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1. Let his groove stack so you can summon multiple at once (maybe max of 3 or 4?)
2. Let him summon his skeleton as a bonus action (aka, doesn't end his turn), so he can move -> attack -> summon, or summon -> move -> attack etc.
3. Let him summon better units for free, but he has to let his groove charge multiple times for better units etc, and summoning anything resets it.
see I get that but I don't think it quite solves the problem in that nuru is still a bit better for essentially the same brand of power. I like his power being different than many of the others for a kind of capture rush and being able to be used in multiple ways but it simply does not match up for the difference of like 1 turn charge.
these dont seem bad to me and would keep the flavor well enough. I think he is intended to be a rush type of character with an aggressive start so something that plays into that I think would be best, but again I don't think his power is undertuned by much, I think Nuru's is because its essentially the same thing but better. I think it should really be slowed down for charge speed, or limit what can be summoned from it (such as barracks only as the tower units need specific counters and can eat their own counters if they get to them first)
Nuru is actually pretty balanced on maps that don't give you an entire kingdom at the start.
I understand the lack of tower means no dragon but as I've stated in my original post that it isnt a deal breaker for her to not have dragon as there are many strats that can be used: such as treb that is already positioned outside your barracks with a free set up AND advance on your side of the map. To put it into perspective Ceasar's ability lets him regroup a max of 4 units but they have to advance themselves to actually be put to use not to mention needing a perfect placement to get maximum effect and also allows your opponent to see what youre doing and build the counter. His charges slower as well while nuru can just blast through that and just do it with whatever she'd need, and she'd do it much much quicker.
To suggest that the 100g skeleton a turn early can beat a set up knight, treb, or dragon is just silly IMO, regardless if you pay for it or not.
-Make summoning the skeleton a free action, so he can summon then move or move then summon, which would make it easier to churn them out if you're using him aggressively, fitting his gameplay theme well and displaying how effortless it is for him to raise the dead
-Make him summon more skeletons at once
-Give him a choice of skeletons- sword/spear/archer would be good if they were all free and ready to move immediately
-Make it charge EVEN FASTER(probably not a good idea)
Nuru probably just needs to charge slower, or perhaps be charged more for the unit? That would be interesting, if she charged fast but had to pay more in exchange for good deployment spots. You could also just make her units not ready to act ASAP.
Many specials of other commanders are in practice weaker then simply using the commander to attack and/or they require very special circumstances to be useful. With Nuro it's not the case.
This. It is an extremely adaptable, high impact skill that I can't really see as balanced. I don't think its broken but I think it needs to be pulled in just a little bit especially with its charge being "fast".
And again I've been using Valder online just because I really like the undead units and the way the commander looks and plays, and I've been doing really well with him, but it's hard to ignore how much better Nuru is with essentially the same power.