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Re: [Wesnoth-dev] Drake Revision Reasons


From: Richard Kettering
Subject: Re: [Wesnoth-dev] Drake Revision Reasons
Date: Tue, 31 May 2005 14:45:36 -0500


On May 30, 2005, at 10:07 PM, Richard S. wrote:

Yesterday, Monday 30th of May, several changes were committed to the drake faction by Jetryl that we believed were unbalancing to the faction. These were done without our knowledge or approval, so we have reverted them back to their previous state. I have written a summary for each change for why they should not have occurred.

#1 Saurian Tribalist
Changes
Hitpoints  18->27hp
Cost 16-18 gp
Ranged 5-3 Magical -> 7-2 drain

Currently Tribalist occupies a critical important mission profile for the drakes. It was used primarily as a unit to dislodge high defence units for the drake faction. It was particularly effective against certain defence tactic where opponents chose to purchase archers (or similar projectile secondary units like the thunderer ect.) and place them on high defence terrain (mountains, forest ect...). Since most drakes were highly vulnerable to piercing attacks, and were unlikely to kill or severely damage these defending units, the defending archer would be able to do often effectively inflict grossly distorted combat exchanges against drakes (who had poor terrain modifiers anyways). This was even more so true for the Burner whose main attack is ranged, which would be countered by a ranged piercing attack. In essence, to undertake any attack successfully, Drakes had to commit proportionally more resources than other races to undertake a successful attack. (this strategy was particularly effective when drakes had -20%, now it only effects piercing units that do more than 5 damage -> dextrous E. Archers, O. Archers during night and human archers)

Saurians Tribalists provided a solution to this defence by enabling the faction to remove them at a lower cost. They did so by being less vulnerable to damage both in attack and in counterattack. The superior resistance to pierce weapons (20% more than their drake brethren) and superior defence, made it more resilient to these attack. Secondly and most importantly to this change was their ability to actually hit units in defendable terrain, which was the problem with the other units. The magical attack enabled a player the ability to dislodge these defendable units that no other drake unit could do. By changing it to drain the drakes now have a serious capability hole which can be exploited by opposing players.

Other negative effects are clearly visible. Drakes have been consistently hounded about their high cost in comparison to other factions. Upping the cost to 18 just makes another drake unit that is at 18 gold, and one less in the 14~16 range.

As for the predicted effects effects of having drain, and increased HP, this will likely have the exact opposite effects as jetryl intended. Drain is a powerful effect when it hits, and players will likely use the unit as a front-line fighter across a wider spectrum of usage than is the current role that the saurian is used for now. Also these changes have caused the removal of the icecaster... a curious change given that these changes are supposed to increase the diversity of the factions.

Diversity was increased by removing yet another unit with a ranged magic attack.

Drain is much less useful for any combat than magic, unless said combat is taking place in very bad defensive conditions for the victim - magic is often applied in such a way as to kill the enemy within the first one or two strikes of the effect (for low-level mages, at least, who cannot endure damage) - thus a unit with "magic" does not lose the hitpoints they would regain with drain.

This unit has been adjusted to be on a comparable power level to the elvish shaman. If you want to make him into a special combat unit, then we should commit to that - and remove "heals" entirely from the unit.

In fact - you know what? I'm going to do just that. I'll give you back your saurian magic attack unit, and make the elves more unique in having a healing capability that others don't. No one ever uses the tribalist for it's healing, and the elvish shaman looks mighty sad next to previous state of the tribalist. This saves me several hours of work in animating the healing frames, which I am not getting paid for.

#2 Drake Clasher
Changes
Melee  6-4 Spear (pierce) -> 8-3 Mace (impact)

Conceptually the drake clasher is different from the rest of the drake line, as is very clear by its unit description and traits. This is also quite true for its use in the game. In multiplayer, clashers are the prime unit used to combat human and elvish units. Its higher than average resistances for drakes, and its effective melee attacks made it the prime unit (with saurians) to combat units in these factions. The spear attack was particularly useful against horsemen, which would have to risk serious damage if it attempted to attack a clasher. Nominally the horseman would be a devastating unit against drakes. The Horseman's pierce allows it to inflict serious damage to drakes, and the lower hp of the saurians make it an easy target to be picked off by a horseman (unless it misses).

The alteration of the secondary attack of the Clasher from spear to mace really is unnecessary and weakens the primary role of the clasher. Mace attacks (impact) are optimized towards the undead... however given that the drakes already have several effective units to attack undead units (burners for instance) there is no need for this change. Furthermore, the principle strategy for the undead against the drakes doesn't use units vulnerable to impact. The current main strategy for Undead is to buy 4~5 Dark adepts, and a horde of Walking corpses. The dark adepts usually do severe damage to drake units, while the corpses defend the adepts as blockers and finish off the weakened drakes. A change to mace will have no effect on this strategy at all, as none of these units have any weaknesses to impact. Even if other units do exist, it is preferable to used range fire to kill them so not to incur damage. Therefore, the prime reason for this change does not exist. The only other unit that the change to mace could be effective against is trolls, with no resistances to impact (vs 20 to pierce and blade). Yet even here firebreathing units are preferable since many of the other northerner units do not have ranged attacks to counterattack with.

All this change will do is exacerbated some of faction's weaknesses vis-a-vis loyalists, which the drakes already have serious problems with. The change to mace only overlaps the current strengths of the faction, and opens up new weaknesses. For these reasons we have decided on revision.

Loyalists have severe problems with drakes, on account of the saurians. This isn't even a contest - a drake player can beat a loyalist player almost every single time because of the presence of the saurian skirmisher.

The drake clasher in the previous revision was not a good unit to use against horsemen - it was weak to pierce, whereas saurians were resistant to pierce, and had a vastly inferior movetype and movement count. It was easily outmaneuvered by cavalry, which, up until the last release could exploit a time of day weakness to strike harder during favorable hours.

The drake faction already had a de facto "primary pierce unit" - the skirmisher. With the changes to the alignment of drakes, this became even more solidified - compared to clashers he became a much better unit to use against cavalry. Not only did the skirmisher have a host of movetype and movement advantages over the Because of the new movetype, he can be made cheaper, rather than more expensive, as his effectiveness has been reduced.

However, to make you happy, I'm going to revert this fellow to what he was before. It was a negligible change, really, for reasons I've outlined above - he had pierce capability, but no one was using it. Whatever.


#3 Drake Pierce Resistance
Pierce resistance -10%->  -20%

Had this have gone through with the clasher change, any game between humans and Drakes would be a completely one sided affair. The resistance was just changed in 0.9.1 to 10% for precisely these reasons. At -20% two spearmen in the day could have a reasonable chance of killing a burner, at -10% its very unlikely. This also increases the effectiveness of all archers... giving the elvish archer a 6-4 attack, and the human archer a 8-3 attack. If these revisions were to remain, the drake faction would become easy prey for factions with pierce damage overall. Of all these changes, this one would have had the worst effect on balancing.

That was a completely unintended mistake, made on part of some bad snafus in my edit of game.cfg - apparently some routine work was done to it after the change, bringing it to a new version. I checked the diff in webcvs, saw that none of the routine work (some preprocessor stuff by Silene) affected the section including the saurian/drakefoot movetypes, and just copied in the relevant sections. As it turns out, my copy was more than one revision old, and the previous settings got copied in.

I'm glad you caught this.

#4 Proposed Movetype changes to saurians
Hill 1-> 2 movement cost, 60->50% defence
Mountain 2->3 movement cost 60% -> 40%defence

The Saurian is a very temperamental race. It sits on a razor edge where a minor change could upset its delicate balance. Currently (0.9.1) the skirmisher is overpowered. The most unbalanced strategy in the current version is the saurian rush where a drake player essentially buys all skirmishers. For its "combat statistics" the saurian is an balanced unit. What was unbalanced was its movement. By utilizing its 7 movement range and skirmishing, the skirmisher just runs around everything. The unit is exceptional in being able to evade attacks by dispersion, and then instantly concentrating their attack on a exposed unit... then dispersing again. Yet, these changes just cripple a unit that relied more so than almost any other unit on its defensive modifiers to fight effectively in the game... its combat statistics were balanced. By diminishing its modifiers on hills and mountains, essentially these units will be that much less effective, making its relatively low HP become that much more apparent. Really the only problem with the saurian skirmisher was its ridiculous movement that became apparent when combined with skirmishing. This enabled it to either ignore zocs and evade attack by outrunning its opponents, or striking critical units deep within enemy territory, like units weak and recovering. It had little to do with its low terrain movement costs. So these changes would have little effect on their unbalanced position today. These alteration will also have serious effects on the other members of the saurian faction, which did not have skirmishing ability. These units were never complained about before, but now will be at a disadvantage, both on terrain and their movement... thus unbalancing, balanced units.

Our proposed change of increasing its cost from 14->15 gold and decreasing its movement from 7->6 would have corrected this problem, without hampering other saurians. This change actually specifically addressed the problem at hand.

Your proposed change doesn't solve the problem.

The saurian skirmisher's problems stemmed entirely from it's movetype - it had quite nearly a better movetype than flying, if you disregard behaviour on water. With 1 move point per tile for forest, swamp, sand, hills and a relatively low 2 mp for mountains, it could move anywhere unencumbered - not only that, it could do so and receive great defensive bonuses for doing so (60%, which is equivalent to some elves in forest).

Saurians, given their skirmisher ability and movetype, could always be placed in high defensive terrain at their owner's whim. The only counters to saurians were either a unit that could pierce this defensive barrier, which was always present because they could access such terrain within 5 spaces on nearly any multiplayer map, or the ability to storm them with numbers (something only available to orcs).

For most races, the relevant magic/marksman using units were very frail compared to the saurians, and had much worse movetypes in addition to being slower. In most cases, these would actually prevent the magic-using unit from entering higher-defense terrain (which would garner it only 50% defense, not 60% in almost all cases except that of the elvish druid/shyde).

#5 Glider
Add marksmanship

Currently the drake faction does have a significant problem, its units are very pricey. Many people have also complained that the Glider is underpriced as well. So by adding marksmanship to the glider, essentially the gold cost of the glider will have to increase as well... and then the drakes will saddled with another high cost unit further putting it at a numerical disadvantage. Furthermore I do not see an effective use for this ability. The glider most certainly isn't a general combat unit. It has limited health, and drake flaws. If used against other scouts (its likeliest target), marksmanship not so helpful against the elvish scout (who would counter with arrows), and doesn't do enough damage to gryphons or cavalry. That leaves bats, which yes marksmanship would be effective against. Yet as I have said before, there is no need for them to make the drakes more effective against Undead.

Elvish scouts receive > 40% defense in forest, hills, and mountains, and return fire with a paltry 2 arrows. An elvish scout would likely do more damage attacking with its melee attack against a drake than its ranged attack, and would have a better chance of hitting. Goblin wolf riders receive > 40% defense on even more terrains, and move as well as the glider on everything but water and forest. This change would make the rather useless attack into a special "focused strike" attack, allowing drakes to strike at units which had been weakened in combat - negating the problem of the overbearing damage of the saurian tribalist, but retaining the ability to hit such units, and even extending the range of it. You also seem to be forgetting how low an amount of damage cold does to mermen - drakes currently have no counter against mermen, but apparently we will leave them that way.

The undead are an odd lot against drakes, as EP has demonstrated before, they are balanced, but in a rather incendiary way - both factions have units that do high damage to the opposing side. It seems to me that the undead have the better side of the bargain, because they can hire units which are not vulnerable to the preferred damage type of their opponents, and said units have the magic, cold attack which so annihilates drakes and saurians. If nothing else, they retard the use of drakes above level 1, since it is nearly as easy to kill those.

The entire fact of having skeletons which were vulnerable to fire, and undead which used cold instead of a special "shadow/whateveryouwanttocallit" damage type is the source of this whole problem. We could evaporate that if we were willing to make that change, but nevermind.

In conclusion these changes would have made a drake faction that would have been seriously crippled when confronted by other factions, with the exception of the undead. Of particular problem would be against the humans, which was only remedied in the last release, and now a regression is occurring again? This makes little sense. The ranged unit defence tactic would return in full force, with drakes being even more susceptible to this tactic as they would suffer even more damage from ranged attack, and having little recourse to it with the removal of the tribalist as an effective counter. It is our belief that this would have had a worse effect on balancing than the 9.0 Dwarven changes, and thus we have committed a full retraction.

In conclusion, these changes would have made a drake faction that no longer had an inherent advantage over nearly every other faction by rote of their magic using units.





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