southern: Against archers, [snipped for length]
Ah. Makes sense.
southern: T2 cavalry simply come across as a bit weak to me, to be honest. Maybe +1 ATK is totally unneeded, but I doubt it'll break anything - they still have the same 3 DEF 8 HP.
Why only give it to the Humans, then? They're the baseline from which every other race varies.
Cavalry might be a little weak on the attack, but they're sturdier and faster than the T1 units.
Bookwyrm627: -I really don't think Air Galley's needed any sort of combat buff.
southern: Not even as token compensation for reducing their movespeed from 32 to 28? I thought that was quite reasonable.
Air Galleys are OP, and OP units don't need any compensation when hit with the nerf bat. :)
They fly, they have unlimited siege-grade ranged attacks, they can haul around support, they have a pile of hp, and they have the same amount of Defense as Warlords, Syrons, Cavaliers, and Basilisks. Only Leprechauns, Nature Elementals, Red Dragons, and Gold Dragons have more defense.
Giving Air Galleys more attack and damage makes them even more likely to win against their main predator: other air units.
southern: I think Nymphs should be helpless against anything they can't seduce, both thematically and for mechanical diversity.
I'll give them another HP or something though since you don't think much of their position without Strike.
The problem is their complete helplessness against anything that isn't a
low resistance (walking?) male. They were already close to the trash heap, and this seals their fate.
A full group of modded Nymphs would fall to a single wolf, undead, spirit puppet, boar, Lady of Pain, Scorpion, etc.
As a challenge for you, come up with a semi-plausible scenario where a player would seriously build Nymphs.
southern: Similar to Nymphs, it just feels a bit dumb having Fairies punch people. What if they had Charm?
Neither Nymphs nor Fairies were particularly good at punching people as it was. :)
I understand the thematic root for these changes, I'm just saying the changes render the units mechanically effectively useless. Charm and Seduce are simply too weak to carry a unit by themselves; when was the last time you seriously considered building a Satyr or Charlatan, both of whom have Charm and other abilities?
If you're aiming for theme, then these changes are fine. If you're aiming to encourage unit diversity, then these changes aren't meeting your goal. As an exercise, ask yourself "Under what circumstances would I want to use this unit? How often and in what ways are those circumstances likely to come up?"
southern: I wanted to make these guys a bit unique, but just now I was about to say ''ah, but are they weak in battle if they now get to bring a friend?" Then it occurred to me that they could Transport another flying unit, which is just clowny. I will just remove this idea.
Without Transport, they could swarm someone with seven of their cousins. With transport, they can only bring a single friend.
The mental image of a Wyvenr hauling around a Red Dragon is pretty amusing though. "Get 'em, Zippo!"
Bookwyrm627: -First Born could probably afford to have Magic Strike. They're a little weak compared to other T4 units.
southern: So there IS a unit that's weak enough to incite pity in your cruel heart.
A few, yes. :)
First Born always felt like they got the short end of the stick, to me. They aren't burly enough to fulfill their role, especially when I could be making T3 dwarf units instead. Giants are nearly as strong, move faster, and can break walls. Moles tunnel and break walls. Balloons can get dudes to new places faster.
Give First Born +2 defense and maybe +1 attack, and they'll better fit in with their beef steak peers, the Warlord, Titan, and Karagh. You could give them Magic Strike instead of +1 attack; the former helps them better by-pass immunities while the latter lets them hit more often in general.
southern: Spirit Puppets would have True Seeing at base unlike the rest - that's certainly a reason to build them. But perhaps they should retain powers against the Undead; maybe I'll give them Turn Undead. On the other hand, Paladins now have Magic Strike - do you think that makes them too good versus Wraiths given their better stats and speed.
If Spirit Puppets had True Seeing and Turn Undead, then they might be fine without Strike. I'm not sure how it would work out in practice.
Paladins having Magic Strike is fine (or maybe Holy Strike would be more appropriate); they already had Turn Undead so they could already deal with Wraiths (more or less). I built a fair number of them in early and mid game in Broken Bow, but they tended to end up more as support units and healers than front-line material. Late game they were phased out in favor of more archers, but I was pretty firmly in control of the map and trying to deal with a melee-monster at that point.
Bookwyrm627: -Spider Queens probably didn't need any buffs. They were already a good contender for Dark Elf T3 unit choice.
southern: Interesting - I didn't really know what anyone thinks of them so I assumed they're weak.
The T3 Dark Elves have some interesting give and take. The Executioner is the unit of choice for raw combat, having Lifestealing and better combat stats. Trail of Darkness is also a PITA. Spider Queens sacrifice some combat stats for more utility, especially Wall Climbing and Web. Shadows are more of a stealth strike unit, using concealment to approach undefended targets and ignoring walls.
Shadows are probably the least useful of the three.
southern: I'm interested that you think Trail of Darkness has any actual impact. I suppose it does now that you mention it, but being a pain in the ass has to suit the Undead Horde right?
Remember how annoying Domain of Darkness is? This is like that, though a little easier to keep in check.
Part of my reaction to Trail of Darkness might simply be that I put a focus on removing Fog of War and uncovering the map, so having these little trails running around and blocking my vision really bothers me. Perhaps someone else can chime in on this?
southern: As for spells, in my opinion all the damage spells should be vastly cheaper, and Fire in particular is regarded as weak; besides why shouldn't Fire have the pedestal of cheapest, biggest damage?
I agree that Fire comes off as weakest of the spheres. Perhaps make cheaper direct damage a Fire thing; other magics might have direct damage, but Fire does it cheaper and more often.
When reducing casting cost of spells, keep in mind how often they can be cast in combat. As an example, should a hero be able to cast 10 Flaming Arrows in a single fight, even if they only have Spell Casting 1?
I seem to recall that Swarm reduces the hp of multiple targets by 1 each round, unblockably. This is too strong for a 1mp spell.
I seem to recall that Fireball is AOE, so having it only cost 4 is a bit too good. 8-ish is probably more appropriate, depending on the spell's attack and damage.