Trojasmic Trojasmic

[0.981 BALANCE] Hit Points too low? I'm taking a lot of one-shot deaths.

[0.981 BALANCE] Hit Points too low? I'm taking a lot of one-shot deaths.

  • Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference

 

Can we try and adjust this back up a little bit?

 

12,353 views 47 replies
Reply #26 Top

I need to take some medication >< .. but yeah.. The limit should start at 3, drills and heroes both increase it by 1, erogogs journals and war colleges increase it by 2, breon's letters increase it by 3, and some repeatable technology (lets say training) increases it by 1 each time. To prevent run away trains, this should probably serve as a hardcap for regular units.

I'm not sure how well that would work as experience bonuses unless you are capable of changing the exponent to different values at each level. Like at level 3 it starts taking 300% more experience or something.

Reply #27 Top

I agree the HP penalty on the two bloodlines makes it lot tougher for them, almost too much. 

I would also like to point out that the HP buff for Ironeers conversely makes them a bit imbalanced. 

With regards to the buff of the early mobs, I mentioned before Blindness on Darklings is too much (my early hero can't hit anything after that, it's like a 10% hit rate) and mites are plain irritating with their 7hp per mite and high dodge. I say make earlier mob hit harder but die faster. 

Reply #28 Top

Quoting MiamiBigAL, reply 22
There needs to be a way form getting from level 1 to 2.  That used to be beating up on creatures such as mites.  That is no longer the case, so I ask....how the F**k do I level my crappy tarth sovereign with -8 initiative and a pee shooter when the worst creatures in the game are now dark sorcerer clones?
End of MiamiBigAL's quote

I play Tarth an excess amount of times. I level my Tarth hero by Hunting Beasts... like wolves or bears. A bear cub I one shot with Lady Irane, same with wolves. I have no problem getting to level 4 with Tarth... at that time, its time to get an army to back me up.

Reply #29 Top

Playing as Tarth is like playing on easy. You don't get the angry world chasing you back to a city. It is not fair to count it in the balance conversation, unless we are convincing the devs that their trait is fundamentally unfun.

Reply #30 Top

My Queen Procipinee is Level 13 and with Courage she has 28 hit points.

Reply #31 Top

To be fair, she has 28 hit points because you went for a magic race and didn't select any hitpoint bonuses or collect hitpoint gear.

Reply #32 Top

Even so, that's, um, impressively low.  It's why I made my Amarian champion a defender, instead of a mage.

Reply #33 Top

Quoting seanw3, reply 30
Playing as Tarth is like playing on easy. You don't get the angry world chasing you back to a city. It is not fair to count it in the balance conversation, unless we are convincing the devs that their trait is fundamentally unfun.
End of seanw3's quote

For some people, the idea of having a neutral monster attack and defeat their units is the antithesis of fun.  Remember, there is no truly objective measure to "fun," simply subjective ideas that varying numbers of people agree upon.

Reply #34 Top

Quoting Trojasmic, reply 31
My Queen Procipinee is Level 13 and with Courage she has 28 hit points.
End of Trojasmic's quote

The most pointless part of this is it takes 2 turns of healing to get back full up, where defender champion takes a god 7-8 turns.

Sincerely
~ Kongdej

Reply #35 Top

yes this is another serious issue, basically non tanks are always full hp (well being full doesnt help that much tough)

 

anyway after playing a bit more i have to say lower hp hurt and helped to get a bit of champions balance

 

maybe i would add like 3 4 starting hp

 

 

Reply #36 Top

Quoting ddd888, reply 36
maybe i would add like 3 4 starting hp
End of ddd888's quote

Same

Sincerely
~ Kongdej

Reply #37 Top

Level 13 must have taken quite some time. Like clearing half the map.. And your saying that having 32 hp is somehow remarkably better than 28 hp?  How does 32 hp protect you against stave units that ignore defense? (Another ridculous mechanic I might add). Heck, how would 32 hp even protect you against basic archers? Unless you find all your armor from goodie huts and tech has nothing to do with champion defense... oh wait.

Reply #38 Top

I think the new HP are great, but the spell damage is too high.

Quoting CdrRogdan, reply 38
Level 13 must have taken quite some time. Like clearing half the map.. And your saying that having 32 hp is somehow remarkably better than 28 hp?  How does 32 hp protect you against stave units that ignore defense?
End of CdrRogdan's quote

Cast Natures Cloak and / or use + 25 % fire / cold resistance rings to reduce the damage and increase the effect of the HP.

Reply #39 Top

Quoting CdrRogdan, reply 38
Level 13 must have taken quite some time. Like clearing half the map.. And your saying that having 32 hp is somehow remarkably better than 28 hp? How does 32 hp protect you against stave units that ignore defense? (Another ridculous mechanic I might add). Heck, how would 32 hp even protect you against basic archers? Unless you find all your armor from goodie huts and tech has nothing to do with champion defense... oh wait.
End of CdrRogdan's quote

I personally am not talking about adding 4 base hp would balance heroes at level 13, heck I think level 13 heroes should be the "top of the pop" and they should have somewhere around 50hp, for mages.
But I don't know, the current trained troop balance seems to be off, and heroes still seem to rampage the lands of elemental. I think one have to put down the system in front of themselves, and then figure out where heroes power comes from, and halt that (I still say quest drops / monster loot). I do want to have heroes survive atleast 1 barrage, but it sounds to me that mages are powerful already, so meaby the problem comes with mages, and the very few counters against mage damage? Except ofcourse ridiculous amounts of dodge, which worked before, and still works in this version, now its just even more important as it got really hard to stack HP and regeneration to survive.

Sincerely
~ Kongdej

Reply #40 Top

Quoting CdrRogdan, reply 38
Level 13 must have taken quite some time. Like clearing half the map.. And your saying that having 32 hp is somehow remarkably better than 28 hp?  How does 32 hp protect you against stave units that ignore defense? (
End of CdrRogdan's quote

 

they ignore defense but are (or should be, bug apart) defendable with fire/cold resist that in vanilla is so easy to get (i nerfed in my games by 4-500% all resist in fact)

 

but yeah i agree, proci has no realy good unique combat skil and having so much lower hp than others hurt too much

Reply #41 Top

 

Natures cloak will not always be available to your soveriegn and 25% damage reduction simply requires your opposition have 25% more units to instagib your champion. This gets even worse when you consider paradin has a lightning staff that no defense can protect against. But I'm not just picking on elemental damage, albeit the fact that it bypasses defense is incredibly broken..

The fact of the matter is that at 32 hp, without the ability to heal, even the most pathetic technology group of archers can kill champions. At 20 defense a group of 7 damage archers will inflict roughly 2 damage per unit. So against 3 archers with 3 units each you have a little more than 2 rounds to live. Even at 1 damage you can get pecked to death by larger groups.

Reply #42 Top

Quoting CdrRogdan, reply 42

The fact of the matter is that at 32 hp, without the ability to heal, even the most pathetic technology group of archers can kill champions. At 20 defense a group of 7 damage archers will inflict roughly 2 damage per unit. So against 3 archers with 3 units each you have a little more than 2 rounds to live. Even at 1 damage you can get pecked to death by larger groups.
End of CdrRogdan's quote

IF the archers hit ... As soon as you have a horse / warg and a shield many attacks miss you.

Reply #43 Top


I suppose you could use a horse and wear a belt of precognition and be practically immune to range attacks but that doesn't mean it isn't too low. Right at the start of the game you can train a unit with 30hp (more if you aren't using amarians). Compare that to 13 levels of advancement and you get a picture of why the current hp design is silly. The biggest reason for nerfing champion hp was that they got too powerful too fast, but there is a much better way to address that as I previously posted.

Reply #44 Top

Quoting CdrRogdan, reply 42
The fact of the matter is that at 32 hp, without the ability to heal, even the most pathetic technology group of archers can kill champions. At 20 defense a group of 7 damage archers will inflict roughly 2 damage per unit. So against 3 archers with 3 units each you have a little more than 2 rounds to live. Even at 1 damage you can get pecked to death by larger groups.
End of CdrRogdan's quote

Belt of Precog is an early game item that grants +25 ranged dodge. There are also several spells. It's fairly easy to make a champion ranged attack proof.

I built myself some stave welding mages and ya they are currently too tough. They were 1-2 shotting everything, and those were the ones built without heart of fire...

I like the hp reduction in certain races. It is noticeable now. It's just that the actual good part of their abilities needs fixed/buffed. The wraith 4 hp for killing a stack was always ridiculously stupid. Give them 25% health drain per attack instead and they will be unique and interesting.

Reply #45 Top

Quoting CdrRogdan, reply 44

I suppose you could use a horse and wear a belt of precognition and be practically immune to range attacks but that doesn't mean it isn't too low. Right at the start of the game you can train a unit with 30hp (more if you aren't using amarians). Compare that to 13 levels of advancement and you get a picture of why the current hp design is silly. The biggest reason for nerfing champion hp was that they got too powerful too fast, but there is a much better way to address that as I previously posted.
End of CdrRogdan's quote

 

but there are items

get some item with hp and you are fine,

anyway proci is a caster she doesnt have to wear heavy armor

just grab what gives her some defense, spell resist, etc

 

the problem now is not about the new hp balance, that is nearly fine

the problem is proci being so bad fighter in general, she was bad even b4 this change

SHE need a buff not the general system

Reply #46 Top

Quoting ddd888, reply 46

the problem now is not about the new hp balance, that is nearly fine

the problem is proci being so bad fighter in general, she was bad even b4 this change

SHE need a buff not the general system
End of ddd888's quote

I think that not she needs a buff, but a mage should be useful at the low levels. If the Path of the Mage could be selected at level 2 it would be much better.

Reply #47 Top

I do think some things on the HP's for heroes need to be adjusted, Resoln/Pariden hp penalty is too much now.  It's doubled in terms of amount of penalty (it should be a 20% penalty to HP's, not an amount per level).  Ironeer bonus should be changed to match.

 

Having the hero techs adjust xp at high levels would be nice, or having it buff adventurer's guilds (and adv guilds I'd like to see them no longer be one per faction)

 

One gameplay change I'm doing now is grouping my heroes early on, bringing back the hero stacks out of necessity.