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Magical ranged damage too powerful compared to physical?

Yea, but thats partially because the multi-figure vs single unit balance is pretty poor. In theory, less figures but higher attack is better since they can pucnh through armor, in practice most units dont have enough armor to block more than 1-2 hits on average and throwing enough attack dice will still lead to multi-figure units doing one hit kills. I buffed steam canons to have 14 attack, armor piercing and long range, and they still struggle to kill early game units.

The way to hit bonuses work is also broken, because a +1 to hit bonus is WAY more valuable than 2 attack, and it just gets more valuable as attack increases. Heroes are a great example of this.

From what ive seen, any decent ranged unit (slingers, longbows, etc) will easily outdamage priests/magicians the moment you start adding buffs and mithril/admantinium. It would be much easier to balance if they both had a to distance penalty and could scale via buffs at the same rate, but now magic > bows early on and bows > magic later on (unless warp wood/guardian wind is in play).
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The primary problem with armor is you can add +to hit in many ways, but you can't add +to defend to counter it aside from Lucky and Prayer. Ofc units generally having twice as much attack power than armor does not help either but some difference is necessary if we don't want every battle to last 50 turns.
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