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Typo. I assume, all non giant kings got -1 def and res, but Rock kept 1 defense.
Increased base cooldown by 1
Empowered Throw now grants +20 damage for Single Shot attacks
What's the point here? I mean, throw bolder is a single shot anyway. Or it is changed if you pick AoE?
EDIT: ok, was correct. AoE gives +10, single strike is +20 (so 55 in total)
This should be highest priority! Why is it being ignored?
Initial thoughts after reading this update:
- Rock Giant King is the strongest, why did it only get -1 stats?
- The Production could be dropped to +2 and they'd be fine.
- Instead of nerfing their defenses, drop their HP by 20.
- Warhammer probably deserves a nerf to 10 base damage.
- Rune of Command should probably cost 3-4 infusion points.
- Frost is extremely powerful. It's hard to balance that one.
- Damage Rune / Grand Brawn Rune could lose 5% damage imo.
Everything else seems fine to me as far as I can currently tell.
I really don't feel that you should be messing with Giant King defenses.
I get that you're trying to be thematic, but it's entirely unnecessary.
Just reduce their HP globally by 20 and we're all gucchi on that front.
The +3 Production bonus is the strongest by far, with no downsides.
I understand Fire has extra bonuses, but those aren't actually useful.
The issue being that you just take Ashland Adaptation (or Sabertooth).
Warhammer at 12 damage is still equal to a normal 1H weapon.
Meanwhile it deals damage in a 1-hex cone (so up to 3 targets).
I feel it should really be dealing less damage if you look at it like that.
Rune of Command is an army buff in a "free" item slot on every Hero.
It shouldn't be an instant craft, cheap item you just slap on everyone.
There is already no strong competition for that specific item slot.
Damage Rune and Grand Brawn Rune stand out as the best choices.
The other choices are either situational or simply not worth picking.
This is especially true after you lowered Vitality Rune to 15 HP.
Just out curiosity, are you talking from a PvP perspective?
Yes. As to be quite honest this level of balance is probably irrelevant in SP.
Gold is used for item economy, rushing units and buildings, the new merchant, pacts etc.
Production is useful for... Building only?
your suggestions are absolutely absurd! the giants are fine as is, the nerf to their defenses was more than adequate to bring them in line, further nerfs would be ridiculous!
the giant runes are already really expensive and almost not worth the effort, not only do you have to waste several skill points for them, the infusion cost is also quite high. coupled with a nerfed item forge and the worth of them is questionable. you even said it yourself that "other choices are either situational or simply not worth picking"...so they got nerfed so heavily that its not really worth picking them...yet you want another round of nerfs...are you insane? stop refuting yorself man!
their production buff is fine now, other rulers get other strongh points like mana / spellcasting of the wizard king.
the weapons of the giants can't be further nerfed, otherwise it becomes a joke and nobody plays them, stop asking for unreasonable stuff. you disproofed your own point ffs, "warhammer at 12 damage is still equal to a normal 1h weapon" ...yeah...but those weapons are TWO HANDED!!!! Also you only have a very restricted selection of weapons and due to the nature of this special weapons its really rare to just get a new weapon from a drop, so you will most likely have to craft them. meanwhile most heroes / human rulers can just pick up random stuff and it will be an upgrade.
who cares about multiplayer, especially "PVP"...this game isn't a pvp game and never will be. if some people wanna try to be some wanna-be pvp-ler fine, go play in your corner, have fun. ... but stop spoiling the fun of the big majority.