ENDLESS™ Legend

ENDLESS™ Legend

Major Faction Unit Rebalance
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Update: 22 Jul @ 10:36am

Fanatic: -4 Health

Update: 20 Jul @ 12:18pm

Buffs on Preacher feel really fun, but too powerful, so pulling back a little. The "temporary health" is stronger than expected.
Pre-emptively nerfing Geomancer here, too.

Unleashed Potential
HP Buff: 30%->25%
Other buffs: 15%->10%

Forest Geomancy: HP Buff: 15%->10%

Yirmak need to be a bit more tanky
+2 Def

Scyther still too tanky
-8 health

Dervish needs more tank
+2 def

Update: 19 Jul @ 1:20am

Small patch, focusing on some of the lategame-exclusive units.
Nerfed down Scythers by a lot. They are still an absolute luxury unit, but I dislike how they trump everything with raw stats. A bit less bulky, less of an insanely high defence stats and some small hits to their offence&initiative.
Rebalanced Gorgons a little bit to better live alongside lice. They are a little more expensive now, but more bulky and a lot faster. Lice have less initiative - although, it is still quite high(especially with Urkan upgrade) and a little less bulky, as they became too tanky once you got the +50% health upgrade for them. Without it, they are about as bulky as before.
Idea is that it should be more realistic to send in gorgons to disrupt the enemies first, eating counterattacks, and follow up with Lice to deal damage safely.
Aside from that, I reverted the previous buff to Barkskin, as I found it too powerful.


Gorgon
Cost: 80->90
+6 init
-4 dmg
-2 Atk
+12 health

Lice
-7 Init
-6 Health

Scyther
-10 Def
-12 Health
-2 Dmg
-2 Init

Barkskin: Duration reverted back to 2 turns.

Update: 18 Jul @ 11:02am

Update: 18 Jul @ 9:02am

Update: 18 Jul @ 8:24am

Big update for support units. Most of them were very underwhelming in battle - and arguably not worth the research in many cases.
I tried to give them stat buffs, but that led to some unfair strategies, while still feeling lackluster.
This time, I directly buffed their supportive capabilities.


Geomancer
Geomancy:
Single Target->Circle
Duration: 3->6
Fixed Forest Geomancy tooltip
Forest Geomancy:
New Effect: +15% Max Health
Initiative: +10->+15
Volcanic Geomancy:
Atk: +20%->+25%
Other Geomancy:
Def: +20%->+25%
Stat changes:
Industry cost base: 30->60
-4 Atk
-4 Dmg

Geomancers can now buff multiple units at once for the rest of combat. They are still passable ranged attackers, too - but buffing half your army or more at once should be quite helpful. You can also stack the different buffs.
Forest geomancy felt particulary awkward. It gives now 15% health - think of this as a temporary shield. Its not particulary big, but I found it helpful in tests.

Preacher
+8 Health
Unleashed Potential:
Duration: 3->6
Max Health buff: 10%->30%
Other Stats: 10%->15%

Once again, the buff now lasts for the rest of combat, which should make Preachers a lot more desirable in general.
I heavily increased the max health buff. This should really beef up your frontline and help cultists out early game, where they rely heavily on their hero doing the heavy lifting.

Agache Shaman
New Capacity: Heal
Reverted all prior changes
+10 HP
-2 Dmg
Bark Skin now lasts 3 turns instead of 2

Very simple change here: They can heal now! They arent great at healing and are very far behind Caecator or Drider, but they also apply a 3 turn 75% defense buff with barkskin. Having the ability to heal is very strong in EL, so I pre-emptively nerfed their damage(which is what scales their heal) down.

Mastermind
-2 Dmg
Bloodlust:
Duration: 2->3

Masterminds were doing well after the buffs I gave them, but I felt that their buff could be a bit stronger. YOu still eat 15% max health as damage for it, after all.


Aside from these support changes, some smaller balance changes follow.
The nerf to Ancient stands out. Quite a lot of health and even some damage. However, offensively, they still do better thanks to my atk buff, patching up their weakness. Even for a range 2 unit of 120 base cost, they were unreasonably tanky, so I felt this was necessary. Will keep an eye on that, though.

Ancient:
-12 Health
-2 Dmg

Marine
+4 Def
+4 Health

Tenei Walker
-4 Health
-2 Atk

Ryder
+2 Atk

Proliferator
+2 Def

Yirmak
-2 Atk
-2 Init

Dervish
-2 Init

Kassai:
-2 Dmg

Myst:
-2 Def

Predatore
-4 Health

Assassin
-2 Health

Golem Rider
+2 Dmg

Shambler
+2 Init
-4 Atk

Nameless Guard
+2 Def

Update: 10 Jul @ 5:53am

Big balance pass on the units. Nothing too serious, but a lot of small adjustments

WW
Tenei Walker:
+6 Atk
+14 Health
+2 Def

Ryder
+2 Health
+2 Init
-4 Dmg
-2 Atk

Dust Bishop
-8 Health
+2 Def
+4 Atk

Necrodrone
+4 Health

Proliferator
+12 Health
-4 Def

Eneqa Wing:
+4 Health

Yirmak
+12 Health
+2 Atk
+4 Init

Dervish
+4 Init
-2 Dmg

Kassai
+4 Health
+2 Init
-2 Dmg

Wyvern
+4 Def

Ancient:
+2 Atk

Predatore
+2 Dmg

Stone Sentinel
+4 Atk
+2 Health
-2 Dmg

Golem Rider
+4 Health

Geomancer
+2 Dmg

Shambler
+2 Init
-2 Dmg

Allayi:
Auriga Affinity Buffed:
XP: 1/2/3->3/4/5
Pearls: 10/20/30->20/30/40

Monk
+4 Health

Seeker
+4 Health

Update: 7 Mar, 2024 @ 9:44am

Gorgon: -2 Damage
Stone Sentinel: +10 Health, -4 Init

Small followup on the Gorgon buff last patch, they landed a little strong.
Big buff on Stone Sentinels, as I dont think their lack of military upkeep justifies that much of a malus on their industry cost to stats ratio.

Update: 6 Mar, 2024 @ 9:40am

Gorgon:
Block 2->Block 3
-2 Atk
+8 Health
+2 Def

Rather big buff to Gorgons, as they still didnt feel good enough to me. I closely compared their stats to Dawn Officers - an overall very similar unit with a similar role.
Lack of an equipment slot is a really difficult thing to deal with. Lack of Boots creates defense, initiative and health deficits, as well as a lower maximum value via strategics.

I bumped Block all the way up to 3, as Dawn Officers easily get block 3 via shields by era 3. Block also doesnt work on proactive attacks, so Gorgons do not have absurdly high defence at all times.
Even more raw bulk from their stats should also help counter the lack of boots. Unlike Dawn Officers, Gorgons still pack quite a punch due to dual wield, but are generally a little slower and are a little less tanky.
These changes are also early game skewed, which should help out Mykara as a whole.

For anyone reading this, let me know if Gorgons feel overpowered with these changes.

Update: 29 Feb, 2024 @ 12:34am

Sizeable update, as I got some more testing in and incorporating a bit of feedback I received.

Wyvern:
Remove Improved Vision 2
They are good enough with the other buffs.

Forgotten:
Remove +1 Map movement
Was frankly just overpowered.

Golem Rider:
-2 Def
+8 Health
Should even out to a small buff

Necrophages:
Overall, they felt just smidge too weak. Proliferators get yet another health buff so they don't get one-shot as easily, tiny buff to Necrodrone survivability. The changes to the forager should actually come out as a nerf, as their defence is starting to get really low. Foragers are amazing at shrugging off chip damage due to autoheal, especially once you get dust-equipment for Regeneration. Lower defence exarcerbates their weakness to big crits.
Would be great if anyone could get some serious testing done on necrophages, as I kinda suck when playing them.

Necrodrone:
+4 Health

Proliferator:
+14 Health

Forager:
-2 Def
+8 Health

Another nerf ot Nameless Guards, should make them feel a little less oppressive.

Nameless Guard:
-2 Health
-2 Def

Small buffs for mykara, as they felt weak.

Ipotane:
+5 Dmg

Gorgon:
+2 Def

Support Units:
Most of them still felt rather weak. I gave the agache shaman giant buffs to health and Atk. They should be pretty damn durable now for 30 industry unit, especially on forest tiles. The big atk buff should allow them to hit their targets more consistently - their damage is pitiful, so they can at most do some chip damage.
A few all-around buffs to geomancers. I still wonder if I should directly buff their skill, as it seems a bit weak to me on most tiles.
Even more Initiative for preachers. They are pretty much guaranteed to go first, even with little to no strategic investment.
Masterminds get another big Initiative buff, as I found it too difficult to get them to go first, which is really important for them. You still need to get some good glassteel gear on them, but for that investment, you get a strong support unit.
I also further buffed their consistency when attacking. They still have pretty good damage for being a cheap support unit.

Agache Shaman:
+38 Health
-2 Def
+15 Atk

Geomancer:
+5 Health
+4 Atk
+2 Dmg

Preacher:
Init+4

Mastermind:
Init+8
Atk+8
Dmg-2