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That being said, they shouldn't be taking any hits to their health until a little bit after they've been summoned. I haven't paid much attention as I mostly just stick them in a situation where they are likely to die anyway to either shock a unit into routing or hold a unit in place for just those precious few second longer.
I guess what I'm saying is.. Definitely maybe.
the ushabti "air strike" is very very strong one of the strongest race mechanics in battle currently
summon it on top of "Insert expensive ranged unit you dont want to shoot here" and they wont be able to shoot for over a minute
or you can use it to pin cavalry or monsters in places by summoning them behind you
or you could get even more creative and do something else that has not been listed here
summons in general need nerfs not buffs especially not the ushabti one that is 100% free does not cost resources and you can summon it anywhere on the battlefield at any time
and if vanilla balance bothers you that much just use the "forgot the name" mod that removes the degrading from summons but vannila game needs balance and undegradable free ushabti is not balance
skeletons are completely expendable bodies that are there to buy time/bog things dow/die there literally there to die
so if you consider the loss of skeletons to be a "cost" then said cost is so low that it may as well be free but yeah you are correct that there is a "cost" well i mean if you end up having to lose 5 units of tomb guard then yeah then there is a COST
Ushabti could do with a Leadership buff(50 instead of 44) and a higher charge bonus(24 instead of 18).
However, late game with more elites on the battlefield and combats 40v40+, they're next to completely redundant.
I think whatever TK should be able to summon, stats and duration, should be based on our army strength.
CA already has a calculation for this, it's how it's decided who won/lost the battle, and when the enemy will shatter/desintegrate and run away.
So really, I think it needs a rework.
Yeah, if you summon units surrounded, they will not only start with very low or even negative LD, which means they'll take damage, but also they'll not gain their charge bonuses.
Ushabiti has kinda poor stats, so charging in, really helps for their initial damage output.
Also the leadership malus you get when they die or degrade can be bad, at the same time their charge on the back of my enemy line has save a battle or two too early game..
I used to play with non degrage mod but removed it. Skaven can be tough enough without 4-5 summoned units in you back yard not despawning, but knowing they will degrade makes me ignore them rather than deal with them.. (As HE)
Not all races get as Summons so I figured the mod may be unbalancing the game but it's not really all that well balanced anyway...
I did feel the degrade was a cheap easy way out of the situation. No one thinks they should remain after the battle.
I don't know how I'd fix it, maybe just make the timer longer...
Ushabti summons seems to be a literal match winner all game through, comparable to a sub-optimal wind of death but free. They're fine.
Either don't have the degrade start until they can move, or just make it so they can move right away.