Get rid of steadfast.
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Get rid of steadfast.
Radical, I know, but I'm really starting to dislike it.
Dwarvish guardsmen, in particular (how often do we see the merman hoplite anyway?)
A unit which can when it chooses fight for normal damage, yet can defensively stick to half damage most of the time (which on a village can be a long time). Ick.
You could get much the same effect by doubling the resistances and halving the unit's attack stats, and it would be a true defensive unit without this sudden charge-like ability to do normal damage. (heck if you gave such a unit charge it _would_ be more or less identical to what we have).
The dwarvish cavalryguardsman meme strikes again. (Yes I also think the guardsman now has too much movement)
Just my 2p (and to start debate hopefully)
Dwarvish guardsmen, in particular (how often do we see the merman hoplite anyway?)
A unit which can when it chooses fight for normal damage, yet can defensively stick to half damage most of the time (which on a village can be a long time). Ick.
You could get much the same effect by doubling the resistances and halving the unit's attack stats, and it would be a true defensive unit without this sudden charge-like ability to do normal damage. (heck if you gave such a unit charge it _would_ be more or less identical to what we have).
The dwarvish cavalryguardsman meme strikes again. (Yes I also think the guardsman now has too much movement)
Just my 2p (and to start debate hopefully)
- Elvish_Pillager
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It would be good. Although I think 25% might be even better. Most specialties do stuff in increments of 25%, after all.Elvish Pillager wrote:What do you think of reducing Steadfast's effect from 50% to 30%?
Hm... since knalgans seem very unbalanced, I'm going to leave off developing my dwarf campaign until they're a bit better...
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And I hate stupid people.
The World of Orbivm