Payday values have been rebalanced, lowered in the case of most Heroes, after re-evaluating that unit's strength.
Manufacture values rebalanced, mostly lowered, due to a general workshop movement (see trap section)
Goblin
Goblin
No direct changes
Firebomb Spell (previously named 'Flame')
DPS / Attack: 36 / 576 to 40 / 640
Range: 3 to 5
Changed effect
Firebomb's damage increase is to simply give it a bit more burst as it's old value was barely higher than the Goblin's Lv10 attack (552).
The range increase is to match it up to Fireball as Firebomb is now a Goblin only spell.
Salamander
Salamander
No direct changes
Meteor
Changed Meteor Effect
Super Meteor (previously named 'Firebomb')
DPS / Attack: 170 / 2720 (1360 * 2) to 112 / 2352 (1176 * 2)
Recharge: 16 to 21
The graphical change to Meteor is apart of a larger movement to properly distinguish all the fire based projectiles. It also resembles Super Meteor more, which is fitting.
Super Meteor's damage tweaking is after re-calculating its overall theoretical damage and realizing how absurdly high it was. The spell was previously on my watch list as I wasn't 100% certain of its balance.
Troll
Troll
Fear: 750 to 1000
Run Speed: 1.35 to 1.45
Manufacture: 120 to 80
I noticed that the creature side struggles a lot with Fear Traps, which is why I gave this small but significant buff to the Troll.
The Troll's running speed is in response to a buff of movement speed for the Black Knight, as I would like to keep the Troll safely in the lead of being the most mobile tank.
Aside from the general Workshop movement I'm performing, the Troll no longer needs as absurdly high a Manufacture value because of how strong he's become as a unit overall. He's still the lead manufacturer on the creature side.
Bile Demon
Bile Demon
Health: 4000 to 3700
DPS / Attack: 42 / 252 to 38 / 228
Combat EXP: 175 to 150
Added Fart at Lv6
Added Diarrhea at Lv9
Fart
DPS / Attack: 77.14 / (1080 total) 180*6
Recharge: 14
Range: 2
Effect: Range from Origin, Area Effect Range of 2
Diarrhea
DPS / Attack: 83.08 / (2160 total) 360*6
Recharge: 26
Range: 2
Effect: Range from Origin, Area Effect Range of 3
I'm looking to make the Bile Demon more interesting as a tank compared to the other tanks and these changes also take him back to his roots. The stat changes are more of a necessary drawback to his additional spells.
Black Knight
Black Knight
Health: 2800 to 2200
DPS / Attack: 56 / 308 to 62 / 248
Recharge: 5.5 to 4.0
Black Invulnerable: Lv9 to Lv5
Self Invulnerable Removed
Walk Speed: 0.5 to 0.6
Run Speed: 0.8 to 1.0
Combat EXP: 150 to 175
Pay: 1000 to 880
Awake Time: 430 to 520
One problem with the Black Knight having two Invulnerable spells is that the AI isn't the smartest about using them and would sometimes overwrite Black Invulnerable with the inferior Self Invulnerable. This series of changes provide a solution to that problem by building the Black Knight around obtaining Black Invulnerable at an earlier level.
Changes involving the Black Knight's attacking is to help identify the Black Knight as the most aggressive of all tanks, which is apart of a larger movement to better differentiate all tanks.
Skeleton
Skeleton
Health: 700 to 950
DPS / Attack: 72 / 324 to 78 / 351
Lightning: Lv5 to Lv4
Thunder: Lv7 to Lv8
Payday: 300 to 400
Training EXP: 80 to 70
Combat EXP: 350 to 275
Lightning
DPS / Attack: 16 / 112 to 24 / 168
Range: 3 to 4
Effect: Weakened effect to symbolize it's lower damage compared to and to better differentiate it from Thunder
As apart of a movement that began after the original patch release, I've buffed the Skeleton to be more on par with a 'standard' unit rather than being considered a more expendable unit. The Portal change is what really makes this possible without making Skeletons abusable.
As they're no longer expendable units and to balance their higher stats, they now train slower but gain the Lightning spell a level sooner to make up for it. The additional delay in obtaining Thunder helps prevent Skeletons from being abusable and is also no longer necessary for the Skeleton to obtain sooner.
Changes done to the Lightning spell are actually meant for the Mistress, but they're fair changes when applied to the Skeleton nevertheless.
Rogue
Rogue
Health: 800 to 600
DPS / Attack: 68 / 238 to 88 / 484
Recharge: 3.5 to 5.5
Run Speed: 1.65 to 1.85
Invisibility: Lv4 to Lv5
Added Snipe at Lv7
Assassinate: Lv9 to Lv10
Removed Second invisibility (Lv6)
Train EXP: 60 to 45
Combat EXP: 225 to 200
Pay: 930 to 1000
Hunger: 300 to 480
Awake: 430 to 550
Invisibility
Duration: 11 to 30 Seconds
Recharge: 31 to 96
Invisibility Time: 35.4% to 31.25%
Snipe
DPS / Attack: 24 or 47.25 / (2400 or 4725 total) 75 * 32
Recharge: 100
Range: 7
Effect: Super Fast Projectile, Stun, Hits 32x, Deals Additional Damage to units with a stun time of 1 or higher
Assassinate
DPS / Attack: 57.12 / 7140 to 29.04 / 8712
Recharge: 120 to 300
Effect: Rogue Lv10 Melee Damage * 5 to Lv10 * 3
Due to the changes done to the Skeleton, the Skeleton has become more of the 'standard blitzer' which makes the Rogue redundant. Therefore, I began to move the Rogue more towards a unique 'sabotage' or assassin type of unit, which is something I tried before but failed. However, I'm trying this concept again with a slightly different approach and also some new ideas.
The Rogue's damage adjustments give him some significant burst, which can help him one-shot or at least two-shot a lot of support units if he's well trained.
The single Invisibility good for the Rogue's new purpose as part of the Invisibility time goes to the cast animation. The relative Invisibility time may be much worse, but the extended duration should help him sneak in and deal damage.
Snipe is set up specifically so the Rogue can actually strike a unit from afar, then give him enough time to move in and get at least one hit in while the enemy is stunned. This combos with Assassinate very well.
Assassinate's DPS may be weaker, but it's overall designed to deal more raw damage with the intent of the Rogue having a fair amount of downtime where he isn't out attacking enemies.
These new stats for the Rogue are entirely untested so I am unsure of how (im)practical they are.
Dark Angel
Dark Angel
Health: 1000 to 800
DPS / Attack: 140 / 350 to 160 / 400 to 120 / 300
Regen: 10 to 20
Disruption: Lv6 to Lv4
Added Blizzard at Lv6
Darkness: Lv10 to Lv9
Run Speed: 1.9 to 1.7
Pay: 900 to 700
Train EXP: 40 to 55
Combat EXP: 200 to 250
Disruption
DPS / Attack: 70 / 3500 to 6.25 / 75
Recharge: 50 to 12
Shot Speed 0.5 to 0.35
New Effect: Pierce w/Stun
Blizzard
DPS / Attack: 12 to 27.42 / (168 + 216 (384) total) 6 * 28 constant damage + 6 * 36 range-from-origin
Recharge: 14
Range: 6
Effect: Freezes for 6 Seconds and produces two AoEs (Constant and Range-from-Origin damage) with 2 tile radius
Darkness
DPS / Attack: 150 / 10500 to 281.25 / 4500
Recharge: 70 to 16
The Dark Angel has always acted like an upgraded Skeletons, with some differences in regards to the Dark Angel's level of burst and his quick-hitting style and more late game focused abilities. Especially due to the Skeleton changes, I wanted to redesign the Dark Angel to make him more interesting and also more accessible as an alternative blitzer.
While the Dark Angel's stats are weaker, all of his abilities have been designed to be more frequently cast with shorter recharge times to make up for it.
The reduction to the Dark Angel's running speed makes him less 'suicidal'.
Disruption is pretty much a new spell now as it's no longer damage focused, but instead is meant for stunning targets in a line as a more support based ability. This keeps it strong at all points in the game.
Blizzard as a new spell helps expand on the Dark Angel's variety by granting him not only a freeze but also a damage area of effect. This combined with Disruption better mark him as an ability focused blitzer.
Darkness is still a burst type spell, but it has of course been toned down in its burst so that it can be more frequently cast.
Warlock
Warlock
Health: 500 to 400
Hailstorm: Lv6 to Lv7
Pay: 725 to 675
Heal
HPS / Heal: 80 / 960 to 120 / 720
Recharge: 12 to 6
Hailstorm
DPS / Attack: 96 / (960 total) 30 * 32 to 112 / (1120 total) 35 * 32
I noticed a problem with the Warlock in that he reached his max potential far too soon compared to the Firefly and Dark Elf (the latter comparison a bit less relevant). To change this, I buffed Hailstorm and delayed it a level, increasing the Warlock's potential and also requiring a bit more effort to reach that potential. This change has also impacted the Fairy.
I wasn't fully satisfied with the Warlock's healing, so I ended up buffing it in ways. Even if the raw heal value is weaker, simply giving the Warlock the ability to heal more frequent is a very significant buff that makes Warlocks much more reliable. That is overall the position I want Warlocks to be in.
The Warlock's health reduction was to keep him as being the most vulnerable of support units, which is fair considering his increased strength as a support unit.
Firefly
Firefly
Health: 750 to 700
DPS / Attack: 12 / 24 to 28 / 56
Firespark: Lv2 to Lv3
Scorch: Lv6 to Lv7
Flare: Lv9 to Lv10
Removed Explore Job
Fear: 250 to 500
Now Hates Guard, no Longer Hates Pray
Pay: 175 to 350
Firespark
DPS / ATK: 52 / 104 to 18 / 36
Recharge: 4 to 2
Range: 3
Shot Speed: 1.0 to 0.4 (travels 4 tiles)
Effect: N/A to Pierce
Scorch
Range: 3 to 2
Flare
Range: 3 to 2
Shot Health: 8 to 5 (2 to 1.25 game second duration)
Shot Speed: 0.65 to 0.5 (5.2 to 2.5 tile distance)
Changed effect
The biggest change is the removal of the Explore job. The Firefly was greatly hindered by the terrible Explore AI, making him the MOST frustrating unit to manage despite otherwise being a very good unit. The Fear, Job hate, and Pay tweaks are related to the removal of the explore job. The Firefly had such low Fear value to make him run away if he encountered enemies on his exploration (too bad the AI is pretty dumb there too). The Firefly being able to use the Guard Room was only to try and help manage the exploration job. His low Payday was due to him already having a big drawback with suicidal exploring.
The Firefly is meant to provode AoE damage support in the form of line damage, but is limited by range. Firespark has been redesigned to be a short ranged pierce projectile. While Flare's damage hasn't been changed, its max distance has been shortened, which is funnily enough a buff. When it reaches max distance, Flare explodes into an AoE. With a shorter max distance, the explosion hits more consistantly. The overall reduction in attack range keeps the Firefly close to the frontlines where he is vulnerable, which is the balance to his overall incredible damage output at mid and max level.
Mistress
Mistress
Health: 850 to 900
DPS / Attack: 52 / 104 to 70 / 140
Lightning: Lv3 to Lv5
Chicken: Lv6 to Lv7
Replaced Thunder (9) with Frost Wave (9)
Train EXP: 50 to 65 to 70
Pay: 1320 to 1120
Lightning
DPS / Attack: 16 / 112 to 24 / 168
Range: 3 to 4
Effect: Weakened effect to symbolize it's lower damage compared to and to better differentiate it from Thunder
Chicken
Recharge: 36 to 32
Chicken Time: 38.8% to 43.75%
Frost Wave
Recharge: 28
Range: 4
Distance: Travels 4 Tiles at 0.5 Tile Speed
Effect: Freezes for 4 Seconds, Pierce
Effect2: Every time it hits a target, it produces a 2 tile damage radius that deals 20 damage over 0.75 seconds
Effect3: At max distance, it produces a 'Crystal Wall' which can freeze a unit for up to 9 seconds, dealing 400 damage over time
The Mistress is a unit of whom I've struggled to balance compared to other support units, so I'm trying again with a bit of a different approach.
Stun support isn't as useful earlier on as the bigger threats are usually in the form of ligher creatures like Goblins, and they're resistant to stunning. There's also less burst to benifit from stun damage due to everything being low leveled. Therefore, the Mistress in the early game will now act as a blitzer to help take down smaller units, basically being a mini Skeleton without the instant death penalty. Her upgraded stats will help support her in this role.
The damage increase in Lightning gives the Mistress a slight water advantage, but the biggest difference is the increase of range from 3 to 4 tiles. This makes it so the Mistress stays consistently behind the Dark Elf, but in front of the Warlock, thus increasing her survivability. Mistresses will now combo very well with Dark Elves due to changes done to the latter, thus this change with Lightning's range is even more significant.
The loss of Thunder does cause the Mistress to lose her late game damage and surpreme water advantage, but the Mistress isn't supposed to be doing direct damage anyhow. Dark Elves and Fireflies have that role covered already. Instead, they now have Frost Wave, which gives them area control similar to Wizard Ice Missile. While Frost Wave isn't damage focused (although the light damage is still a bonus) and can't stack as crazily, it does have the unique trait of causing a super freeze if it catches an enemy at the end of the projectile's life.
Dark Elf
Dark Elf
DPS / Attack: 20 / 100 to 35 / 175
Training EXP: 45 to 40
Guided Bolt: Lv5 to Lv6
Knives: Lv8 to Lv9
Pay: 560 to 720
Manufacture: 8 to 10
Bolt
DPS / Attack: 64 / 384 to 68 / (408 total) 102*4
Effect: Deals damage over 1 second on the tile
Guided Bolt
DPS / Attack: 72 / 864 to 80 / (960 total) 240*4
Speed: 0.7 to 1.5
Effect: Seeks Target, Deals damage over 1 second on the tile
Knives
DPS / Attack: 94 / 1786 to 132 / (2508 total) 418*6
Effect: Deals damage over 1.5 second on the tile
Changed Visual Effect
I've always felt that the Dark Elf bordered on being overpowered as she was good throughout the entire game, despite having more emphasis on late game, with her only weakness being that she's limited to direct damage. The Dark Elf was indirectly nerfed as the Warlock (and supposedly the Mistress) improved and the introduction of the Firefly challenged the Dark Elf's role. The changes done to the other support units seemed to overshadow the Dark Elf, so I ended up attempting some more direct rebalancing.
All of the Dark Elf's spells have this effect (Critical damage as I like to call it) where they deal weak initial damage but it stacks on more if the unit is still or slow moving. While all of her spells have been buffed in damage, there's still the added drawback of them being weaker in more lively fights. Additionally, due to the way the spell functions, this has added synergy with stuns as the projectile will hit the target multiple times, thus it will stack on stun duration and can help keep bigger units stun locked. This change overall makes the Dark Elf more interesting with flavorful strengths / weaknesses.
Guided Bolt and especially Knives recieved rather huge damage boosts, which is why they're delayed an extra level. This, combined with the reduced training rate, hinders the Dark Elf in the early game while still keeping her strong in the mid and late game, which is right where I want her.
Vampire
Vampire
DPS / Attack: 44 / 264 to 50 / 300
Drain: Lv2 to Lv3
This is just a little experiment I want to try out and see how it greatly impacts the Vampire, but I never had the time to test it.
Dwarf
Dwarf
Dwarf light changed from RGB: 511 to R:511, G255, B63
The color change is supposed to represent a torch light, which I think is much more interesting than just a white light in the water.
Guard
Guard
Health: 1800 to 1600
Other Invulnerable: Lv7 to Lv4
Halt added at Lv6
Heal (Lv4) replaced with Great Heal (Lv8)
Train EXP: 55 to 65
Combat EXP: 225 to 250
Fear: 2500 to 1000
Pay: 960 to to 470
Manufacture: 60 to 40
Attraction: Workshop to Hatchery (still 3 tiles)
Halt
Effect: Freezes for 3 Seconds
Recharge: 15 Seconds
Freeze Duration: 20%
A lot of the Heroes are rather 'slow' and I wanted to change this for the Guard. I also found him to have some problems due to the changes done with the Heal Spell, as now the spell is better designed for a support unit rather than a melee unit. In general, Heal had the problem of just dying out of usefulness when the late game came, but sometimes super annoying in the early game if the opposing player didn't have very high DPS.
The rebalancing of the Guard grants him more balanced strength throughout his levels as a support melee. Invulnerable is always useful while Heal is fixed, which is why I moved it down and gave him Great Heal at a higher level. Halt is simply a nice minor support ability that has a similar effect as Goblin Fireball in that it stops the Guard from rushing the frontlines. The lack of an early game heal makes him less annoying as an enemy if a Player just has a few Goblins, while in the late game the Player should be prepared to deal with his healing.
The drop in Fear is similar to the increase in Fear for the Troll, in that it's an opposite movement to make Heroes a little less resistant to the Fear Trap.
The attraction change is to establish the Guard as the most basic of all Heroes, the Hero Goblin so to say.
Light Warden
Light Warden
Health: 1400 to 1200
DPS / Attack: 62 / 124 to 64 / 128
Banish: Lv4 to Lv3
Light Ward: Lv7 to Lv6
Fear: 5000 to 2500
Pay: 1350 to 560
Train EXP: 50 to 60
Combat EXP: 200 to 225
Attraction: Guard 9 Tiles to 2
Shining Spear
DPS / Attack: 248 / 496 to 256 / 512
Some of the reasoning behind the Light Warden changes are similar to that of the Guard's, such as a desire to have a few 'faster' Heroes and a drop in Fear resistance. Gaining her abilities a bit sooner is important as the Light Warden's abilities really define her.
Knight
Knight
Pay: 1500 to 1200
Manufacture: 12 to 10
Stone Knight
Stone Knight
Health: 8000 to 2600
DPS / Attack: 40 / 240 to 42 / 168 to 52 / 208
Recharge: 6.0 to 4.0 Seconds
Added Soul Blade at Lv1
Self Invulnerable Replaced with Stone Invulnerable: Lv10 to Lv5
Great Heal: Lv8 to Lv9
Walk Speed: 0.4 to 0.5
Run Speed: 0.6 to 0.9
Train EXP: 30 to 40
Combat EXP: 125 to 150
Attraction: Workshop Tiles 15 to 3
Pay: 1750 to 1000
Manufacture: 150 to 100
Stone Knight's Melee Range set from 0.65 to 0
Stone Knight now uses Soul Blade for normal Melee Attacking
Stone Knight is set to a Support Unit (for technical reasons)
This causes Blitzers to prioritize him, making him a very good tank
Soul Blade
Attack: 8% of Max HP
Recharge: 4
Range: 1
Effect: Drain (Damage based on Percentage of Max Health)
Stone Invulnerable (self invulnerable)
Duration: 6
Recharge: 15
Invulnerable Time: 40%
The Stone Knight used to be one of the most boring Heroes, but now he is one of the most interesting. While I previously thought it was impossible due to the way DKII's creature AI is screwed, I still managed to come up with a way to create a functional Heal tank, and now the Stone Knight will take up that role.
All of the Stone Knight's ability and stat changes have been changed to fit this new design. He no longer performs normal melee attacking, but instead attacks with a short ranged Drain spell. Drain works because it's the only spell in the game that scales with leveling in a direct manner. Due to the Stone Knight attacking with Drain, he can actually consistently pierce enemy Invulnerability as an additional strength.
For technical reasons, the Stone Knight is considered a support unit by the game, as this was the only way to get him to consistently use Soul Blade for attacking. This is a mixed blessing, as it causes Blitzers to focus on him, which is good because he's supposed to tank. It's bad because he doesn't have the sheer health of a normal Knight and relies on healing, so he can be bursted down and be killed instantly in some situations.
Mercenary
Mercenary
Pay: 2000 to 1500
Manufacture: 40 to 30
Knives
DPS / Attack: 94 / 1786 to 132 / (2508 total) 418*6
Effect: Deals damage over 1.5 second on the tile
Changed Visual Effect
The Knives change is meant for the Dark Elf, but I've always been concerned about the Mercenary's late game and whether or not it's worth to keep him considering his high payday. So for this, I am fine with the buffing of Knives also effecting the Mercenary.
Samurai
Samurai
Health: 1400 to 1100
DPS / Attack: 104 / 208 to 112 / 224
Train EXP: 40 to 60
Combat EXP: 200 to 225
Pay: 1200 to 700
Critical Strike
DPS / Attack: 104 / 2496 to 112 / 2688
The Samurai's stat changes, funnily enough, are meant to differentiate him from the Mercenary and better establish the Mercenary's strength of being the tankiest blitzer while the Samurai is the best quick hitter. It also provides better enemy / general unit variety.
Blade Master
Blade Master
Health: 2200 to 1400
DPS / Attack: 58 / 232 to 78 / 234
Recharge: 4.0 to 3.0
Cleave: Lv4 to Lv3
Added Slice at Lv6
Run Speed: 1.6 to 1.4
Combat EXP: 175 to 200
Pay: 1300 to 940
Manufacture: 20 to 15
Changed voice
Cleave
DPS / Attack: 58 / 928 to 78 / 468
Recharge: 16 to 6
Changed effect
Slice
DPS / Attack: 52 / 468
Recharge: 9
Range: 2
Distance: Travels 1.6 Tiles at 0.4 Tile Speed
Effect: Pierce
Effect2: At max distance, the Slice projectile will stay for another second and deal an additional 468*4 (1872 total) damage if an enemy is standing there
Blade Flurry
DPS / Attack: 188.5 / (6032 total) 1508*4 to 234 / (2808 total) 936*4
Recharge: 32 to 12
Radius: 3 to 2 Tiles
Effect: Range-from-Origin AoE that hits 3 times then finishes with a Constant AoE
Changed effect
I found the Blade Master to be statistically a little boring as he appeared similar to the Knight, being a durable unit with heavier swings, although he wasn't the only one to share this problem. The Blade Master's stat changes are to help spice him up a bit. With shortened ability recharge times, he becomes a more ability based Hero. He's statistically weaker than the Mercenary, but still supports better with Slice and Cleave.
Wizard
Wizard
Health: 450 to 500
Regen: 20 to 30
Pay: 1750 to 850
Magistorm (previously named Firestorm)
Redesigned
Old: Hits the target twice and stuns in the second attack, producing Hailstorm and Lesser Inferno
Hailstorm hits 32x with Range from Origin Damage
Lesser Inferno hits 12x with Inferno Damage
Damage Value: 84 (Total Direct / AoE Damage: 168 / 1008-3696)
Radius: 2
Recharge Time: 50
New: Hits the target, then produces a custom Hailstorm and a still Earthblast projectile. Earthblast stuns the target constantly and produces a 'Blizzard' AoE for every hit, then produces a Custom Inferno shot when it dies
Earthblast hits 8x with constant stuns, the 7 hits gain stun bonus damage if the unit has 1+ stun time (9x or 16x direct damage in total w/initial projectile hit)
Hailstorm hits 48x with Range-from-Origin Damage
Blizzard hits 4x with Constant AoE Damage (32x in total as 8 copies are produced from each Earthblast hit)
Inferno hits 32x with Inferno Damage
Damage Value: 30 (Total Direct / AoE Damage: 270 or 480 / 1920-3360)
Radius: 2
Recharge Time: 60
Slowed down projectile speed from 0.5 to 0.4
Enhanced graphical effect
I wanted to try out giving the Wizard a bit of extra durability while on his own land and so far the change seems fine. As for Magistorm, well sometimes I figure out a way to re-invent a spell into something really cool and I just can't help myself ^^. Graphically, Magistorm is a real piece of work and should be checked out solely for that.
Elven Archer
Elven Archer
Arrow replaced with Bursting Arrow (still at Lv5)
Training EXP: 75 to 70
Combat Exp: 150 to 125
Manufacture: 20 to 15
Bursting Arrow
DPS / Attack: 64 / (384 total) 192*2
Recharge: 6
Range: 7
Effect: Produces a Range-from-Origin AoE with 2 Tile Radius when it hits a target
Chaos Charm
Effect Time: 6 to 7
Recharge: 40 to 42
Charm Duration: 15% to 16.6%
Shot Speed: 0.5 to 0.25 (travels 10 to 7 tiles at max)
Shot Health: 20 to 28 (5 to 7 game seconds)
Changed effect
Bursting Arrow is a spell concept I came up with and really wanted to impliment in somehow. It's a simple but good spell concept. Giving this to the Elven Archer is actually quite good as it gives her (yes it's a her deal with it) a lot of crowd control for small units, while Chaos Charm is good for taking down big guys (lol). It just compliments her really well.
Monk
Monk
DPS / Atk: 28 / 56 to 44 / 88
Fireball (Lv2) replaced with Holy Fire (Lv4)
Great Heal: Lv4 to Lv5
Great Invulnerable: Lv7 to Lv8
Training EXP: 40 to 55
Holy Fire
DPS / Attack: 12 / (144 total) 16*9
Recharge: 12
Range: 4
Effect: Initial Stun, Hits 9x, Bonus Damage / Stun Time to Units with 1+ Stun Time
The original Magic Missile was terrible for the Monk because it had a low recharge time, thus he wasted a lot of time casting it and that would cause him to not respond in time to an injured unit. He does need at least one of these spells to properly stay at range. Fireball was a good solution due to it having an 8 second recharge time, but the problem is that it gave the Monk a lot of power in the form of burst. I should have changed this sooner, but I was originally going to give him Magic Missile again, although tweaked to have an even longer cooldown. Then I came up with this spell idea.
Holy Fire is good for the Monk because it's weak on its own, outside of early game damage. Yet, it still has some interesting combo synergy with its stun capabilities while also having a high cooldown so the Monk can do a lot of healing when necessary.
Fairy
Fairy
Health: 350 to 300
DPS / Attack: 20 / 50 to 38 / 95
Hailstorm: Lv2 to Lv3
Thunder Strike: Lv5 to Lv6
Pyro: Lv9 to Lv10
Removed Explore Job
Combat EXP: 175 to 125
Training EXP: 55 to 60
Hailstorm
DPS / Attack: 96 / (960 total) 30 * 32 to 112 / (1120 total) 35 * 32
Thunder Strike
DPS / Attack: 81 / (972 total) 324*3 to 82 / (738 total) 246*3
Recharge: 12 to 9
Pyro (previously named Chainfire)
Hits 4 times instead of 15, but the first hit is a stun and each hit produces a 1 tile Range from Origin AoE
Effectively still hits 15 times due to stun and AoE bonuses on the individual target, with the added bonus of dealing additional damage to neighboring enemies if there is a lot of clutter
DPS / Attack: 350 / (4200 total) 280*15 to 325 / (2925 total) 195*15
Recharge Time: 12 to 9
Changed Effect
A lot of the changes for the Fairy involve turning her into the most active support unit, as she will almost never be not casting a spell at max level. I also want to make her have a late game focus similar to that of the Dark Elf.
The changes in Pyro are similar to that of Magistorm and Bursting Arrow, in that I had an idea on how to revamp the spell and just went with it, giving it a little bit more flexibility. It's new effect is also pretty neat.
Templar
Templar
Templar is now a Support Unit
Health: 3500 to 1000
White Invulnerable replaced with Crystal Field (Lv5 still)
Great Banish (Lv8) replaced with Mass Banish (Lv6)
Light moved from Lv10 to Lv9
Train EXP: 35 to 60
Pay: 1400 to 990
Attraction: Temple 12 Tiles to 1
Crystal Field
DPS / Attack: 68 / (544 total) 68*8
Recharge: 8
Range: 3
Effect: Constant AoE with 2 Radius
Mass Banish
Recharge: 24
Range: 3
Effect: Pierce
Effect2: Stuns target 1.5 Seconds after impact, Stuns again after 6 Seconds
Light
DPS / Attack: 555.5 / (10000 max) 1000*10 to 200 / (3600 max) 600*6 Range-from-Origin damage
Range: 6 to 3
Radius: 3 to 2
Shot Health: 4 to 5 (1 to 1.25 second duration)
Shot Speed: 1 to 0.65 (4 to 3.25 max tile distance)
Effect: Stuns, Pierce (no longer damages units with the projectile itself)
Effect2: When it reaches its max distance, it explodes into a Range-from-Origin AoE
The Templar, like the Blade Master, I did find to be a little boring. After tossing concepts back and forth, I ended up turning her into a support unit as there's already enough melee Heroes.
The Templar is a bit of a late support unit as she requires some training, similar to the Mistress. She has a lot of synergetic / combo abilities like Mas Banish, which is basically normal Banish that pierces foes. Using this in combination with Crystal Field and other units can allow her to stack on damage or even cause a bit of a stun lock. Light is still very powerful, although not as crazy OP, and acts as a very flashy initiater / finisher to battles.
Lord of the Land
Lord of the Land
Health: 8000 to 10000
DPS / Attack: 160 / 480 to 200 / 600
Regen: 250 to 300
Attack Range: 0.65 to 0.75
Walk Speed: 0.7 to 0.6
Run Speed: 1.8 to 1.5
Lord Invulnerable: Lv9 to Lv7
Replaced Lord Heal with Lord Slice (still Lv8)
Replaced Blade Flurry (Lv7) with Lord Blade Flurry (Lv7)
Lord Invulnerable (self invulnerable)
Duration: 18
Recharge: 30
Invulnerable Time: 60%
Lord Slice
DPS / Attack: 166.67 / (2000 total) 400*5
Recharge: 12
Range: 3
Distance: Travels 7.2 Tiles at 0.6 Tile Speed
Effect: Pierce
Effect2: Whenever Slice hits a target, it will produce a second projectile that stys for another second and deals an additional 400*4 (1600 total) damage if an enemy is standing there
Lord Blade Flurry
DPS / Attack: 400 / (6400 total) 1600*4
Recharge: 16
Radius: 3 Tiles
Effect: Range-from-Origin AoE that hits 3 times then finishes with a Constant AoE
With the revised levels 3-5, I noticed a bit of an issue with how high the Lords were being leveled at in order to provide a decent challenge. This is due to the maps being longer and thus player armies would level up, but it was still concerning as there would then be a lack of variety in lord levels as they'll all be levels 7-9 for the majority of the campaign for an 'average' threat level. With increased stats, it allows me to have more variety with levels while still keeping the Lord at a decent level. He can scale up better as a boss throughout the campaign.
Lord Slice acts similarly to Blade Master Slice, but it's naturally much better. It's faster and travels farther. It's special bonus damage isn't at the peak of the projectile distance, but for every target it hits, which is quite crazy. Fast moving units will be resistant to it but then they're likely to have difficulty dealing with Lord Blade Flurry and then just normal Lord attacking.
Lord Blade Flurry, damage wise, is just above that of the old Blade Flurry. It is, however, much more powerful due to its halving of recharge time compared to the old Blade Flurry, which is why it's a Lv9 spell.
King Reginald
King Reginald
Changed Heal Effect to Resurrect Creature
This basically gives King Regniald a cool looking 'aura' while he's fighting on his own land. Well it's pink so 'cool' is subjective.