Quote from WyzDMCycloids need a buff? Fucking. No.
They are fine. They're just not cost effective. Get enough of them and you can have a field day. That's the problem.
I know I sound like a broken record, but eles don't need unit buffs. They need structural buffs before we even care about that.
Right, enough of us talking on the subject and not collating info together or directly addressing ele unit costs
Here's a list of every single ele unit, we'll discuss and hopefully come to some sort of idea on which units are too cost efficient if any, and which units are too cost inefficient.
Screw the list, we have too many conflicting views.
I'll quote some major posts and let us see where that takes us.
Quote from spinoEarth -- Cost Effective
Water -- 300 Gold is more effective (even 250 I mean it only freezes and can mass heal)
Air -- Cost Effective
Fire -- 400 gold
Charrog -- We can argue here: It is cost effective really tanky and cannot be insta stoned. W/ fire lessened by 50 gold it puts it at 550g 100m
Tree -- Cost effective. It is 4 population for water and Earth then you add the 3 scorps putting it at 7. The max you can get is 11 trees giving 33 scorps with upgrades can be cost effective: In the end Costs only 500 gold and 100 mana (if water decreased by 50 450 gold). Which the 450 gold makes more sense because trees cannot tank for air units.
Cycloid -- 750 gold is too much, 700 is still to much. IDK what we can do with this other then adding 1 more ability or bringing back the shield to its former power.
infernos -- Expensive: 850 gold 100 mana. With fire decrease It'd be 800 gold 100 mana. It is a risky unit but can be OP. I think 800 gold for it is okay but a possible 100 gold return for purchasing unit and making it cost 200 mana is better.
V -- Too expensive, slightly decrease population cost also. normal 1350 gold 100 mana. W/ decrease costs 1250 or 1200 and 100. How about we go with 1000 and 200 another example of a return bonus.
Scorplings -- They come from a tree :| they are fine
Blind Gate -- :| Only effective when you can combo it with infernos to super murder opponents base.
Scorch -- 800 gold (750 with decrease) Only good do use when you are in enemy base and can get a bunch of archer/air units + miners with blast. (3 archers+, 6 miners+, 6 swords+ 2 albows+, Stun 2+ spears so your units can FINISH HIMis a plus+) Depends on how it is used.
Chomplers -- are perfectly fine.
How is that.
Quote from mysterybattalking about earth , it still takes 8 seconds to be converted to a miner (4 second queue time, 4 second convert)
due to low attack speed but can be converted to a miner
How about a earth costs 125 gold, and then ability to be converted to miner costs 25 gold more?
And I actually think EvO is quite balanced now. The issue is only EvC, chaos players who are "good" enough can kill an elemental player within 4 mins. But I do not see that kind of chaos players though.
All units of elemental are quite fine, the only problems are the blind gate issue , tower spawn 2 and weak air force.
Quote from mysterybat
but just to mention, a 1300 gold V getting one hit kill is quite painful
Quote from Skeletonxf12 to get out, 16 to get out AND transform.
The math would be 12 + 4 + (brief walking time) = 16 + (brief walking time)
versus
24 + (longer walking time)
Quote from PUMUairs wont be a good option as they cant kite the swords if a archers come-a-chasin.
fires at least can deal the extra dot and kite not to mention the quicker que time for an exchange of 50 gold to have a water that can deal massive damage via scorch or tech into tree
3 techs for fire vs air who cant directly deal with situational issues.
airs animation is a pain to consider
Some things to note
Ele gets miners out way faster than order and chaos when it is not buying earths to fight with
Ele's way of dealing with archers early game is a castle air
Ele has no low tech ways to respond to archers
Ele has no efficient way to respond to bombs
Ele has no efficient way to respond to turtles
Ele could be made incentivised to fight with earths (with some earth changes) in the early game and to not rely on the castle air (which could also be nerfed), which would then mean ele doesn't get free eco gains from going passive early-mid game and the ele costs for later units could be brought down without powerspiking ele in the mid game and, and ele would then have its late game buffed thanks to not having suddenly no units to buy as the gold supply dwindles and gold costs remain high (as currently happens).