[Skyshard Heroes] [Dev] Hero Balances

26 posts

Flag Post

Alaric

  • Final level of health decreased.

Isunda

  • Increased basic damage fro 6-10
  • Mana Mortar mana cost reduced

Jorund

  • Stun of Bludgeon lowered.
  • Feed on Weakness duration increased

Gasket

  • Reinforce grants more armor

Keris

  • Duration of Shadowwalk decreased.
  • Shadowwalk mana cost increased.
  • Throwing blades will now hit whatever Keris is targeting.
  • Sticky Fingers applies damage bonus
  • Rupture fixed with calculation with Sticky Fingers

Tarkus

  • Increased Triumphant Roar’s cooldown
  • The Mark from Slice has increased damage off Dice.
  • Dice has increased in damage.

Locke

  • Increased health from level 5-10
  • Increased basic damage from level 5-10

Colette

  • Increased Mana for Blinding Light
  • Arcane Armor’s final level decreased

These aren’t live yet, but they are changes that will happen with the next update. Thoughts?

 
Flag Post

.

 
Flag Post

Why lower Alaric and Keris? Noone is complaining about them beeing OP?
Colette is the destroyer of the game since she can stun a hero for pretty much an entire attack even if Hero is wearing goggles.

 
Flag Post
Originally posted by Bolibompa:

Why lower Alaric and Keris? Noone is complaining about them beeing OP?
Colette is the destroyer of the game since she can stun a hero for pretty much an entire attack even if Hero is wearing goggles.

Keris IS OP. Sorry.

@Rud:
I like them so far, but the numbers may need to be tweaked. I still REALLY think Isunda could benefit from an anti-stealth buff on MS (and would be fine if you put it on the list and don’t get around to implementing it for awhile).

I’d probably suggest a week where you say these updates will occur, and test them out; reverting or modifying the following week (since it’s such a big change to balance).

 
Flag Post

Why are you increasing the mana cost to keris but your also decreasing the duration? Keris will be useless now and Collete still will be OP. Keris is not as OP as people say he is

 
Flag Post

A decent first-aid, but not a proper solution, I’m afraid.

Reducing stun-lock is good, but in the hectic conquest, you still easily stun-lock opponent hero for long enough to kill it. And what’s a bigger problem, the opponent can click goggles and kill tower within that 10 seconds of stunfree time.

Some possible solutions:
Stunlock: Increase the timer for stunning skills from 2 to 5 seconds. Decrease the stun effect on heroes only, down to 2-4 seconds. You can still permastun troops and buildings, but you do not cripple opponent hero. I think this already would help alot more than just stun duration and sp-cost tweaking.

Citadel rushing: Make def towers do just that; defend the citadel. Transfer a part of the damage done on citadel to all remaining towers/bunkers, dependant on the current hit points of the def buildings; fully healed and leveled def structures could protect citadel anywhere from 50% to 90%, the actual numbers probably need some tweaking, as well as the point where reinforces are calculated in.

This is a bigger change, winning citadel would need other destruction as well, so troop-balance would probably need some work too. High-level aoe skills kill troops in matter of seconds after all. But, for conquest, it would help defending alot, instead of hoping you manage to start defending within a couple of seconds of attack you would actually have some time to line up defenses while the opponent lays waste on the buildings around.

 
Flag Post

Why are you screwing Keris over he is the only one who can fight against Colette and you are gonna just make it where Agencys Colettes are unstoppable .. IF ANYTHING Colettes stun needs to be dropped down or fixed like you get stunned for like the whole attack and you are dead but with Keris you can dodge the stun and continue to fight .. so why are you gonna mess up what little we have to fight against Colette

 
Flag Post
Originally posted by MFRoyalty:

Why are you screwing Keris over he is the only one who can fight against Colette and you are gonna just make it where Agencys Colettes are unstoppable .. IF ANYTHING Colettes stun needs to be dropped down or fixed like you get stunned for like the whole attack and you are dead but with Keris you can dodge the stun and continue to fight .. so why are you gonna mess up what little we have to fight against Colette

Increased Mana for Blinding Light. This should help reduce her stun locking.

 
Flag Post

What about Seripha? She seems to have a little low damage from levels 7 to 10.

 
Flag Post
Originally posted by Rudgutter:
Originally posted by MFRoyalty:

Why are you screwing Keris over he is the only one who can fight against Colette and you are gonna just make it where Agencys Colettes are unstoppable .. IF ANYTHING Colettes stun needs to be dropped down or fixed like you get stunned for like the whole attack and you are dead but with Keris you can dodge the stun and continue to fight .. so why are you gonna mess up what little we have to fight against Colette

Increased Mana for Blinding Light. This should help reduce her stun locking.

Well depends on how much your increasing it by and how much Keris is getting pushed out of

 
Flag Post

Well its definitely step in right direction but as some mentioned aside from heroes balance between each other there are issues with hero vs town:
- armor is to op so heavily armored heroes can ignore almost all tower dmg (in other words often all towers but hlvl archer towers deal 1dmg to him and those archer towers dont do that much too… aside form max buffed lvl10 tile conquest tile or good homebase with full lvl10 or at least lvl9 towers :P)
- victory condition is silly… as proposed though not directly instead of reflecting dmg you could just change victory condition in conquest to razing the town or at least citadel and ALL towers. But as also mentioned that would require to balance units as they are to easily killed and if defending hero cant be stunlocked he’ll get even more chances to wipe whole army easily xD
- tiles itself are strangely balanced… armored lvl8 hero can get lvl8 buffed tile with 1 attack if no one defends. As much as the idea of more interaction between attacker and defender compared to old player owned conquest system was good its crazy as you have to stay online all the time and get to tile below 10 second and chances to save tile below lvl8 and buffed will still be minimal :/ We need some kind of new battle mechanics se people dont have to nolife to keep tiles but possibly still get to participate in as much fighting (defending too) as possible.

And finally the question is what are the new exact values… like if keris can stay in SW “only” 1 minute now non stop instead of 2 its still kind of a lot (in conquest at least) etc. But i hope you’re aware of the problems itself not only our general suggestions and ballance it this time ;)

 
Flag Post

Keris
Rupture, add 25% slow effect for the duration. Makes him more of an assassin if you can’t run away.

Colette needs a lot more adjusting.
Arcane Armor, how about make it so the buff doesn’t apply to her? What people are doing is equpping Rivet Armor (40 armor), 2x Indigo Lens (15 armor each), and getting the +35 buff (105 armor for those counting)… so basically they are able to easily tank level 8 towers with ease and if things go bad they heal in 1 cast. To sum it up, a healer/support class should not be leading the fight from the front lines…

 
Flag Post

It’s a improvement, here are additional thoughts. I’ll make this real simple rudgutter (due to many text walls). Problem is Colette and Jorund.
.
Colette can stun any hero (except Jorund) for almost a solid minute and attack them and win any 1vs1 battle. She specializes in unit buff’s so this SHOULD NOT happen. Solution: Blinding light CD should be higher than the duration of the stun at any level, to give people a chance to fight back. Insta-stun demolished. Also, adding the “increased mana” is good addition on top, but MUST have a CD added.
.

Originally posted by Burodsx:

Colette needs a lot more adjusting.
[…]
To sum it up, a healer/support class should not be leading the fight from the front lines…

Agreed.
.
Jorund can win any 1vs1 battle because he can inflict 1,000 damage per attack and kill any hero before they get a chance to fight back. Jorund is a force to wrecking with when goggles was released because Jorund can take out the enemy units with Axestorm (swordsman, mages, archers) in 1 or 2 hits and still have time to take out the enemy hero. Solution: Add a LONG CD for axestorm (30 sec) so units can be the heroes support and endure the PvE. Also, make bludgeon stun no more than 3 seconds at lvl 10. This means Jorund can still own any 1 on 1 hero fight, but takes more strategy when there’s a handicap from axestorm.
.
Also, something needs to be done with voguls, air ships, and gyro’s (maybe boomers too). How in the world is anyone able to defend against them?? Lvl 10 colette and Lvl 10 gyro’s means PvE is a joke, for even the best of buildings, and when a hero defends, what can he do? Jorund axestorm is suicide when units and hero gangs up on him, seripha would be killed by the aggressor’s hero before she can use earth or fire, and defending colette can’t even put a scratch on those units. Health vs Armor needs to be adjusted because swordsman, voguls, rangers and mages are now useless compared to the other units.

 
Flag Post

SUGGESTIONS FOR BUFFING/NERFING ALL HEROES ON SKYSHARD FOR A BLANCED PLAY.
NOTE-ALL THE MENTIONED SUGGESTIONS ARE BASED ON MAXED VALUES
Alaric-
Make max hp for Alaric to 7500hp and decrease his armour to 30, increase puncture damage to 250 with enfeeble 35% for 6 secs and same mp cost and add 3 sec cooldown, increase the armour buff provided by holy shield to 50 armour and increase duration to 10 secs plus increase radius to 8 range and decrease the cost of holy shield to 35mp,decrease the mp cost of divine light to 65 mp, increase damage provided to 250 damage and decrease duration of stun to 10 secs and increase the radius to 6 range and for honored blades increase the damage to 40 and increase the radius to 5 range OR increase the radius to 6 range with the 35 damage. Also Increase basic damage to 420 and movement speed to 140
Isunda-
Increase hp to 6500hp and increase basic damage to 320 damage with 120 speed, increase the mp cost of stagger bolt to 25 mp and buff it to become aoe damage plus range reduction with 16 path length and 1 range width, decrease damage to 250 with debuff of reducing range by 3 to all within the path and increasing duration to 10 secs with 3 sec cooldown. And mechanized sight should give 40% damage boost and +3 range for 8 sec duration and radius increased to 5 range for 30 mp, mana mortar will cause 380 damage for 8 radius and decrease the cost to 45 mp, Alacrity will give 80% speed boost for 10 radius. And increase her range to 8.
Jorund-
Reduce the stun duration of bludgeon to 5 secs with damage 650 with 20 mp cost, reduce the damage provided by axestorm to 360 damage for 6 radius for 30 mp with 3 sec cooldown, beserk should give 55%damage boost and 55%speed boost and increases damage taken by 25% for 40mp and increase duration to 12 secs and radius to 6 range,and feed on weakness will give 150 extra damage for 12 secs when an enemy is destroyed, decrease hp to 7000hp and increase damage to 600 and increase movement speed to 200.
Gasket-
Increase hp to 7000 with 50 armour, increase barrage damage to 320 for 20 path length and 1 range width for 20mp, reinforcing will give 50 armour for 12 secs for 30mp,siege will give 325 damage for 10 secs and increase range to 6 and decrease movement by 80%,and quake will deal 350 damage and stun the target for 8 secs and make sure this skill also counts with burst radius,damage 325 and burst radius 4 with 50% burst damage and range is 4.
Keris-
Increase damage to 340 and add 45 damage from sticky fingers along with 35% more loot, rupture should give 35% enfeeble for 10 secs for 15mp, shadow walk mp increased to 25 mp with 50% speed boost and time of duration is 10 secs, blades mp decreased to 10 mp. increase his hp to 5500 and increase his movement speed to 220.
Colette-
8000hp and damage 320, bring speed to 140,blinding light cost 20 mp and damage is 200 and stun duration is 4 secs for 16 path length and 1 range width along with 3 sec cooldown, willowisp for 25 mp heals 450hp for 8 radius, perfect timing gives 75bonus attack and 75% more speed for 10 radius for 6 secs for 25 mp, arcane armour gives 25 armour for 8 radius.

 
Flag Post

rest of the heroes,i still have to face them head on before i can pass any suggestions about them.

 
Flag Post

TO DEAR RUD…I AGREE THAT HEROS NEED TO BE BALANCED BUT ITS ALL ABOUT THE SETTING THEY WILL BE IN.SO IF YOU ARE JUST GONNA MAKE SOME CHANGES NOW THAT WILL NEED TO BE CHANGED NEXT SEASON BETTER FOCUS ON SOMETHING ELSE..IT WOULD BE WISER TO HAVE A SOLID VIEW OF HOW NEXT SEASON WILL BE SO WE WILL ENJOY AN OVERALL BETTER GAMING EXPERIENCE THAN IMPROVING THIS ALLREADY DEAD SEASON…..

 
Flag Post

+1 John….bring on Dowik’s suggestion for season 4.

 
Flag Post

Next season we need forts with 2×2 battles, guilds with 3×3 battles and bastion with huge 5×5 fight)) AND WE WILL DIE IN LAGS!

 
Flag Post
Originally posted by SeanKraZe:

+1 John….bring on Dowik’s suggestion for season 4.

Just a reminder :D http://www.kongregate.com/forums/177-skyshard-heroes/topics/305954-conquest-few-ideas-to-improve-current-situation
Though situation changed a little since then as we didnt even had tile cap yet but many problems stayed the same. Additional general hero and hero vs units/buildings balance is necessary too obviously :P

edit:
Just please make sure that some balance is present after the keris/colette nerf… it wouldnt be nice if keris got nerfed so he still can pound the cit a lot while invisible when any stunning to stop/kill him become impossible because of the other nerf xD

 
Flag Post

Alaric:
Puncture – leave as it is. It is formidably balanced

Holy shield: increase armor value to 45 at L10, increase duration to 12 seconds, and increase casting radius to 8. It is not overpowered and makes using this skill a little more worth it if you want to shield units. Alaric is meant to be in the middle as we know.

Divine light – increase overall dmg by 50%, radius by 1.5 each lvl, and duration by 2 seconds each lvl. (L10 would be 8 radius vs 6.5 , duration would be 14 seconds instead of 12.) lets face it. This skill is a bomb type by dumping 75 mana into it. It Should be this strong At the least.

Honored blades: Increase the dmg to 35 at L10, and increase the radius to 6.

Base dmg: remain the same
Hp: remain the same
Armor and speed: remain the same.

I know a lot of people want to nerf his hp but alaric’s issue isn’t just that. It’s equipment we are all familiar with.

Gasket:

Barrage: Increase base damage by 5 each lvl so at L10 you get an overall value of 300 vs 250.

Reinforce: This is where he should be utilized. Keep the solid + value the same. Increase the duration by 50% for each lvl (8 seconds turns into 12) and give 3% armor value for each lvl (30% for L10) before anyone says that this is too much, come on, Really? Gasket can’t stun, can’t unit support besides running into the center of towers and become a meat shield, and he’s got lower hp. He’s a walking tank. The skill costs 40 Mp and buffs Nothing but himself. He deserves it.

Siege: Add 10 dmg each lvl so at L10 it gets a 100 dmg boost. Range bonus remains the same, duration as well.

Quake: you want to make this more useful? Keep the dmg buff the same. Add the stun to burst.

This would encourage an offensive style with gasket and while others will say (well this makes him too powerful against units, towers, maybe even heroes.) gasket is meant for aoe dmg, and a slow moving tank. He can’t buff units, and with the exception of quake he can’t stun.

Isunda:

Staggerbolt – Leave it alone. It’s fine.

Mechanized sight – increase it by 2% each lvl. At L10 it would effectively end up at 50% total bonus. Range added is Just fine, and duration should be left alone. Double the radius from 4 to 8. Isunda worked as unit and tower support back in the days of old. She Needs this. Leave mana cost the same. She can’t heal units like Colette seripha so the offensive capability at 30 mana cost is just fine. Colette’s perfect timing radius is also larger than mechanized sight.

Mana Mortar – decrease mana cost to 35.

Speed Passive: leave as is, or increase by 1% each lvl.

Posted from iPhone.

 
Flag Post

why not just delete alaric. you keep on nerfing it!!!! make collete stun cooldown longer, this alone will solve the continuous stun of blinding light. it will give other heros a small window to do something. if anything, reduce mana for alaric devine light, having a 2 sec cooldown is pointless if it uses 75 mana. make it 40 so it can be used twice in a battle

 
Flag Post

After some thinking i think it may really be better to just add long cooldowns to stunning/invisibility etc abilities instead of nerfing/incresing cost. Like i said even if you would nerf keris SW right now in conquest even 30-60 seconds many times more than most heroes get to fight… and that would be 2-4x nerf :O But if you decrease keris speed (but increase speed in SW even more maybe?) and add like 2-3x skill duration cooldown then any hero should be able to defend (as long as he can keep up with his speed when he’s out of SW).
Same with stuns… 2-3 second stuns are mostly pointless while if you leave them as they are but add longer CD they would still be usefull but probably wont be so easy to abuse.

ALSO PLEASE POST THE UPDATE INFO BEFORE YOU IMPLEMENT IT! xD I get this kind of funny feeling it may end up worse then it is so it would be good to know players opinion before we have to come and make bunch of whiny topics xD

edit:
Also to post above… that would make alaric new top permastunner with other heroes nerfed ==’ 40 mana actually meant 3x stuns in a row (mana will regenerate while enemy is stunned) at higher skill lvl.

 
Flag Post

you seem to lose sight of the fact that when using alaric stun, you won’t be using any other powers. so yes, you must make a call on what power to use and thats it. only one can be used, damage or stun

 
Flag Post

I SEE SOME FUCKED UP SOLUTIONS LOL axestorm 30seconds cd?? no need for that at all i would object heavily against this
give the heros some time no? its been 2 days
this still is a strategy game

 
Flag Post
Originally posted by era42:

A decent first-aid, but not a proper solution, I’m afraid.

Citadel rushing: Make def towers do just that; defend the citadel. Transfer a part of the damage done on citadel to all remaining towers/bunkers, dependant on the current hit points of the def buildings; fully healed and leveled def structures could protect citadel anywhere from 50% to 90%, the actual numbers probably need some tweaking, as well as the point where reinforces are calculated in.

This is a bigger change, winning citadel would need other destruction as well, so troop-balance would probably need some work too. High-level aoe skills kill troops in matter of seconds after all. But, for conquest, it would help defending alot, instead of hoping you manage to start defending within a couple of seconds of attack you would actually have some time to line up defenses while the opponent lays waste on the buildings around.

I totally agree with this, and I would add that other buildings should also take damage. Meaning that the damage dealt to the citadel is divided into the exact amount of buildings still standing and damage is simply shared to all buildings, except at a higher proportion for defenses. So in the end, more standing buildings and defenses = less damage to citadel = no more hero rushing = having to use units = much better game.

Originally posted by Corrupt0:

What about Seripha? She seems to have a little low damage from levels 7 to 10.

Yeah, she was completely ignored. I think she needs a little boost to her damage too, or at least the damage over time on the fire skill because even with Earth buff, it’s still pretty low.