Originally posted by VBadGirl
UD:
-i would increase the cool down of coil. dk is a very hard to kill hero coz of his aura +death pact. its frustrating enough when u nearly killed that stupid annoying lich to recieve 600 HP again...and again!
lvl 1- 5 sec cool down
lvl 2- 6 sec
lvl 3- 7 sec
the only thing i fail to understand about destroyer is his insane HP. even if it got 900 HP they still die against other non-magic air dealers..and why u need then against those units when u have the gargoyle? tier 2 also.
-I'd say reduce thier HP 550 but increase the damage
550 HP and 40- 46 (while upgraded)
I know some of u might say riffles but i hope u not using destroyers to counter riffles..do u?
-Orb of anihilation will give and extra 15 damage down from 20.
that would also make a better solution against heavy melee. I agree frosts are too slow produced and too advanced in the tier3.
1. DK needs changes, but not really something that drastic. I thought you would have wanted to nerf the DK because he is the primary nuker of the UD. With that being the case, you should nerf statues. That is what made the UD nuke what it is today. I hate entangle because it causes my units to stop attacking, but that doesn't mean it needs a nerf.
2. Destroyers are fine. If anything, they need a buff to Devour Magic and nothing else. I don't see why they need changes at all. 900 HP for an air unit is nothing at all. That is not "insane" for a 5 food unit.
3. Orb is also fine, no changes needed.
The one problem I see with the game currently is the lack of strategic depth, not the lack of balance. This game is almost balanced. It might be *slightly* slanted towards one side, but that slant is being reduced every patch. There are no glaring imbalances such as the beastmaster epidemic of 2003. The only thing I consider a problem is lack of dispel. My necro armies decimate everything in their path, and almost no one can counter them. =/
HINT: Dispel doesn't counter necros... =/