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The bonus damage vs Archers mechanic is very good. This lets them have a high power against what they're supposed to counter without simply being strong univeral damage. I don't think increasing their bonus or base damage is the best way to buff them.
So what do you do with Kobolds? You run at the archer and stab them. Now anyone can do this, but Kobolds do more damage against them. That could be enough to make them anti-archer, but I doubt it.
What's the most annoying thing to archers? Melee combat. It's hard for me to say exactly how the mechanics work, but these are my observations:
End movement (or don't move) in melee and they get 1 shot
Move your archer and they get 2 shots
Don't move them while not in melee and they get 4 shots
I haven't seen this be consistent, but at least that's how it feels. I hypothesize that number of shots is mostly aesthetic and actually this is just 25% damage, 50% damage, and 100% damage (based on the number shown at loadout), while split across multiple targets based on a maximum damage per arrow.
So forcing your opponent to move is annoying, but again any melee unit can do that, but what if Kobolds also slowed their opponent to only be able to move 1 square (maybe only if both attacked the same target, or maybe only against archers)? If you properly sandwich an archer between 2 kobolds, they actually can't move out of melee range when slowed. This would be a huge buff to their anti-archer power while barely buffing them in general utility.
I think in terms of numbers, something being overpowered or underpowered is uninteresting and the devs can find the right balance for it, but for kobolds simply doing extra damage isn't enough to really counter archers. Even if they stick on an archer full-time doing decent damage, he can move 2 squares every turn getting out of melee range and shooting 2 arrows. Since any melee can do this, I think Kobolds should get some extra mechanic added (like the slow I suggest).
Seriously, though, they are pretty useless, not only because they will never reach an archer alive (they will be targeted asap since they are easily killed), and even if they did, as I said, very few ppl play archers without mounting them on spidaurs anyway, making Kobolds useless against them as they can't hit the archer.
Like any fighter in the game, they can be strong but need to be supported properly in order to do so. They can't simply head to the back and be fine. I would imagine that would end in tragedy more often than not.
The thing about running kobolds with a cupcake is not only does the cupcake get loads of healing points, allowing it to level up quicker. The kobolds, since they have one of the lowest max hp's of all units in the game. Are able to be almost fully healed if focused on by the cupcake in just two turns. This means they are not as likely to get one shot, and vampires will have a hard time doing their bonus damage since they are always fully healed beyond the "low hp" point where the vampire can do bonus damage.
I've also added kobolds to my normal teams of humans and hair trolls because they serve as a good flanking unit and are very useful for baiting out enemy so your other teammates can surround them and do some real damage. I feel like the biggest counter to kobolds are mushrooms. Whenever I run a full team of kobolds and there is a mushroom on the enemy team I can hardly do anything. They have a lot of health, and the mushroom does so much damage t all of the kobolds they cant extend out to the front-lines without getting one shot.
In my opinion I think Kobolds are a pretty decent unit when combined with a cupcake and a reliable team. I've found most of my troubles with them when they either are too far for heals, or a mushroom is on the enemy team, which rips them to shreds. You have to know how to play them correctly and they can not only be utilized for dealing with archers, but they can also be great mobbers and make quick work of the enemy team.
In a regular PvP match there's some balance, but in an unfair run you could run into a team that's both oversized and stacked with mushrooms or robots. In those sorts of match-ups it's difficult to keep your squishy units alive, so a single bad matchup early can just ruin a team.
And unfair throws AoE heavy teams at you a lot.
I love Kobolds, and I'd like to keep a pair on my main team, but since my main focus lately seems to be unfair matches I just can't justify the cost.