Age of Wonders: Planetfall

Age of Wonders: Planetfall

Reworked Forgotten
13 Comments
yorick 26 May, 2021 @ 8:54am 
Thanks for keeping this up! :ss_beer2:
Mr. Phansea  [author] 10 May, 2021 @ 7:51am 
Updated for 1.404
Mr. Phansea  [author] 3 Dec, 2020 @ 11:48am 
Updated for 1.403
Mr. Phansea  [author] 19 Nov, 2020 @ 9:39am 
Updated for 1.402
Mr. Phansea  [author] 12 Nov, 2020 @ 7:45am 
Updated for 1.401
Mr. Phansea  [author] 9 Nov, 2020 @ 4:25pm 
Updated for 1.4
Chikanuk 12 May, 2020 @ 11:59pm 
Stagger and especially massive one is huge thing, and -"you can mod more resistance to stagger" argument is invalid here. Cuz i can say - "you can debuff his stagger resistance". Also dont forget - with most of light units even if you mod their resistance (wich cost money and cosmite btw) - golem will still stagger them.
Stagger immunity is rare thing to have, you need to mod it (and you cant on some races) or this is high tier unit. 3 golems can stagger to 0 ap vanguard walker and units around him, while dealing tons of damage.
Why do you thing massive stagger is so rare on T1-T2 units? And on aoe its even stronger.
Even without heritor tricks this is OP unit now, and with it even more broken.
Chikanuk 12 May, 2020 @ 11:56pm 
This is t2 unit with sniper rifle shot for one action point and with aoe wich have massive stagger and great damage at 7 range. You still didnt see an issue with this? Regular snipers need 3 AP to do same damage. This thing can run circles around enemies and always flanking with sniper\artillery range and strong damage. And his aoe - right now its better then Excavator Tank shot. Yes, its spend essence, but only one, wich you can get pretty easy. Especially if you heritor. And this is T2 starting unit, not T3 mid-late game one. You can have many of them, and they will destroy literally everything.
Mr. Phansea  [author] 12 May, 2020 @ 7:31pm 
Also, you can give units with stagger resistance stagger immunity by adding a mod that grants stagger resistance. Many factions and secret techs have access to these sorts of mods so it's relatively easy to outplay. All factions have mechanical or heavy units that they can build which have a built in level of stagger resistance. So Massive Impact isn't exactly the most dominating of ability modifiers to give to a unit.
Mr. Phansea  [author] 12 May, 2020 @ 7:28pm 
@Chukanuk

By default the Golem's base weapon has 3 optimal range and a max range of 7 with an accuracy penalty of 10% beyond the optimal range. So with 2 essence (+2 range + 20% accuracy) the Golem does not have a base 110% accuracy at range 9. It in fact has an accuracy of 70% at range 9 (similar to the accuracy of a Sniper rifle). So this unit, which has damage similar to a sniper rifle, unlocks range and accuracy similar to a sniper rifle with its scaling essence property. I don't see any issue with this.

Many T2 units have abilities that are much better than the Golem's default AoE, usually they are single actions, have better range, and sometimes apply better status effects (Purifier, Gunship, Ramjet, Harrier, just to name a few). An ability that can only be used by spending essence shouldn't be on the weaker end of the spectrum of similar abilities.
Chikanuk 12 May, 2020 @ 1:42pm 
Good idea as usual, but again, imho, problems with balance.
And my biggest problem come with Golem essence buffs. He already have pretty powerful attack. With 2 default charges in this mod this attack become range 9 with 110% accuracy. This is too strong for already great tier 2 unit. And his aoe... You already made this skill, which is one of the best "grenade" skills for t 1-2 units, literally OP. Now golems can stagger anything that even can be staggered. In aoe. With range 7 and +20% accuracy.
Meanwhile Serpion changes seems ok. Well maybe cuz his new effect with 2 stacks = 1 evasion from mod, +/-. And Golems 2 new stacks = full 2 railgun mod from kinetic tree.
Maybe swap this bonuses for something less powerful? Like dunno, extra +1 armor per stack? He is defencive golem, after all.
Mr. Phansea  [author] 2 Mar, 2020 @ 3:25pm 
@Neput Z34
Compared to the Highlord's Es'Teq Judgement ability, this ability does less damage, and no AoE. Its strength is the range, ease of use, and the extra debuffs. Also, you can essentially deny its use by staggering the Shattered Arc. Since the SA is a crystal unit, it is very difficult to give it stagger immunity meaning this outplay isn't denied trivially.

I'm not saying that I won't change it in the future, but currently I'm not convinced that it's OP (It has already been nerfed several times). I also believe it has a fairly large cost, giving up 4 shields + 4 essence (40% damage buff) is a lot. To the point where, currently, a good deal of the time it's better to not use the ability and just use Atrophic Penace + Enfeebling Blast (same damage, plenty of debuffs). Unmake really shines against uber buffed T3-T4 units (built in +4/+6 resistance to status effects) and that's about it.
Neput 234 2 Mar, 2020 @ 2:53pm 
Isn't range of 9 on the Unmake ability / attack is slightly OP in the sense that it is low risk high damage attack that is guaranteed to hit all the time.

Sure it is a full action and the loss of essence charges lowers shields....
But the Unmake attack from that range most likely will delete units, that can take advantage of its lowered defenses in the next turn.

A reduced range of 5 ~ 7 would make it more risky to use, kind of more like a "Coup de Grace" and less like "invoke Death" in the AoW3 speak