New tentacle - Balance

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alifatic3
Posts: 61
Joined: Wed Jun 19, 2013 1:41 am

New tentacle - Balance

Post by alifatic3 » Sun Nov 13, 2016 8:27 pm

I think the objective of "invunerable armor" is to prevent tentacle lock.
But now the real effect is "Tentacle is powerful than Well of pain and cheaper".
Maybe one suluction to test balance could be "tentacle can be trampled" not caging units...

sycspy
Posts: 172
Joined: Wed Feb 26, 2014 5:57 am

Re: New tentacle - Balance

Post by sycspy » Mon Nov 14, 2016 6:06 am

Well well well, we did suggest to rework this special building but it's kinda way too powerful now? :shock:
It is now able to tear down almost any non legendary land unit with ease.
If you make it invulnerable, maybe you should give it less dps or duration in return.

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Sunus
Developer
Posts: 593
Joined: Mon Apr 16, 2007 2:20 pm

Re: New tentacle - Balance

Post by Sunus » Tue Nov 15, 2016 12:55 am

Sorry guys, but it goes to a previous state. As we all know it was playable for many years.
So if we decide to totally rebalance this ability, it will make to much influence on the whole game, so that's why I will leave it as it was for now.

sycspy
Posts: 172
Joined: Wed Feb 26, 2014 5:57 am

Re: New tentacle - Balance

Post by sycspy » Tue Nov 15, 2016 5:54 am

Sunus wrote:Sorry guys, but it goes to a previous state. As we all know it was playable for many years.
So if we decide to totally rebalance this ability, it will make to much influence on the whole game, so that's why I will leave it as it was for now.
Nothing to sorry about, it's just a practice, we appreciate what you have done to the map. Thanks. :)

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