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Eador. ImperiumNewsBalance feedback
Community

Balance feedback

Eador. Imperium · published 15 May 2018, 11:24 UTC

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Hi everyone,

We're very grateful to everyone who shared their ideas on unit balancing with us. Admittedly, the current balance is by no means perfect and it needs some work — on the other hand, looking for some imba-combination could be a separate game on its own. There's also a third side to this — what's too powerful in one hands can be near useless in others. The debate over which hero is too easy (Sentinel or Warrior) is a good example of that.

By the way, before this whole discussion we saw some topics where people were unhappy with Legate (too many high-ranked units = too easy), with Scout (ranged attacks are too powerful) and even with Sorceress (too many spells). It seems that the heroes are in a pretty good place balance-wise (or you're too good with them).

So what are we planning to do after reading your comments:

- We'll change the Sentinel a bit — most likely take his 'Tireless' ability away.
- Do something about the archers — not sure what exactly yet, but we do agree: at the moment they are one of the least useful units.
- Buff crossbowmen — they are a bit too expensive and a bit too useless.
- Rework the Mercenary guild — so that the Fire Giant wouldn't be so easily accessible.

A few more comments on your comments:

- Lizardman Turtleback is supposed to be powerful — it can only be obtained by upgrading your unit, can't be simply hired, doesn't bring any bonuses for alliance with the lizardmen. So we think his strength is fair.

- Flagellant doesn't compare to Barbarian in brute force. But as a neutral and as a means of fighting magic — it's all fine.

- Important thoughts from user NQ — we have to consider the difference between initial and upgraded units. It's a very thin ice: the whole system can be easily broken. Which is not perfect, but it works. Would it be interesting to upgrade units, if the new benefits are too weak?

In general, we think it's worth trying to change some things in the way you can get non-castle units. Perhaps, this will bring major differences. Also, please don't write off 'usual' players — there are non-vocal people who honestly think the game is too brutally difficult. So, for example, nerfing Engineer would turn their story campaign into nightmare.

Thanks again to everyone who shared their thoughts — we'll see what we can do.

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