilities on speartons, juggerknights, giants, and the flying units.


1.- Actually they are fine, but i believe they should cost less mana (or do more damage with their upgrade), also it doesnt makes sense to me to make them have less range since they are in the air...(AIR SUPREMACY!!!)
2.- STRONGLY AGREE! But their current true roll (a living protective wall and anti-building unit) is just well balanced. Thats probably why it wasnt included.
3.-, 4.- NOOOO, its already very annoying to attack a dude wich only makes wall after wall and it is protected by unkilleable archers, this is currently the only feature that brokes the game. IMO Tower archers should be killeable, and then we could have three walls with no problem. (but they shouldnt do damage).
Bladed Fire
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Oct 25, 2012 2:42 AM #768372
Miners should have an ability to construct a tower to archidons to hide in it and shoot... when destroyed archidons should have appear harmless....
Bladed Fire
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Oct 25, 2012 2:45 AM #768375
The chaos turret is too small, should make it bigger and more eerie lights...
petmuju
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Oct 25, 2012 6:19 AM #768506
Quote from Bladed Fire
The chaos turret is too small, should make it bigger and more eerie lights...


But those chaos towers already scares me!
Bladed Fire
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Oct 25, 2012 6:42 AM #768517
just too small... although it looks scary... but too small make it doesn't look scary anymore(my opinion) and add more eerie and mysterious lights.