I wouldn't want both daughters to have cleansing because I would prefer to keep the distinction of earth being the more battle-oriented and sky, with chain lightning and now cleansing, the more magic-oriented one. Plus, it seems the majority of players are picking the earth daughters as it is (and with good reason, IMHO), so cleansing only for sky would tilt this balance a bit.Both Daughters =
Added Cleansing spell (10 mana cost, advanced level, same as Zealot). No change to their base mana (Sky has 12, Earth has 9).
This sounds interesting, but why not simply increase the effect of poison?Foul Wyvern =
Added Crippling Wound (what the dwarven spearmen have).
I don't know why this is necessary, the sisters have the advantage of hp and defense, whereas the furies have higher initiative and damage, so seems pretty balanced to me. I think that in the Dungeon creature choices most people chose the sisters, whereas I opted for the furies. I still can't see how the sisters are better (though I will choose them for diversity's sake), because with Dungeon I'm gonna wanna attack as fast and furious as possible, and will try to avoid my level 2 unit being hit at all costs, and the extra 5 or however many hp will not mean that much. So, with the added +1 defense, I would pick the furies even more gladly. Ah, well.Blood Fury vs Sister =
Fury DEF 3 -> 4
Sister DEF 4 -> 3
Still seems insufficient; wouldn't pick them over the Grims. Perhaps 50% power? Or how about increasing their speed by 1 so that can come into play more easily?Grim vs Brisk Raiders =
Brisk wheeling attack 0.25x power -> 0.35x power.
Brisk Raider ATT 12->13, DEF 9->8
I've actually never thought of it like that.BTW, ppl should already know this - by circling an enemy, a B.Raider can hit an enemy with a drive-by attack and then hit the same enemy for the proper attack.
Thanks, will try it out!
Wait, first you say that a sprite wastes her turn by casting wasp swarm and then you go on by explaining how you would like to see the unstoppable wasp swarm rush be prevented?Sprite =
(Wasp Swarm None->Basic)
Wasp Swarm with mastery of None means you just wasted your Sprite's turn. To prevent unstoppable Sprite Wasp Swarm rush, delay Sprite building upgrade by requiring some prerequisite(s).
The sprite is already arguably the best level 1 unit and, though certainly a considerable nuisance, the two wasp swarms each neutral stack casts are not uber-powerful. Giving them basic mastery of the spell would be giving them more power which they do not need, not by a long shot.
Unless you are concerned about mid to late game, where the dryad becomes a more desirable pick due to symbiosis with the treants and increasing the power of the sprites' wasp swarm efficiency would enable them to keep more of an edge? The mind does boggle.
Seems like the Wind Dancer is underpowered this way. The only thing he has going for him is the agility special, whereas the War Dancers have the better stats and combo.War vs Wind Dancer =
War ATT 5 -> 6
Wind ATT 6 -> 5
War DMG 3-5 -> 4-6
Wind DMG 4-6 -> 3-5
Could you explain? I tend to favour the Emeralds as it is due to the (relative) reliability of Acid Breath as opposed to the unreliable Prismatic Breath. Why would I want to pick the Emeralds after they've been weakened?Now, Crystal will be a situational strategy. Easy strategy, but at least it's a bit more situational.
First of all, let me say that the way Nival has changed some alternative creatures' statistics by taking away 1 HP really gets on my nerves for some reason.Arch Mage vs Battle Mage =
Switch DEF 10<->9
Switch HP 30<->29
Battle Mage DMG 7-7 -> 7-8
Secondly, I would not pick even your improved Battle Mages. Like I said earlier in this thread, Archmages have Fireball, Righteous Might and a stronger Fist of Wrath AND they decrease your hero's spell cost by 25%. I'd want a bit more damage out of the Battle Mages for them to become a viable choice. Perhaps 7-10 damage and +1 to attack?
I'm not sure about your Storm Titans, I'd have to see them in battle to make up my mind, but I almost welcome any change to this non-dynamic duo and yours would certainly bring a breath of fresh air.
Some other changes I think might be unnecessary, e.g. Mountain Guards and Whitebear Riders. Even though a lot of people prefer the Shieldguards and Blackbears (see the "Fortress creature choices" thread), good points have been raised in favour of the "whitebeards", so again, if they got bonuses to their stats, I would pick them all the more gladly.