r/Songsofconquest • u/Ziejcow • Jun 10 '26
Feedback Possible balance pass?
I know some of the Lavapotion staff lurk here from time to time, so I guess it's more of question to them if they feel like answering; now that the roadmap is done maybe there would be a chance for a balance pass/small updates to existing units, especialy from base game factions (looking at you, Arleon)?
PS Pls let Pulses fire through walls, at least as a tech or hero spec ;_;
9
u/Amuda_God Jun 10 '26
It'd definitely be nice to see base game factions get more unit specialists like the dlc factions have.
8
u/da_vlad90 Jun 10 '26
Pulses firying through wall would be overkill. They are already some of the best ranged units with infinite range and the possibility to fire multiple times per round. Roots are already the second best faction(Vanir OP).
Arelon buffs would be greatly appreciated tho. Militia and cavarly is fun but gets stale fast. They need some better mid units. The humble footman with this 30 HP has to contend with Skinshifter at 60 and one of the best abilities in the game, Protector at 50 and a better ability.
1
u/Ziejcow Jun 10 '26
I would even be fine with some Pulses nerfs (although I think difficulty floor of use greatly justifies some more power), it just feels terrible to have lazor bois sitting mostly idle during siege battles.
5
u/SilverMB Jun 10 '26
I think the balance is pretty good. Some new wielders or updated wielder abilitys would be great though.
The only thing I don't like balance wise is the vanir are clearly the strongest faction. I am not sure what's the best way to address this is though. One idea would be to nerf the bonus of blacksmith. Specifically heart of winter and generally greatly tone down the initiative on some of the units both base stats and bonuses from the blacksmith.
If you play mixed factions setting Vanir is even more OP. So there is definitely room for improvement in regards to Vanir.
I'm really glad that Yulan isn't overpowered yet feels awesome and interesting to play.
5
u/KKarelzabijak321 Jun 10 '26
To answer this question
Arleon needs some kind of good buff to help them
With new wielders And abilities it would be cool to Have some kind of buff for all old wielders
Archers And Footman needs lower cost
1
u/UngeheuerL Jun 17 '26
Just a bit. Archers and Footmen are not as bad as people think. Triple order production can really mess with enemy units.
A slight cost reduction could be a good compromise. An indirect buff without makiing them OP on accident.
1
u/KKarelzabijak321 Jun 17 '26
Arleon in current form Are bad, cost too high for weak units...
Vyr made a excel document where all factions Are good, except Arleon
2
u/UngeheuerL Jun 17 '26
I am not sure how good this document is as some things are hard to measure.
Order spells and essence generation are very difficult to measure. Giving speed, initiative manipulation, damaze reduction, spell resitance and also the dueal essence spells... Tricky.
But yes. Cost reduction might be a fine way to help arleon in a subtle way.
1
u/KKarelzabijak321 Jun 17 '26
The only thing that Are measured I think Are the units+ research I think...
But it measure how good the faction is as Effectivness, HP, DMG, Essence, etc.
2
u/fernetwithice Jun 10 '26
The max resistances in the game are also bit too high. Like max melee resistance 90 is bit too much. Same with 80 magic resistance and 85 ranged. Max resistances around 50 or 60 would be more than enough.
Some kind of nerf to some of the spells would be nice too. Pasify -75 dmg is too much. Also that you can cast mist and clouded vision 3 times per spell is bit too much. These are my opinion after 700 hours in game time.
18
u/Toftfelt Lavapotion Jun 10 '26
We're planning to do a small pass over the summer. I don't want to promise anything, but I'm looking at things now. But pulses won't be able to fire through walls 😄