Many users may like Elementals because of their uniqueness however it makes them very unbalanced. The fact that their high-tier late game units rely on combinations and that they have 4 spellcasters makes their late game terrible. Not only this but they cannot break turtles, are weak against shadowrath, and everyone knows that Blind Gate is a joke. Also, they are too gold heavy and light on mana. This is just a beginning, please post your ideas and suggestions for a rebalanced Elemental Empire here.
Removals:
•Morphing
•Combinations
•Cycloid
•Blind Gate
•Scorch
Units:
1.Chompler
2.Earth
3.Fire
4.Water
5.V
6.Charrog
7.Infernos
8.Air
9.Treature
Nerfs/Buffs:
•Fire:
-Decrease initial damage to Archidon
-Increase range (same as Dead)
•Water:
-No sacrificial heal; No freezing
-350 gold cost, 75 mana
-ABILITY: Heals ¼ of a bar of units within range. 13 cooldown, mana cost 20
-Slight melee attack (same as mage)
•V:
-700 gold cost, 450 mana
-3 bars w/ armor
•Charrog:
-550 gold cost, 75 mana
-8 bars health (armored)
•Infernos:
-450 gold 450 mana
-Slight spell speed increase
•Treature:
-No death blossom
-Spawns only up to 2 scorplings at a time
-Scorplings start with 2 bars health but can upgrade to poison.
-Treatures have 12 bars health armored, upgradeable (giant growth) to 16 and 21 bars
-Has a melee attack (works when rooted and unrooted) equivalent to chaos giants but with no splash damage
-Un-stunnable
-When Treature unroots, Scorplings do not die.
-Increased Scorpling spawn time.
-Same movement speed as Giant
-1200 gold cost, 150 mana
Miner ability:
Moat: Researchable, 100 gold and 100 mana. 150 gold 20 mana to build. You can only have one on the screen at a time, build time same as miner wall (does not work if not fully built). When a Chompler builds it, two fountains appear on the top and bottom and water rushes between them, which slows the enemy units to 1/3 speed when crossing. The moat has 3 bars armored health total, fountains are the only targetable parts of the moat.
Elemental Rebalancing
Started by: EternalSilence | Replies: 3 | Views: 824
Sep 30, 2015 11:25 PM #1406393
Oct 1, 2015 1:52 AM #1406420
Quote from EternalSilenceMany users may like Elementals because of their uniqueness however it makes them very unbalanced. The fact that their high-tier late game units rely on combinations and that they have 4 spellcasters makes their late game terrible. Not only this but they cannot break turtles, are weak against shadowrath, and everyone knows that Blind Gate is a joke. Also, they are too gold heavy and light on mana. This is just a beginning, please post your ideas and suggestions for a rebalanced Elemental Empire here.
Removals:
•Morphing
•Combinations
•Cycloid
•Blind Gate
•Scorch
Units:
1.Chompler
2.Earth
3.Fire
4.Water
5.V
6.Charrog
7.Infernos
8.Air
9.Treature
Nerfs/Buffs:
•Fire:
-Decrease initial damage to Archidon
-Increase range (same as Dead)
•Water:
-No sacrificial heal; No freezing
-350 gold cost, 75 mana
-ABILITY: Heals ¼ of a bar of units within range. 13 cooldown, mana cost 20
-Slight melee attack (same as mage)
•V:
-700 gold cost, 450 mana
-3 bars w/ armor
•Charrog:
-550 gold cost, 75 mana
-8 bars health (armored)
•Infernos:
-450 gold 450 mana
-Slight spell speed increase
•Treature:
-No death blossom
-Spawns only up to 2 scorplings at a time
-Scorplings start with 2 bars health but can upgrade to poison.
-Treatures have 12 bars health armored, upgradeable (giant growth) to 16 and 21 bars
-Has a melee attack (works when rooted and unrooted) equivalent to chaos giants but with no splash damage
-Un-stunnable
-When Treature unroots, Scorplings do not die.
-Increased Scorpling spawn time.
-Same movement speed as Giant
-1200 gold cost, 150 mana
Miner ability:
Moat: Researchable, 100 gold and 100 mana. 150 gold 20 mana to build. You can only have one on the screen at a time, build time same as miner wall (does not work if not fully built). When a Chompler builds it, two fountains appear on the top and bottom and water rushes between them, which slows the enemy units to 1/3 speed when crossing. The moat has 3 bars armored health total, fountains are the only targetable parts of the moat.
Taking away combinations basically takes away the whole concept of ele lmao.
The concept was you make units from the 4 early game ones.
Taking away water's ability to freeze and sacrifice makes waters pretty eh. Early game healer is also kinda OP.
V's shouldn't have armor really, they are a spellcaster after all.
Everything else I disagree with altogether so I won't go in depth over that lol.
Oct 1, 2015 2:11 AM #1406421
"Taking away combinations basically takes away the whole concept of ele lmao."
Uh, not really.
"Early game healer is also kinda OP." 20 mana for 1/4 a bar. Nice.
I'll make points when I think about it a little more. I wholeheartedly disagree with Ase's cynicism though.
Uh, not really.
"Early game healer is also kinda OP." 20 mana for 1/4 a bar. Nice.
I'll make points when I think about it a little more. I wholeheartedly disagree with Ase's cynicism though.
Oct 1, 2015 2:27 AM #1406423
2 things I want to say here.
First off, your new, and you made some good points, so I won't come off as hard as I was gonna. But this type of thread, specifically elemental adjusting, is nothing new to the forums. It's so stale, I could take a month old bagel dropped on ground and kicked under my cabinets, compare it to this thread, and it would still look more fresh with a light layering of creme cheese.
The second thing is what contribute to each and every thread like this: make it follow the existing empire structure. That is, make hot keys and unit purchases standard to Order and Chaos. Keeping this empire at such a drastically different tune is upsetting any hope of balancing with even as many changes as we think off. Something else will be found that will be the next treature. Right now it's charrogs. If you're planning on giving and then taking away, just be ready to look back on what you gave it.
First off, your new, and you made some good points, so I won't come off as hard as I was gonna. But this type of thread, specifically elemental adjusting, is nothing new to the forums. It's so stale, I could take a month old bagel dropped on ground and kicked under my cabinets, compare it to this thread, and it would still look more fresh with a light layering of creme cheese.
The second thing is what contribute to each and every thread like this: make it follow the existing empire structure. That is, make hot keys and unit purchases standard to Order and Chaos. Keeping this empire at such a drastically different tune is upsetting any hope of balancing with even as many changes as we think off. Something else will be found that will be the next treature. Right now it's charrogs. If you're planning on giving and then taking away, just be ready to look back on what you gave it.