Hero Changes and Tuning

Changes this week (many to reduce recharge from 24 to 21 hours):

Humans

  • Dragonhelm Knight - Recharge: 18 hours
  • Gnostic Mage - Recharge: 21 hours
  • Enchantress - Recharge: 21 hours
  • Half Giants - Recharge: 21 hours
  • Spirit Shaman - Recharge: 21 hours
  • Wizard - Mana Cost: 8
  • Blind Justice - Recharge: 21 hours
  • Cyclops Priest - Recharge: 21 hours
  • Hound Master - Recharge: 18 hours
  • Storm Friar - Recharge: 21 hours

Elves

  • Forest Dryad - Recharge: 18 hours
  • Tactician - +6 STR Forests to army (was already 6, but text was wrong)
  • Tree Whisperer - Recharge: 21 hours
  • Woodland Assassins - Gold Cost: 275
  • Elven Prince - Strength: 120
  • Healer - 25% Saving Throw to army
  • Pool Priestess - Recharge: 21 hours
  • Woodland Bard - Recharge: 21 hours
  • Eldermage - Recharge: 21 hours
  • High Elf - Mana Cost: 20, Recharge: 21 hours

Dwarf

  • Gold Miners - Recharge: 21 hours
  • Master Builder - Recharge: 21 hours
  • Merchant Banker - Recharge: 21 hours
  • Wing Warriors - Recharge: 24 hours
  • Crystal Miners - Recharge: 21 hours

Orcs

  • Blood Shaman - Recharge: 21 hours

Goblins

  • Goblin Royalty - Effect: +250 Gold, Gold Cost: 125, Mana Cost: 20, Recharge: 21 hours
  • Mad Pirate - Recharge: 21 hours
  • Pirate Captain - Recharge: 21 hours
  • Spider Rider - Recharge: 21 hours
  • Icelord - Effect: only zombies, Recharge: 36 hours

Trolls

  • Spike Crafter - Recharge: 21 hours
  • Tangle Mage - Recharge: 21 hours
  • Marsh Prince - Recharge: 21 hours
  • Serpent Charmer - Recharge: 21 hours
  • The Crone - Recharge: 21 hours
1 Like

Trogs used to be 6 / card, yes?

Yes, it’s a Hero now, so just 1 and not merge-able. I upped the bonus per goblin (per Trog), but it’s not as big overall now as before. It also expires after 24 hours. That change is in the list at the top of this thread from last week.

1 Like

That change makes a huge amount of sense.

Changes this week (not yet in game):

  • Moving some power cool-downs off 6 hour cycle
  • Dropping some 12 hour cool-downs to 10 hours
  • Dropping some more 24 hours cool-downs to 21 hours

Humans
Cowardly Noble - Recharge: 18 hours
Wizard - Recharge: 8 hours
Giant - Recharge: 21 hours

Elves
Elven Archers - Recharge: 10 hours
Ent - Recharge: 21 hours

Dwarf
Blunderbuss - Recharge: 10 hours
Gryphon Horn - Recharge: 21 hours
Wing Warriors - Recharge: 21 hours

Orcs
Shaman Priestess - Recharge: 8 hours
Dragon Brigade - Recharge: 10 hours
Dragon - Recharge: 10 hours
Dragon Rider - Recharge: 10 hours

Goblins
Goblin Bows - Recharge: 10 hours
Little Wizard - Recharge: 15 hours
Charming Rogue - Recharge: 18 hours

Trolls
Rune Dancer - Recharge: 10 hours
Troglodyte - Recharge: 21 hours

2 Likes

Nice. Thanks for the sort-of change log updates. While I don’t play single player much, I do think it will be interesting having many of the cooldowns not on the standard 6-hour rotation. And I do appreciate the 21-hour cool downs in multiplayer (in place of 24 hour cool downs).

Changes this week (not yet in game):

  • Revising Gold costs up/down
  • Revised Tree Friends & Gnomes
  • Balancing Monsters

Humans
Cowardly Noble - Gold Cost: 150
Blind Justice - Gold Cost: 250
Giants - Valour Cost: 8

Elves
Tree Whisperer - Gold Cost: 175
Tree Friends - Strength: 5 * 60, Gold Cost: 325
Berserker - Gold Cost: 150
Eldermage - Gold Cost: 225
High Elf - Gold Cost: 275
Ent - Valour Cost: 8

Dwarves
Gnomes - Strength: 40 * 12, Gold Cost: 300, Effect: +12 STR in Forests
Gryphons - Strength: 350, 2 Gryphons start in each nest
Gryphon Riders - Strength: 5 * 500

Orcs
Dragon - Gold Cost: 1250, Valour Cost: 16
Dragon Rider - Gold Cost: 1750

Goblin
Spider - 2 Spiders start in each nest

Trolls
Hydra - Gold Cost: 1000
Hydra Riders - Gold Cost: 1500

1 Like

We’ve added a Lurker trait to a couple of cards - Marsh Prince and Forge Urchin. Lurker cards do not have a cool-down after they are deployed.

We have also moved all the Banners to Common cards. The following cards have been moved to Uncommon for each race:

  • Elves: Forest Dryad
  • Dwarves: Blunderbuss
  • Orcs: Outcast Warchief
  • Goblins: Goblin Royalty
  • Trolls: Spike Crafter

And we have revised the starter deck for each race, which is currently used in MP only:

Humans: Mighty General, Dragonhelm Knight, Cyclops Banner (formerly Gnostic Mage)
Elves: Tactician (formerly Woodland Assassins), Tree Whisperer, Dark Forest Witch
Dwarves: Artillery, Gold Miner, Stout General (formerly Mason)
Orcs: Shaman Priestess, Wolfrider, Desert Maiden
Goblins: Foolhardy Bigwig, Rodent Rider, Mad Pirate
Trolls: Marsh Hunter, Rune Dancer, Bridge Witch

Will the Wolfpup Handler get the trait too?

Also, can you deploy these units if you have already deployed another unit to the same location? Or is it only that you can deploy these units and then still deploy another unit?

We are thinking that the Wolfpup Handler will get a trait to buff the Wolf units.

1 Like

Just checked and it actually ignores the deployment restriction entirely, so you can deploy then anytime and they don’t add a cool-down. I will have to reword the text to make it clearer.

Awesome! That makes a lot of sense.

Also, I thought I saw something about a change so you couldn’t deploy to other players’ banners. Is that right? I thought part of the point of the banners was that if you had an elf banner I could deploy my elf units to your banner to help you.

Yes, that was changed. There’s a bit too much opportunity for griefing at the moment, as if you deploy something then it precludes the owner from deploying for 6 hours. Jay was thinking of adding the ability to give units and towns to other players instead. I think we could also consider something like where the flying units engage/avoid where you can open/close your banner to other players.

So I think that the Wolfpup Handler will be a Lurker and buff the Wolf units:

2 Likes

I don’t see any Units that have a “Wolf” subtype… does this mean wolfriders?

that seems borderline OP. Wolfriders aren’t cheap but If 450 gold for a 774 str unit that can move at 3 hours a league seems like a pretty strong way to start a game.

The Wolf Chariot and Wolfriders will have a new trait Wolf. They might need a bit of balancing. The Wolf Chariots are 5 x 60, so it’s only a 10% increase for them. The Wolfriders are 25 * 24, so it’s a 25% increase. The Orcs are about tough melee armies and they have a lot of different heroes to buff them in different ways. The Wolfpups are quite specific, only affecting 2 types of units. The Ocr units are also expensive compared to other races.

Considering orcs have no CC, I don’t see any problem buffing their unit strength. Fast response, high strength units seem like a perfect, orcish alternative to another race’s CC.

That’s a good point. No CC is a pretty serious drawback.

I mean I said borderline because I wasn’t sure about it, so maybe I’m just overestimating how powerful speed + str is when it comes to winning games.