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Ended - remove bonus hp and only buff its defense. It looks fragile but is etheral - agressors should miss their attacks from time to time.
Ice warg - big but covered by fur only.
Centaur - see his big, bare belly? That's right, means hp.
Vilesnake - take a look: a giant but soft and unprotected body. Remove def and If buff is needed, add attack (but less) to encourage the risk-reward gameplay. That should be more exciting this way and we have enough tanks.
Minotaur - a thick armor, clearly visible, means def. Let's say +10 def but no hp buff.
I'm sad you didn't bring healing aura from the original mod for Justiciere, was very thematic.
Arpuja maybe overbuffed, fast 2 is powerful on flying.
Additionally, I dislike that Harmonite got initiative. The point of this unit is to hit it before they use Beam. And besides, why would a literal rock have any initiative ?
Thing with def is - having some def is very valuable when you have low def, so you can shrug off attacks from the likes of stalwarts, urces or stone sentinels.
But as I said, I can get behind it.
Onto the units themselves:
Ended: I can see it. No HP buff, but more def for that.
Ice Warg: Well, Fur is natural defence. They look like they have thick fur and are rather big, so I think a mix of def&HP fits them best.
Centaur: Well, they only got a HP buff in the first place. I could take some def away for a higher HP buff.
Vinesnake: Vinesnakes had such horrible stats is the thing, thats why they got some massive buffs to both of their defences. They arent really tanks, they are still offensively-coded frontlines, despite the big buffs to defences. They are also rather expensive baseline, but lack boots AND helmets, which really cuts their health and especially def by a LOT(particulary lategame). I also wouldnt want to drop Regeneration on them - and regeneration scales pretty well with high HP. if I were to remove the def buff, Id need to give them something ludicrous as +60 HP.
Ive also tested the unit a lot and it feels good to me. They arent giga tanky(due to lack of armor slots), but have a threatening damage output and are good vs many small units, but have trouble taking very strong attacks, which is exactly where Id want them.
Minotaurs are quite big and also very expensive. I am in favor of shifting some of the HP buff into defence, though. High HP is pretty fitting for a minotaur, imo.
Justiciere: The healing aura is still on caecator - which is still a great unit. But you should try them - the buffed Benediction is quite nice.
Arpuja: Yes, I was already considering nerfing them back down to fast 1. Fast 2 felt really powerful.
Harmonite: The problem with those guys is that they have trouble standing out among tanks. Lacking an armor slot - boots - is a rather big deal to them.
While I buffed their initiative by a good bit, they are still among the slowest units in the game - and well, no boots, which is a big source of initiative they do not get access to.
The idea behind the buff is that they can outspeed many other tanks, while stuff like glassteel claws+tactical training/arpuja assimilation can make them reliably outspeed medium speed enemies at the cost of damage and possibly defence. It gives them a bit more of a niche is the thing. They are still easily stopped from beaming by anything actually fast.
I agree the flavor isnt stellar here, but I think the initiative buff made them a lot more interesting as a unit, gameplay-wise.