ENDLESS™ Legend

ENDLESS™ Legend

Minor Faction Units Rebalanced
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Update: 14 Sep @ 5:24am

Nerfs to assimilation bonus of sisters, silcis and dorgeshi.

Silics and Dorgeshi have extremely powerful boni, highly scaling up strategic and luxury production. A small nerf to this feels appropriate - both should still be highly valuable.

Sisters are a bit curious. The health regen can get pretty out of hand easily. Again, just a small reduction, but it should be more balanced. Sisters especially have much more valuable units now, too.

Update: 20 Jul @ 12:21pm

Haunts feel much better now, but are too powerful. Interestingly, their initiative was too low despite Intimidation Aura.
Minotaur did not feel strong enough to justify its high cost.

Haunts:
Initiative: 24-27
Attack: 34->32
Damage: 30->28

Minotaur:
Attack: 26->28
Life: 130->148
Defense:40->36
Damage: 34->36

Update: 18 Jul @ 9:10am

Circular Attack - used by dredges, vinesnakes and arpuja - actually decreased their damage output - it hits everything around them for 50% damage.
That meant it was a BIG downside when hitting a single unit, same damage when hitting 2 and +50% damage for every units beyond that.
Thing is, high single target damage is generally more valuable than spreading your damage. It also isnt always easy to get your units into position to hit multiple units.
In essence, Circular strike was a downside, so I buffed it up. Now it is still damage negative on a single enemy, but much less detrimental than it was before.
The 3 circular strikers come in different varieties:
Vinesnakes have claws and are very tanky. They can survive being surrounded and have very threatening counterattacks.
Arpuja are very fast and fly, but deal less damage than the others. They have the positional advantage.
Dredges are a little more durable than arpuja, but deal a lot more damage yet are slower thanks to hammers.

Other than that, only minor balance changes. Of note are sizeable nerfs to Caecator and Drider. Simply put, I overbuffed them previously.


Dredge/Vinesnake/Arpuja
Circular Strike dmg: 50%->75%

Dredge
+2 Atk
-2 Def
+4 Health

Vinesnake
-2 Atk
-4 Dmg
+4 Health

Arpuja
-4 Health
+2 Init
+2 Dmg

Drider
-4 Atk
-4 Damage
+2 Def

Caecator
-4 Dmg
-10 Health
+2 Atk

Justiciere
-2 Atk


Tetike
+2 Def

Harmonite
-2 Atk

Rumbler:
-6 Health

Ended
-2 Init
-2 Dmg
-2 Health

Burdeki
+4 Health

Ice Warg
-2 Def
-2 Atk

Orc:
+2 Dmg

Update: 10 Jul @ 4:17am

Update: 10 Jul @ 3:39am

Overview: Did a balance pass, buffing units according to tests+number crunching
Magtay and Jotus get a new effect on their assimilation boni. No other faction has bad boni - they are good across the board... except for those two. Doesnt help that they arent the most sought-after units in the first place. This change should make them much more reasonable to pick as a faction - be it for the unit design or the assimilation bonus.
A lot of adjustments to Tetikes. While they are technically ranged, they are meant to be beefy units, capable of taking a hit and dishing out decent damage. To reflect that, I took longbows as an option away: You are supposed to equip crossbow+shield on them. Hopefully, the fantasy of a "ranged frontline" will come together now.
Ive noticed in my games that haunts and kazanji, while strong, were just not strong enough to justify their massive industry cost. So Ive gone ahead and buffed them big time, even buffing the chain lightning capacity itself.
And lastly, I increased the cost of driders, but beefed their stats up. They are unique as a ranged, low attack unit with high damage and claws. Their heal is also very unique. I felt that a higher pricepoint gave me the power budget to give them the stats they need to fulfill their unique role as semi-tanky healers with a very scary sweep strike.


Jotus:
Assimilation Bonus: New: +4% Industry per Village
Tetike Stats adjusted
Tetike:
Cannot equip Longbows
Health+42
Defense+2
Atk-6
Initiative-4

Magtay:
Assimilation Bonus: New: +1 Siege Damage per Village
Zujajun:
+2 Atk, Dmg and Init

Justiciere:
+2 Init

Dredge:
+4 Init
+2 Def
-2 Atk
-2 Dmg

Arpuja:
+2 Atk
+2 Def
+2 Init

Daemon&Ended:
Chain Lightning Splash: 20/30/50%->30/40/50%

Daemon
-2 Def
+2 Init
+4 Atk

Ended:
Chain Lightning: Level 1->Level 2
+6 Damage
+6 Defense
+28 Health
-2 Init
+4 Atk

Burdeki:
+4 Health

Minotaur
-2 Init

Caecator
-4 Atk
+4 Dmg
+2 Def

Drider:
Cost: 60->80
+4 Atk
+2 Def
+8 Health

Update: 7 Mar, 2024 @ 10:01am

Update: 7 Mar, 2024 @ 9:46am

Quite a few changes. Most are small balance adjustments I landed on via some specific testing and comparisons, but there are a few major buffs in there, too.


Justicieres: +6 Dmg; -4 Atk; +4 Init; +4 Def; -3 Health
A decent chunk of bulk, some init and a lot of damage should, hopefully, turn them into the excellent support tanks they want to be. Dont try to hit stuff dead with their abysmal attack stats, though. I hope ill get to test them soon, might go even heavier into this direction.

Tetike: -4 Initiative; +10 Health; +2 Def; +2 Dmg
A lot of buffs, the initiative buff is barely a nerf as I expect Tetikes to be played with Crossbows - theyll still outspeed almost anything, but longbows put them at more risk from fast cavalry, so theres a tradeoff.

Zujajun: Disease 1->Disease 2
Trying Disease 2 to see if that makes it actually worthwhile to build around zujajun with mythrite accessoires and/or very specific, disease immune assimilations(Silics, Haunts, Sisters)

Rumblers: -2 Dmg; -2 Atk; +Capacity: Crusher
Burdeki: +2 Def
Centaur: +4 Def
Orc: +2 Dmg, +2 Def
Caecator: +2 Dmg
Drider: +4 Def; -2 Atk

Rumblers were just too strong, as their tankiness is actually rather insane - and they have a great assimilation bonus to boot.
Small buffs to burdeki and centaur. Both were decent already - especially burdeki - but I felt there was some room for buffs here.
Orcs are still behind major faction ranged units for the most part, this only closes the gap a small bit
Higher dmg = more heals for Caecators. Lowered the attack so they dont accidentally become an offensive threat.
Sharpening Drider identity even further, make them an annoying, counterattacking menace but far less scary if you leave them alone.

Update: 29 Feb, 2024 @ 1:13am

Small changes for balance and thematic reasons.

Arpuja:
Fast 2->Fast 1

Ended:
-8 Health
+8 Def

Centaur:
-4 Def
+8 Health

Ice Warg
-2 Def
+4 Health

Minotaur
-10 Health
+8 Def

Update: 12 Oct, 2023 @ 2:37am

Erycis:
+10 Def; +6 Health
Another big buff here. Even with all the buffs, they felt somewhat weak for their high cost, due to their lack of both boots and helmets.

Ice Warg:
+2 Def; +2 Atk
Small touch here. They feel rather dangerous, but at the same time, they are just Warlocks, but a good deal more expensive. Slowly looking for the right buffs to make them a force on their own.

Update: 30 Sep, 2023 @ 1:55am

Some changes that mainly compensate for a lack of a certain piece of gear.

Vinesnake:
+2 Def
+2 Health

Ended:
+2 Def

Ice Warg:
+2 Def