Ello, peepol. I'm not sure if you guys still remember the original, "Certain Unit Problems" thread... But, anyway, I'm making another lol.
The original thread said:
1. Albowtross and Eclipsors should be created ON THE GROUND and FIGHT ON THE GROUND as a powerful melee unit, and make them have an ability that lets them fly.
2. Speartons should cost more and Shadowrath should cost less. Sure, Shadowrath are used as individual assassination units, but Albowtross are not, and are meant as support units--but they still cost more.
3. Juggerknights should cost slightly more than Speartons, since they're slightly stronger.
4. Non-upgraded Giants should have more health and fully-upgraded Giants should have less health.
So here's another thread lol.
But, anyway, here's the original thread if you want a more detailed version of what it originally said:
http://forums.stickpage.com/showthread.php?47498-Certain-Unit-Problems
Archidons
What I find sad about Archidons is that they're a tribal nation, but they don't act at all tribal and seem more... empiric. Along with that, Archidons are slow. They should be able to retreat on their own if their allies die. Kiting is also a good Archidon strategy, but it'd be more effective if the Archidons were faster.
So my suggestion? Give Archidons an ability that lets them run fast and attack fast--basically an Archidonis version of Rage. No, Archidons will not scream, "GREYAAAAARGH" when they use the ability or glow red. They should just have a different run animation that obviously looks like it's running fast. Attack animations would remain the same, but would be slightly faster.
Why do this? It gives Archidons a more... tribal feel. It also gives them a chance to retreat when they have to, instead of being completely slaughtered when they try to run because they're slow.
Merics
One thing that we all find annoying about Merics is how they try and approach the battlefield so they can dish out some punches.
It's annoying.
We don't want the Merics to be fighting. We want them to heal their allies when they get injured. But it seems we can't stop them. We still need Merics to have an attack, right? No doubt about that. We need them to be able to defend themselves, or else the Magikill level in the Campaign would be seriously easy. So my suggestion? Let them keep their attack, but make it ranged. This would make Merics stop trying to go near the battlefield. They can dish out the punches they so badly want to dish, and they heal allies, too--all from a safe, ranged distance.
Number of Units - Order, Chaos, and the Elementals
If we try and experiment all of the possible merges that we can do for the Elementals, it would give us a total of 10 units--I'm not too sure if they have Miners. This isn't good for balance--why should the Elementals have one more unit than Order and Chaos? Well, they shouldn't. My suggestion is not to make the Elementals have only nine units, but to give Order and Chaos another unit. Why should we do this? We all know some people are having trouble with using Chaos early-game, because Crawlers aren't good early-game units. What units can we propose?
Chaos needs a new basic unit--one that can act as good as a starting army as the Swordwrath. My suggestion is make another Skeletal race. Why? It's Chaos! Where's the Skeletal Race when you need one? How would this fit? Well, the Swordwrath evolved to the Shadowrath, the Archidons evolved to the Albowtross, and the Magikill created Merics. It's only natural to say that there are actually two kinds of Skeletal dudes: The magician guys whatev, and the ones that aren't whatev. The ones that aren't, whatev, would act like Swordwrath, but be slightly weaker. They would also hold a sword and a shield, just because it looks cool. I can't think of an ability for them, though.
What about Order? Well, I'd like to bring something back: The Dashinites. You guys still remember them? They were taken out of the game, if you'd check the first few blog posts of stickwar.com, but I don't really know why. They hold a simple spear, and that's it. No helmet, no shield, no nothing. Just a spear. I'm not entirely sure if they should be stronger than Swordwrath or weaker, but IMO, they should be slightly weaker, and much faster. Keyword derived--"Dashinites", right? I also can't think of a good ability for them, but anywho.
Marrowkai
The Marrowkai are masters of summoning, right? Well, they don't seem like it, since all they can summon are a few hands with no flesh. I can just imagine Juggerknights "summoning" hands without flesh using the bones of the ton of Swordwrath they've killed.
Problem with the Marrowkai is they're... seriously powerful. Reaper is better than Petrification, in my opinion--it's also cheaper. And, of course, Hell Fists is obviously better than Venom Flux. What else? Marrowkai are cheaper than Medusa. Medusa's a great one-on-one fighter, but a horrible support unit and spellcaster--hah, she doesn't even have her own melee attack, unlike the Marrowkai, which has an atleast decent melee.
I say, make Marrowkai more expensive--the same price of the Magikill, if necessary. Also give them longer cooldown times for spells.
Now, if this is considered, then the Marrowkai would need another ability. Now, what's missing in Chaos? A Necromancer. The Marrowkai already act like this, but they still can't summon a direct unit. In my opinion, Marrowkai should be able to summon a Skeletal Warrior--whatever name you want to give him--for a few good seconds. This would complete Chaos, atleast through my eyes.
So, if you don't want to read everything (I don't blame you for it), here's a summary of everything in this post:
1. Archidons should have an ability that lets them run faster, and attack faster, and take a new running animation when using the ability. This gives them a more tribal feel, and lets the Archidons escape properly if their allies are dead. It also improves kiting.
2. Merics should not have a melee attack, but instead, a ranged attack, to stop them from trying to go near the battlefield. This would help them hit enemies and heal allies, all from a safe distance.
3. Order and Chaos should have one new unit to even out each empire, making sure it each has ten units. Chaos's unit should have to be able to help really well early-game.
4. Marrowkai should be more expensive, and their abilities should have long cooldown. To even it out and complete the Marrowkai, it should be able to summon a unit--the new Chaos unit that would help early game--for a few seconds.
So, opinions, opinions! Let's see what you guys have to say. What do you think? What do you agree with? What do you disagree with? Let us know!