What would I suggest on this topic?
In this topic I’m asking for a revaluation about special skills, pointing out one of the most evident case of imbalance between similair heroes and their “evolutions” by comparing them to their weaker/stronger counterpart.
Values as ATK, DEF, HP will not be taken into account, this topic is about special’s comparisons and the things we will treat will be the special’s text and his speed.
Hero's details
Zeline
ATK | DEF | HP | speed | Special | |
---|---|---|---|---|---|
Zeline | 764 | 688 | 1308 | 8 | Deals 143% damage to all enemies. |
All enemies get -34% attack for 4 turns. | |||||
Deals extra damage against Ice. | |||||
Remove buffs from all enemies. |
Horghall
ATK | DEF | HP | speed | Special | |
---|---|---|---|---|---|
Horghall | 657 | 650 | 1545 | 12 | Deals 225% damage to all enemies. |
All enemies get -34% attack for 6 turns. |
Skittleskull
ATK | DEF | HP | speed | Special | |
---|---|---|---|---|---|
Skittleskull | 728 | 605 | 969 | 12 | Deals 185% damage to all enemies. |
All enemies get -34% attack for 6 turns. |
Richard
ATK | DEF | HP | speed | Special | |
---|---|---|---|---|---|
Richard | 644 | 817 | 1260 | 10 | Deals 415% damage to the target and minor damage to nearby enemies. |
The target and nearby enemies get -34% attack for 6 turns. |
Scarlett
ATK | DEF | HP | speed | Special | |
---|---|---|---|---|---|
Scarlett | 767 | 507 | 1039 | 8 | Deals 215% damage to the target and minor damage to nearby enemies. |
The target and nearby enemies get -34% attack for 6 turns. |
Horghall VS Skittleskull
- Anger of the Forest - Creeping Vines =
- +40% damage to all enemies
- +0 tiles to charge
On Anger of the Forest - Creeping Vines we could see a linear improvement of a special’s skill:
the same utility effect with increased damage%.
Zeline VS Horghall
- Emerald Flash - Anger of the Forest =
- -82% damage to all enemies
- -2 turns of -ATK% duration
- +Deals extra damage against Ice
- +Remove buffs from all enemies
- -4 tiles to charge
As we can see for the “quadric” Emerald Flash - Anger of the Forest case the first hero would seem to lose a good amount of damage to offset the fact of extra effects but, due to the mana reductions, the effectiveness isn’t lowered by too much and some simple suggestions could be the following:
- to decrease the tiles needed by the underperforming special
- to increase his damage
- to add extra effects
Extra effects greatly improves heroes’ viability as they would add more combinations and synergies and stacked effects are generally more valuables than a tiny bit of special’s damage%.
Richard VS Scarlett
- Cloud Hammer - Blade Barrage =
- +200% damage to the target and minor damage to nearby foes
- +2 tiles to charge
On Cloud Hammer - Blade Barrage we find the opposite case, while still maintaining the same effect the special will require more tiles to activate, worsening his utility effect.
Again the solutions would be the same as the only other way would be to add separate effects as the family ones or the upcoming classes changes (but this wouldn’t solve the issue at the core of the problem)
- to decrease the tiles needed by the underperforming special
- to increase his damage
- to add extra effects
My “solutions”
My suggestion is to add more speed tiers to balance with ease underperforming effects or, if adding more speeds would be problematic, to rework the specials of underwhelming heroes.
A former-slow-hero would be too strong with a 11.5 charging skill but still bad for 12?
Tweak the damage% / effects (on intensity, not duration) / something else
The ones here above were just a simple comparison, Im sure that peoples more knowledgeable than me would figure out a better solution but to me anything goes to achieve a better balance.