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IDProjectCategoryLast Update
0011658Skyward CollapseBalance IssueMay 24, 2013 10:07 am
ReporterMisery Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.001 
Fixed in Version1.002 Hunting Through Rubble 
Summary0011658: Minotaurs are much too strong
DescriptionParticularly considering that the Greek are supposed to have weaker myth units than the Norse, Minotaurs are way too strong and could do with a nerf.

First of all is their damage level combined with their splash damage, as well as their AP cost and VS building bonuses. I've seen these guys take out *seven* buildings in a single turn, by using two quick attacks (theoretically, these guys are capable of taking out a full 10 buildings in one turn!). And these were against buildings with full health! Even the splash damage is enough to just instantly wreck most buildings. Their extra attack range also means that it's easy for them to hit a full 5 buildings at once, and the damage multiplier means that even at level 1, they'll be doing this kind of ridiculous damage right away. Even buildings with huge amounts of HP, the Towers and bandit keeps, are nothing against a Minotaur, going down in a mere 3 hits or so.

On top of that, their splash damage applies to fighting other units as well; and with two hits (if they havent moved), again at a distance of 2, these guys can quickly out damage every other unit in the game, dealing huge hits with tons of splash damage that many units simply wont be able to handle. Their high health means that it's easy for enemy units to surround them without immediately killing them.... thus enabling them to do stupid amounts of damage to hordes of enemy units at once. AND, they have a very high auto-heal, so when they survive battles, they'll be unusually quick to heal.

And finally, the Greek have Labyrinth, which takes an already overpowered unit and makes it dramatically worse, while at the same time spitting out more of them.


And all of this for a rather low cost... 25 or so incense, and a small bit of steel. The cost doesnt even come close to making sense considering the sheer insane power of this unit.


And this is a unit on the Greek side, who are supposed to have myth units that arent quite as good as the Norse ones.... but this one is stronger than them all!

And even worse would be if the bandits got one of these guys out; that might be a bit too much of a threat from them. Dealing with these guys could be very frustrating indeed.


So, yeah, this guy could do with a fairly heavy nerf, to bring him back down to a sensible level more along the lines of where this sort of unit should be. Should still be a heavy hitter with splash damage probably, but... not the absolutely absurd level of damage he currently has. A bit less health and auto-heal would help as well. I dont have super specific suggestions on these numbers, that's up to you guys, haha.
TagsNo tags attached.
Internal WeightNew

Activities

zharmad

May 24, 2013 7:11 am

reporter   ~0032597

Some suggestions along the lines of nerf:

- Make them melee - they carry a big hammer! This enables return damage.
- Make them slower and attack only once a turn. Maybe AP5, with attack AP 4 (Ares should not boost them to 3x attack, only 2x attack).

Delineate differences between minotaurs and trolls:
- Idea: Minotaurs have higher HP and low regen, high one-shot damage. Trolls have lower HP, higher regen, and two weak shots with 6 AP / 3AP attack.
- Reduce total damage in comparison with Norse trolls.
- Bump up troll regen (be aware of Apollo, or make them immune to Apollo's and Valkyrie's life drain.)

Mick

May 24, 2013 7:37 am

reporter   ~0032599

Last edited: May 24, 2013 7:48 am

It definitely makes sense for minotaurs to be a melee unit.

Labyrinth is gamebreaking in the current implementation. Unless its intention is to be used for end-game score inflation. There doesn't seem to be a real good counter to them.

Chris_McElligottPark

May 24, 2013 10:07 am

administrator   ~0032606

Thanks!

* Minotaur rebalance:
** Health in general has been increased, while auto-regen has been dropped dramatically.
** Attack AP cost from 3 -> 5.
** No longer ranged at all, but instead are just melee.

Issue History

Date Modified Username Field Change
May 24, 2013 5:27 am Misery New Issue
May 24, 2013 7:11 am zharmad Note Added: 0032597
May 24, 2013 7:37 am Mick Note Added: 0032599
May 24, 2013 7:48 am Mick Note Edited: 0032599
May 24, 2013 10:07 am Chris_McElligottPark Internal Weight => New
May 24, 2013 10:07 am Chris_McElligottPark Note Added: 0032606
May 24, 2013 10:07 am Chris_McElligottPark Status new => resolved
May 24, 2013 10:07 am Chris_McElligottPark Fixed in Version => 1.002 Hunting Through Rubble
May 24, 2013 10:07 am Chris_McElligottPark Resolution open => fixed
May 24, 2013 10:07 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue