Closed ProditorMagnus closed 1 year ago
https://forums.wesnoth.org/viewtopic.php?p=639020#p639020
FEATURES
Such special has an huge potential for new attack designing or reworks in all ageless AND EVEN in other eras!
AE - Dark Legion
This is actually a quick review of this faction. Usually it's not that fun playing as them mostly becausae they're too similar to loyalist but with chaotic aligment.
Bowman Only thing I will modificate in this case is the required XP to level up. Only way to decrease slightly this unit's cost efficiency without harming it seriously.
Extra poison arrow optional attack and +1 mele attack is quite strong for a 15g unit. But the faction lacks of linebreakers so they depend in their poison to can effectively work at sieges.
Heavy Longbowman
Crossbowman
So he has 6 movement and lv1 mele, lowering in a considerable way his mele damage if not having strong trait at night (from 9-3 to 7-3). Apart that his fire arrows hit somewhat strong.
Advanced Crossbowman
Drones and advancements
Sentry Drone
Enforcer Drone
Assault Drone
War Drone
Raider
Pillager The actual status of this unit is TERRIBLE, at not having Lv3 advancement nor stats that most people could consider worth.
Knight --> Dark Knight
Dark Knight sword's damage is more explosive than Knight's sword, but this unit moves 7 movement unlike default's knights that move 8. Spear damage has been lowered in compesation of the sword brutal damage.
Cavalier --> Dark Cavalier
Runnner Drone --> Walking Drone
Protector Drone
Rayblade
Fighter --> Dark Fighter
Warrior --> Dark Warrior
Halberdier
Gunner
Crusher
Edited for a more defensive role. Now he is a considerable counter of enemy units with impact attacks by having even higher impact resistance than guardian and no defense handicap. And now will have an optional attack with one exta strike.
Imperial Era - Aredians Actually they're quite useful in pvp, but they have some issues at survival maps because of no good tankyness at all in their lines.
Featherbow price from 42 to 40
Arrow Wind
Falcon This cheap scouting unit needs something extra. New non charge mele attack in case it needs to last hit something
Falcon Lord
Warrior He's basically an heavy infantry with +1 Movement but lower mele damage, but let's buff him a little
Battlear
Druid
Warlock
I don't really know, bt I remember that I've previosuly mentionated some buffs to this faction before not so long ago. If that's the case, check if there are any changes, but priorize at most this more recent feedback.
This faction lacks of impact mele attackers at Lv1 line, apart of mage's mele. So this faction depends a way too much from blade/pierce attacks that can be eaisly countered. This is most likely the problem in this faction's design.
Archaic Menagerie There are still some few things to adjust on here. But the faction was rebalanced in last version with hopefully good results.
Lunar Go
Lesser Earth Demon Considering the large impopularity of this line, will buff.
Earth Demon
Tower Watchman Actually at his actual status is really broken! Intended changes from previous versions was about making him a more considerable no lv3 advancement, but seems much stronger than intended. Lowering damage values to the previously wanted.
Tower Captain
Tower Dancer I don't like her actual status and I failed to pretend such a complicated revamp in this unit. Will just do stats adjustments.
NEW ATTACK: Sauna Rock 4-2 fire ranged +Attack-Only (same damage as Lv0 versioN)
------- Harmless: This attack will always do 0 damage but can apply on-hit effects when the attack does hit.
Would want to see how does work her new offensive skills before adjusting terrain defenses, health or resistances modifications. The intention is that this unit can use Smile attack as a defensive tool but without chances of killing her attackers. And somewhat forcing Sauna Rock attack be an attack-only will not make AI derp using it wrongly.
Tower Madam
Defender
Sentinel
Blocker The nerfed version of blocker is MUCH more balanced than before, but when comparing with Defender it feels really WORTHLESS. Some upcoming buffs to make this optional advancement a more considerable choice.
Blue Unicorn --> Blue Rhino Could it be ... renamed?
AE - Yokais Some adjustments were not yet implemented. Will focus on these mostly.
Pixie / Faerie
Swarn / Surgler / Moving Fortress
Weaver Maiden and ALL advancements
Lamias and all advancements
Lamia Naitaka (Level 3 only buff)
Medusa
Medusa Witch Some IMPORTANT adjustments to consider.
Nymph and Advancements
Imperial - High Elves Some adjustments left to be done, not that much.
Spearman
EOC - Sylvans Some adjustments to previous modifications.
Night Nymph
Eventide Dancer
Sprite / Fire Faerie
Dryad
Ancestor
Forefather
Feudal - Khagante Another review of the already implemented changes, ensuring they are sucesfully applied.
Hunter and advancements
Striker
Stoic
Spearman
BEEM - Wood Warriors Few modifications to Fauns because of having no strengths compared to elvish archers from default.
Young Faun
Faun Sharpshooter
@ReynBolt I guess it is not relevant anymore.
https://forums.wesnoth.org/viewtopic.php?p=632219#p632219
[Very Wanted] AGELESS RPG The upcoming sugerences are to nerf units that extreme stats, strong specials or both. With the intention of making them less broken in colosseum, Orocia and Creepwars and similar mods. Cases which are better to care about.
--> Jinns and Advancement: Their magical/Precision Scimitar cannot get beneficiated from extra damage! but they can still gain extra strikes. Now, they will have a +Dispel (always 50%) attack that can gain the extra damage that in the end will have much lower raw damage while trying to have an equilibrated damage/strike amounts. Dispel instead of specialess is to prevent favorable situations (80% at moat) and as a magical being has sense.
--> EoMa Runic Warrior/Rune Lord: Their Gun will no longer scale with upcoming damage upgrades (at least for the +skilled and +Precision versions), but their secondary specialess gun will.
--> UM: Actually one of the strongest units for RPG gameplay (specially with the UM blast new attack...) an hard nerf upcoming.
--> Guru of Magic: The same than Jinn's scimitars and Rune Lord's gun. UM strike damage cannot be increased but strikes can. --> Cosmic Eye: Reality warp will not scale anymore with upcoming damages! but gets beneficiated from extra strikes.
--> Matriarch of Emptyness: Anti-Magic will not scale with upcoming damage, but scales with strikes. Aditionally has an alternative version with +dispel (always 50% chance to hit) that scales with upcoming damage.
--> Matriarch of Darkness: bloodgate will no longer scale with upcoming damage, but will have an alternative version of bloodgate with +Poison +Slow but without +Precision that scales with upcoming damage.
Considering that the unit has already a strong fire attack and that not all units are suceptible to drain and that some of those are weaker to cold, bloodgate counters them by dealing higher damage AND slowing them. Needed a nerf.
--> EoMa Witch: same case than Matriarch of Darkness. Curse will not scale with upcoming damage but will have a +Slow +Poison +Dispel that scales with upcoming damage.
--> Dark Warlord: explosion will not scale with extra damage. Fireball will deal more single target damage at certain point of the game, but explosion will still maintain the +random-area-effect.
--> Great Ifreeti: destruction will no longer scale with extra damage, exact same case than dark warlord's explosion.
--> Summons Master: Incancation of Power will no longer scale with upcoming damage, but will gain extra strikes. But, will have an optional +dispell (always 50% chance) that will scale with upcoming damage.
Incantation of Power +Enchanted will have fewer relative damage than +Precision version except if incantation of power's damage increases to at least 56 (+21 base) per strike. Ending in the same but with more chances of missing each strike. And as situational weapon is really fine (specially versus very fire resistant units) or using any of the mele attacks.
56 x 0.6 = 28 35 x 0.8 = 28
--> Neutral Summoner: Circle of balance will suffer a nerf because cannot have the same considerations than circle of destruction because of having +Drain special as well.
--> Barbarian Lord / King: Sword+Axe suggestion to Unupgradable(3) preventing it to gain extra strikes. this forces that double attack condition has to to run a risk to potentially double attack and in some cases having 2 killing blows a turn. By scalling with damage as normal helps the unit to take less retaliations by being capable to one hit very wounded units with more health.
--> Cyclops Breaker: Fist +Double-attack needs Un-upgradable(4) obligatory!
[VERY IMPORTANT] BEEM - CALYDONIANS BEEM SHOWING US HOW TO NOT DO UNIT DESIGN !! THOSE MOVEMENT COSTS ARE SO ROUGH ... and making the faction unviable in many maps just only because of that. Post data: Calydonians are actually MUCH WORSE than I've guessed originally! TERRIBLE MOVEMENT COSTS!!
Some buffs from 4.17 to 4.18 were rightly done, but still I recently found that some needs even more buff. Mostly, excesive terrain fixing because calydonian having issues with too many terrains... --> IMPASSABLE defense is 90%, make it 0% maybe.
Warning that those changes are rough to apply, but an fix calydonian in a playable tier.
Dioian Swordsman Removed berserker and made it safer to use seems that accidentaly I've made it a bit worse than it used to be because the older version could at least execute a no mele unit with garantee. Strongering considering its new asigned role. ---> GOT HORRORIZED BY CHECKING THE AMOUNT OF TERRAIN ISSUES FOR THIS UNIT!
Dioian Veteran
Dioian Swordmaster
Dardanian Warrior / Peltast and ALL THEIR ADVANCEMENTS
Podromoi
Hipparch
Epihipparch
Hippikon
Hetaroi
Teti / Gymnet / Rhodian Slinger
Toxote / Cretan Toxotes
Hoplite / AND ALL THEIR ADVANCEMENTS
BEEM's era creatorS made BEEM just out of PURE EVIL !!
[VERY IMPORTANT] ORCISH KHANAGATES This one is a rework of the rework that personally want to see in orcish Khanagates (or however it's spelled). The very first thing I notice is that they have only 5 recruitable units AND no scouts at all... these will be huge changes.
Hunter Let's focus Hunter to be orcish khangates scout.
Flanker
Striker This more deadly option will lose 2 movement, but will be more deadly in terms of damage. Remember it has +Skirmisher.
Icewind Wender Personally, the whole faction used to be countered by units like calvarymen (before Hunter's ranged became to pierce from blade). Giving Icewind Wnder an extra piere ranged attack. He joins to physical damage mages club :)
He takes increased damage from physical attacks but he has 37 health which makes him more durable than most mages. He's almost as cost efficient as Dark Adepts now. Takes a lot of XP to advance, which is considered in its balance.
Icewind Drover
Icewind Master
Shieldbearer Honestly is hard to find an unit that may be more broken than this one. It's tank yes, but gives huge problems in Pvp and is very abusable in certain survival maps. REWORK THIS UNIT!
The only reason of how such tankyness can cost only 12g is their 4 movement. Troll whelps have the 42 health as well but worse resistances and worse flat defense but troll regens.
Orcish Outcast
Pariah
Rigid
Stoic
The huge XP requeriemtns is the prevention of potential abuse in colosseum/RPG game modes. By no longer having steadfast, we prevent the very easy 50/50/50/50/50/50 resistances that are potentially abusable in orocia and in RPG games.
Spearhead
Juggernaut
Vanguard
Khan
Warrior
Bladesman
Massif
Spearman
Skewer
Savage
This one berserk if strong trai is 9-5 at night, a good reason of why to decrease its flat defense. While leaving all other terrain defenses intact.
[IMPORTANT] AE - Desert Elves Seing recently that desert elves have only 5 recuitable units and that it has problems dealing certain factions like undead or knalgan aliance. This faction needs obvious rework that will diverge from mainline desert elves.
Desert Archer Rebel's elvish archer is a stronger unit than desert archer because their main attack is stronger. Because of this, lowering Desert archer price.
Desert Ranger
Desert Avenger
Desert Marskman Loosing -1 damage at ranged at the cost of gaining +1 mele damage impairs a lot the marskman. Still, dexterous trait fixes that... apart that with this one trait it may be 11-4 +marskman at day time which is really strong. Just lowering XP as compensation.
Desert Sharpshooter
Desert Fighter Costing only extra 1g for gaining a whole +1 mele damage per strike than elvish fighter is pretty cheap. Just increasing XP.
Desert Captain
Desert Marshall
Desert Prowler
Desert Hunter
Desert Sentinel
Desert Scout At simple sight is stronger than elvish scout, but faction has already too much blade damage and lacks of some pierce. The unit is stronger offensively but sand is a rare terrain in 1vs1 games and desert elves have high blade damage output.
Desert Rider
Desert Outrider
Desert Horseman Actually this unit has overpowered damage output considering it has skirmisher and lots of movement. Mele damage nerf.
NEW UNITS AND ADVANCEMENTS
[NEW Lv1 UNIT] Desert Lurker https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_quenoth_Quenoth_Lurker.html
Modifications:
[NEW LV2 UNIT]Desert Seeker https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_quenoth_Quenoth_Seeker.html
Modifications:
[NEW LV3 UNIT] Sand Wayfarer https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_quenoth_Quenoth_Wayfarer.html
Modifications
We absolutely forgive the Stalkerline for now. Bothers balancing another new unit.
Desert Shaman Suggestion of a new advancement for this line.
[NEW LV2 UNIT] https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_quenoth_Quenoth_Moon_Enchantress.html
Modifications
[NEW LV3 UNIT] Desert Guardian https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_quenoth_Quenoth_Moon_Priestess.html
Modifications
Even if these unit exists as well as Moong Enchantress/Priestess at Quentoh, they have enough diferences to coexist. Same with lurker and advancements.
[NEW LV1 UNIT] Desert Faerie https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_sylvians_Dusk_Faerie.html
Modifications
Didn't want to make them very cost efficient because desert elves are centred in mele unlike rebels. But when dealing undead you will need them.
[NEW LV2 UNIT] Desert Dancer https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_sylvians_Night_Nymph.html
Modifications
[NEW LV3 UNIT] Desert Nymph https://units.wesnoth.org/1.12/Ageless_Era/en_US/AE_chs_sylvians_Eventide_Dancer.html
Modifications
[IMPORTANT] ARCHAIC - MENAGERIE Lots of changes to Arcahic era this time, but this time is to increase their adaptability at larger maps and stats standarizations on some cases. Menagerie are getting some curious reworks at few units and better performance at random generated maps.
Blue Novice Feels kinda weak in player vs player. Needs a small buff.
Blue Mage / Azure Mage
Blue Machanisit
Blue Engineer
Drone
Defender -> NEW ATTACK: Shield 10-2 (no specials) -> Ram (charge) damage from 12-2 to 8-2 -> Price from 35g to 38g
Sentinel
BLOCKER REWORK!! Same case than in Orcish Shielder in Nagates (or however it's written)
Scout Robot As far as tested, seems to be a funny unit to sometimes build in random campaigns and in WC II. But seems a bit too slow in rough terrains.
Mechanical Seeker Okey, this unit has really lot of damage, but dies quickly. Recently made them tankier but still in health they're not fine. Lowering mele damage but giving health.
Mechanical Cyclops --> Mechanical Mini Tank
Tower Servant Actually is kinda overpowered... lowering ranged damage a bit
Tower Captain
Tower Watchman
Tower Ladyboy [Optional rework] It's hard to define a good role for this unit in pvp or even in WC II... can be tried some rework to her.
So, tower ladyboy may use a normal mele attack which has one extra damage without special which is mostly to increase her damage at retalations, but that may be used in offense if that one extra damage means being capable to one hit kill an unit.
Tower Dancer [Optional rework] If you question me how a smile may slow a skeleton... and impair it to deal -50% dmg... let me say that can't find sense to that too. And how this unit will move half since then... less sense... will try to see this unit reworked.
Tower Madam [Optional rework] ----> This unit is now avalible as leader pick! NEW: The unit has now +Charm aura!!
Coment: Has lv1 damages on all her attacks, but has +charm and +skirmisher which can be wisely used to decrease enemy damage output. Comes from lv0 that you need to train, seems hard to adquire in player vs player and in WC II.
So she has +backstab or +no-counter-attack, now both attacks have specials at lv2.
Lesser Wind Daemon The diference of cost efficiency between resilent wind daemons and those that are not is HUGE... removing resilent trait at this unit.
Looks a bit too hard to train at WC II (even more than default mages). Lowering a bit XP and making forest passable now.
Coment: the contrast between 29 hp wind daemons and 24 for those that are not resilient is HUGE in a unit with such resistances. And if I'm right it might be 25 hp if quick trait.
Coment2: this unit can now move at forest and no, don't place this unit in forest except if a strong need. Be careful. forest as impasable is a really interesting concept, but feels awful while playing in random generated maps :(
Wind Daemon
XP from 80 to 74
Greater Wind Daemon
Lunar Explorer While playing WC II... I didn't find place for this unit :( feels akward to use. Will add a pierce mele weapon and some HP, then increase cost.
Lunar Invader Compared to tower Captain it's obvious that this unit is very inferior. Can give it interesting bonuses.
Lunar Exterminator
Coment: They lose the pierce attack, this way Lunar Frogman gains aceptation. Also, this option gains almost no hp for the valuable ranged.
Lunar Frogman
Lunar Goo Rework at this unit, removal of resilent and dexterous trait, but giving some extra hp.
Manbot
Cyborg
[IMPORTANT] ARCHAIC - PRIMEVALISTS In archaic era they are intended to be overpowered because of being the villains in a campaign. But this obviosuly create issues in player vs player and gives a strong advantage to players in survivals who uses this faction. Obvious nerfs.
At first proposal, lowering Lv1 Primeval regen.
---> Cutter, Slow Foot, Swift Foot and Velite will have now regen +6 instead of Regen+8 The intention of making this nerf is to make more relevant the positioning of units, healing tiles (healers, villages, etc) can make a mild diference. Apart that -2 regen in several units that are wounded at some circunstances can make a diference.
--> Slow Foot and advancements cold resistance from 20% to 10% --> Cutter and advancements Arcane resistance from -30% to -20% --> Swift Foot and advacnements arcane resistance from -30% to -20% --> Swift Foot/Striker/Gire Striker Swamp movement cost from 1 to 2.
Cutter
Ironwheel
Aerowheel
Sunwheel
Firewheel To be honest, one of the most abusable Lv3 in whole ageless. Going to aplicate an hard nerf.
Escort
Protector
Highguard
Striker Curiosuly this line was being much waeker than Escort line, we have to buff to adjust it a considerable option instead of Escort in some circunstances.
Gyre Striker
Driver Actually a very strong unit in attack, but somehow suicidal if badly used. Moderate nerfs but not that much.
Linebreaker
Dogface Not as overpowered as the other option if well used, but this one is much more stable.
Warrior
Titan
Peltast
Primevalist Fighter Blatantly cost efficient Lv1 unit with a chance of upkeepless trait. Only nerf would be lowering ranged damage.
Primevalist Fanatic
Primevalist Leader
Primevalist Monk Somewhat bulky mage that is somehow cost efficient, increasing price by 1g
Primevalist Monk
Primevalist Prior
Primevalist Celebrant Actually a much better version of loyalist's white mage, only problem is that he's at a faction with regen units, but, he has human companions as well. Not so strong nerfs.
[Very Wanted] AE - Yokai Another revision to yokai faction as in Part B... some irregularities detected while playing a pvp game.
Pixie
Faerie
Magical Fairy (sugested in part B) cold resistance from 40% to 30%
Nixie This unit actually is kinda brutal when bought in pvp games.
Nix goes as sugested in par B for now.
Nymph has no longer +Cures (will not heal from poison, at least on lv1) Aditionally wanted to make this unit imposoisonable... but this will not be done to Yokai Nymph race... The faction has already some regen units, unpoisonable units, this nerf only affect spiders, feybornrs other Nymphs.
Rebel Swarm Would like to test how it goes with lower resistances but regen+2. --> Is wanted that this unit regens+2 per turn.
Swarm Spawn (Lv0)
Slurger Swarm People are considering swarm spam as a factible way to sucess in maps vs AI... small nerf.
Moving Fortress
All swarm nerf is necesary considering that Lv2+ Feyborns has pierce on ranged now.
Weaver Maiden In player vs player (pvp) this is another sick unit. Nerfing because does a lot to cost only 9g.
Poltergeist Seems very weak, lv1 11g unit that looks too inestable. Would make her more expensive and stronger...
Phantom
Onryo
Banshee
Kitsune I'm really sorry, this is a nerf of a previous buff. It has not much sense being 80% hit at enemy at moats on lv2 while lv3 is not. The extra attack does still exists.
Both attacks are very equivalent. Considering that the pierce attack is just an extra from a bff, I find fine the removal of the magical one AND reworking the other to +enchanted attack.
(In coding, could be easier to just remove the one without sepecials and changing +Magical to +Enchanted special and increasing damage from 11-2 to 13-2)
[Very Wanted] BEEM - ANAKES It's actually one of the weakest factions in whole ageless, poor arcane resistances and no factional strengths apart of the plague. But in what it concerns to me, it's the weakest plague faction so far. Will get strong buffs this faction.
Dammed
Daemon
Archdaemon
Heterodox It's the unit with the special that does not work (deadly strike). That special will just get removed.
Heretic It's not actually working well as 4 movement bruiser. For this reason this unit will gain +dread on mele
Apostate Has worse resistances than lv2, let's strongly buff this unit!
Imp
Storm Bringer Generous buff to stormbringers :)
Alastor
Devil Oftenly less useful vs drakes than Storm bringer because of only having flaming sword.
Fiend
Initiate
Hierophant Actually Dark Prophet is a weak lv3 compared to most ageless healers... lowering XP requeriments.
Dark Prophet
Spellcaster
Wizard
Leech Knight
Leech Dragoon
Sniper
Sharp Eye
Terror Bow
[Wanted] BEEM - WOOD WARRIORS
Big Foot XP from 90 to 86
Fauns they're like elves but actually weaker offensively (mostly at lv2). For the moment I can adjust few things.
Faun Sharpshooter XP from 71 to 69
Faun Overlord
Golem Wood Defender XP from 100 to 93
Fatal Tangle ranged damage from 10-2 to 8-2
Legendary Sorcerer
[Wanted] ARCHAIC - DESPAIR After being strongly nerfed, despair aren't that popular right now, but does work really fine. Just adjusting the faction to readquire diferent factional strengths. Faction used to have certain handicaps for stronger stats (worse movement costs) but instead of giving a mass steroid of damages I just want to give despair a better movility in random generated maps.
Black Cloack Curious unit that does really fine as long at it prevents flat (most common terrain in game). Few adjustments.
Black Shadow
Black Mastercloak
Black Rider and advancements Movement costs of this scout seemed awful to me when saw someone moving it in a random map... and not so small buffs :)
Dullohan Overpowered? heh... nerf.
Black Horseman Needs to be stronger to can compete with dullohan...
Black Slayer
Spearman and advancements Lowering weakness and increasing a bit their cost efficiency.
Spearman
Lord Knight (what a curious name)
Widow and advancements
Fright
Statue and advancement Seems a bit overnerfed... but used to be BROKEN... and even with overnerf the unit is more balanced. Moderate buffs.
Stone Warrior price from 34g to 44g
Widow-in-White Okey... Widow and all advancement have better terrain properties than before... BUT... the XP required to lv3 is absurdly LOW...
Midnight Beauty Some modifications to this unit, lowering drain damage and giving her a new lament weapon.
[Wanted] ARCHAIC - SOUTH SEAS I'm not sure, but this faction has many underpowered units at lv1. Not very friendly to competitive play.
Albatross
Greater Albatross
Gust
Gale
Seahag Recently buffed, now we're nerfing a bit her previous buffes. Considering reworks because of complaints of magical being imprecise vs this line.
With this we make an hybrid fighter that can counter mages but at not being too annoying. Also gives a kind of diversity that shows people that archers may be a better choice to deal versus specific units. Basically has 3 difrent attacks that are slightly stronger than Lv1 attack, featuring Fear.
Sea - Scourge
With this we expect that Scourge won't be that overpowered in scenarios like colosseum or other RPGs while maintaining it fairly balanced in other game modes.
Wind Caller
Sky Caller
Seaman As its role to be the main unit of the faction, this is actually a bit too overpriced and feels weak.
Able-Seaman price from 25g to 24g Feels weak because of obvious thematical reasons.
Deck-Master
Whirl Wind Berserkers are usually hard to balance, but this one has no defense/resistances handicaps (probably the only one in ageless) Which is a good reason to lower his damage.
Shoreman cold resistance from -20% to -10%
Salvager
Wrecker price from 35g to 48g
Sea Rover
Sea Wolf price from 35g to 43g
Swimmer This unit is pretty hard to balance and in the actual circunstances and is actually underpowered. For now, lowering physical and cold weakness.
Diver
Marine
[Wanted] AE - FROZEN HUMANS Seems that since the massive (but needed) nerf of witches nobody is using the more balanced version of frozen humans. But consider this was needed because as developer I don't like watching people winning just because of a single unit spam, play the faction not spamming one unit to win :)
Frost Gunner I do not get at all the reasons why the -20% arcane res at lv1 becomes to +20% arcane resistance at lv2... lowering because of no sense.
Frost Fury Archer
Due the strike nerf, as compensation the unit has extra pierce resistance so it will be a better defensive counter of other archers and why not, mele piercers as well.
Frost Heavy Warrior
Frost Shieldman I would rework this unit as tank. Will remove its steadfast but will increase its base resistances, so it will be taking less damage when this unit attacks something. Also, steadfast units are a bit too common...
The intention of this is leaving almost unchanged the physical damage taken when defending, but decrease it when attacking Attack/Defense -5%/+5% precisely. Apart, it will not boost magical resistances once it arrives to positive values. This will force this unit to be PHYSICAL TANK and to be countered much easier vs mages in creepwars/rpg games.
Frost Sorcerer -> Frost Sorceress (female, needs renaming)
[Wanted] ARCHAIC - ANCIENT PHANTOMS Actually there is a running bug that makes that al phantom be 60% def at hills/forest/Fungus when only feather dancer was meant to have that. Even with this favorable bug, people doesn't like ancient phantoms at all. Some buffs then and removing the 60% defenses at unwanted terrains :)
Wing Dancer XP from 93 to 80
Huntress
Archer She does actually need more XP to lv2 than elvish archer... we can add her one extra damage at bow.
High Archer
Mummy I do remember that I left as suggestion making their fire/arcane weakness be -30% instead of -20%. Now, let's make them -25% and +1g price and making them slower at some rough tiles.
Mummy Unbound
Mummy Noble
Mummy King This will suffer of considerable nerfs because of its own penumbra special that does help most of the units in this faction and itself. Nerfing penumbra aura in lv3 version and lowering its base damages and increasing the XP.
Mummy Pharo Likely desilluminates and leadership is not a strong mix... itself has crazy damages as well. Blatant nerfs.
Spirit Jay I just realized that this unit was kind of over-buffed hehe. Lv1 with heals+6 is very useful. Lowering a bit its damages.
Tomb Guard
Tomb Sentinel / Tomb Protector
If I'm right, steadfast option might be unchanged for now except for the 60% -> 50% defenses at unwanted terrains.
[Wanted] FEUDAL - HIGH ELVES Actually a very expensive faction that is unfairly too weak vs arcane attacks. I'm sure that I nerfed them long ago... lowering stats. The intention is to equilibrate some lines making all lines attractive to use and not an obvious build. Other lines are getting a nerf because in player vs player they're unstopable for some factions.
Archer Disliking how fast this unit does level up which seems disbalanced. XP nerf and moderate buffs.
Chasseur
Tireur d'Elite
Charger
Cuirassier Actually it's a deault's Knight you may get for much fewer XP than leveling up an horseman. Considering this fact and that this one unit level up to Lv3 much faster, will decrease slightly its base health and a mele damage, sorry :(
Lancier Default's Lancer that may advance to Lv3, one of the most broken default units that are not a good example for general balance. Sorry, but Lancier deserves a nerf.
Gendarme Balancing Lv3 units with charge is an hard task. But preventing the one shot lv1 kill at most cases may help slightly.
Cavalier Solid mount unit, a default's dragoons with much better health, +2 mele damage. Adjusting but not at dragoon's standards because that one is a default's overnerfed (and somewhat underpowered) unit...
Escrimeur
Faerie Warrior They're actually considerably more cost efficient than Sorceress and may be broken versus some matchups. Obvious nerf.
The main reason of why lowered sword in faerie warrior is because it's a brutal counter to swift foot unit and that 9-3 magical mele at day if strong trait is absurdly good.
Feyblade This unit has too much damage output and bothers killing it using only lv1 units. It hurts too much at both ranges, so a considerable nerf comes to its mele.
Sylvanus
Savari Actually Horse Archer's advancement have too low health compared to Charger's advancements. Let's buff.
Voltigeur
Coutillier
Chevauleger
Sorceress Considering that she's expensive, why not some extra arcane resistance?
Enchantress
Sylph Reworking her damage output because 14-4 is exagerated, let's split that into 5 strikes. Apart of obvious mele damage nerfs.
Spearman Actually a bit annoying to deal against this unit due its 50% flat defense and +10% physical resistances. Compensating the buffs to some other lines this one can be finely nerfed.
Schiltron / Fouchardier
The compensation of not having steadfast should be not having arcane weakness at least. Take into consideration that point is at least 40% while atacking/defending, helps slightly at dealing to very squishy units.
Shieldbearer/ Aegis
[Wanted] EOC - Sylvans A general balance overview at Sylvans.
Dusk Faerie Movement costs aren't considered in their cost efficiency... let's make movement from 6 to 5, now partially fixed. -> Movement from 6 to 5 -> Faerie Touch damage from 6-2 to 5-2 in order to prevent 9-2 at night if having strong trait ... AND WITH DRAINS...
Dusk Nymph For the moment, we're lowering performance while not nerfing her ranged damage. -> Health from 49 to 45 -> Faerie Touch from 8-2 to 7-2 -> Movement from 6 to 5 Price from 46 to 38
Eventide Dancer -> Health from 62 to 54 -> Faerie Touch damage from 9-2 to 8-2 -> Forest Chill damage from 13-2 to 14-2 -> Shadow Wave damage from 12-3 to 11-3 Price from 80g to 55g
Warrior Spirit Considering the fear aura is a super strong special (fear) we're lowering a bit its resistances but increasing its health.
Ancestor
Forefather
Being fearless is a super strong advantage also, at last wave it will be weaker in resistances than a ghost and fear aura doesn't work at units of Lv3 or higher.
And resistance nerfs makes harder making the unit extremely resistant to something. For example, you may have 50% resistance to all and an aura that decreases damage taken by 50%, which means you will absorb a 25% of the damage instead of 0%
ELVISH ACOLYTE AND ADVANCEMENT REWORK (rework from part A in Part C)
Elvish Acolyte This line needs urgent nerfs, actually among most cost efficient mages in whole ageless. For the momment we will decrease its health and increase her price by 1g and increasing the required XP to lv2, and curiously, maintaing +cure aura.
Elvish Ascetic -> Health from 43 to 41 -> Ethreal Zephyr damage from 11-3 to 10-3 -> Gossamer damage rework from 10-2 to 8-2 -> XP from 66 to 94 -> Price from 35 to 37 Used to level up absurdly too fast, which was the main problem of this line.
Elvish Mystic -> Staff damage from 6-3 to 5-3 -> Ethreal Zephyr damage adjusted from 11-4 to 10-4 -> Gossamer damage from 10-3 to 8-3 -> XP from 100 to 125 -> Price from 70 to 61
Elvish Avatar -> Faerie Touch damage from 7-3 to 6-3 -> Ethreal Zephyr damage from 12-5 to 10-5 -> Gossamer damage from 11-3 to 9-3 but has +basic-aim (at least 40% chance to hit or higher) It's not only weaker, now requieres more XP to have this unit.
Sprite Movement costs aren't precisely calculated in their cost efficiency at all. It can easly cost 21g instead of 18g... fix cold & arcane weakness. -> Arcane/Cold resistance from -10% to 0% Price from 18g to 20g Coment: the removal of weakness in sprite is to help her at being 20g tier.
Fire Faerie -> Health from 32 to 36 -> Arcane/Cold resistance from -10% to 0% -> Price from 42 to 40
Dryad -> Health from 46 to 49 -> Arcane resistance from -10% to 10%
Forest Spirit A ghostlike unit but without cold resistance. A bit too overnerfed but she used to have like 44's hp with some spectral resistances and that wasn't okey at all. Adapting her health to the same value than Lv2 and giving it some cold resistane. ----> NOW HAS NEUTRAL ALIGMENT -> Health from 32 to 36 -> Fire aura damage from 5-5 to 4-5 -> Cold resistance from 0% to 40% -> Blade/Pierce/Impact resistance from 50% to 40% Coment: Wanted to fix their their 0% cold resistance, but at the cost of this, they will now take more damage from physical attacks. Now resilient Forest Spirit is less tankier. Extra HP comes at the cost of general -10% physical res.