Updating Balance For All Gladiators After 3 Days Of Discord Voting - v0.409

Gladiator Guild Manager: Prologue

Gladiator Guild Manager: Prologue is a battle sim about managing your own Gladiator Guild in an epic fantasy world. Build and run your own guild, hire and train gladiators, develop unique tactics, manage resources, compete for the rank in the arena, and much more.

[h1]Balance[/h1] We made a [url=https://discord.gg/R7WjmkS]Discord Voting Channel[/url] where you guys helped us decide what character to buff, nerf or not change much. This update is based on that feedback (with some slight exceptions) But first, we should quickly explain how points (like damage points) for Abilities are calculated. Each Ability takes its stats from base stats: Strength, Agility and Intelligence. Let's take for example Knight’s Melee Attack Damage stat. It takes 5 Damage from each Strength, and 3 Damage from each Agility point. [img]{STEAM_CLAN_IMAGE}/38104238/ee98ce96f14dc1a3610d4b4702ab000ffaa0f427.jpg[/img] When we can simply explain by saying that some ability is buffed or nerfed by certain percentage we’ll do that. But some examples will be more specific like for knight. [img]{STEAM_CLAN_IMAGE}/38104238/d9605c2671504f68a80ca35d4801625e6f9e874d.png[/img] [h2]Knight[/h2] -Melee Attack: *Damage points per Agility increased from 2 to 3. [h2]Archer[/h2] -Dodge *Dodge points reduced by 50% [h2]Hunter[/h2] -Shoot *Starting cooldown increased from 1.25 to 1.5 seconds. [h2]Berserker[/h2] Note: We’ve seen people complain how he is not using his axe ability but hits with fists. He uses axe first. But then when he is too close to the enemy he has to use fists because his Melee Attack with axe has minimum range. It’s our fault for not including this in description. We will do that soon in Beta version of the game (Changing text descriptions in Prologue is problematic now because we have 13 languages so it's very time consuming contacting every translator and we need to focus on new features) -Punch *Damage points increased by 15% [h2]Brigand[/h2] -Throw Spear *Damage points per strength reduced from 5 to 4 [h2]Cryomancer[/h2] Note: The problem with Cryomancers Frost Bolt was that after freezing the enemy, the enemy should not be able to move for next 4 seconds. But then, for example, the friendly Archer, who should be ideal combination with Cryomancer, would shoot that enemy, and the movement speed would reset and enemy would start moving again. This is now fixed. So you can be sure that enemies who are frozen will stay in place. Also Frost Bolt was blockable by any Block ability (Knights or Marauders) but now it’s unavoidable and it will freeze any target it hits. So we won’t buff Cryomancer yet since he already might be too powerful now that he can actually keep enemies in place as it was intended. We’ll see how he feels after the patch. [img]{STEAM_CLAN_IMAGE}/38104238/7bbd064e51c5b07ba37db5401a256a83f9d1b50a.gif[/img] [h2]Ghoul[/h2] -Melee Attack *Damage increased by 30% [h2]Invigorator[/h2] -Divine Vigor *Used to increase Strength and Agility of friendly units by 22% of his own Intelligence stat: [img]{STEAM_CLAN_IMAGE}/38104238/004fc57112672827749fd3c89b0eed2d46a65b1b.png[/img] Now it increases Strength and Agility by 40% but is limited to only 3 stacks per unit. While before he could cast infinite number of stacks, so combining him with Priest and Knight was OP. [h2]Marauder[/h2] -Shield Block *Has 20% less block points [h2]Necromancer[/h2] Note: We’ll make additional changes to Necromancer in new beta patches. We wanted this patch to balance both free Prologue and Beta versions of the game. And in Progue we are not going to be adding new abilities because we’d have to adapt it for 13 languages and we should focus on new features for the game instead. -Terror *The problem with terror used to be that Necromancer would send an enemy unit running but friendly archer would then shoot it and break the spell. Now friendly units won’t focus enemies disabled by long term disable abilities like Terror (they will still focus knockdowned units as those are only very shortly disabled and it’s great a opportunity to deal some damage to enemy while they can’t defend) Keep in mind that accidental arrows can still hit them. Or there will be situations where projectile will be already flying towards enemy unit and Necromancer will cast terror after that arrow was already fired. So it’s not going to be perfect but from what we tested it works fairly well. *Terror now has instead of 2 seconds starting value of 4 seconds. And starting cooldown was starting with 25 seconds, and now is starting with 15 seconds. -Raise Dead *The problem with this ability is as many of you stated is that you need dead body. If it’s friendly, it’s bad for you since you’ll have one unit less in next battle. And if it’s enemy, you’re probably already winning that battle anyway. Completely fair point. And we’ll add Ghoul Summoning ability to Necromancer soon in one of the Beta patches. At this moment this ability is rising a dead unit that is 1 level for each 10 intelligence points of the Necromancer. Which is already very powerful in certain situations (especially for enemies since they don’t care if their units die like player does). So we won’t make it even more powerful. But we shifted focus of Necromancers random assigned stats from Stamina to Health. We also decrease stamina cost of his abilities. And added 200 bonus health to him at the start. So now he is harder to kill, and terror is more efficient. This is probably still not going to make him a favorite character for most players but it will have to do until the beta patch where we give him additional ability. Anyhow, still a good way of using this unit is when there is higher number of units in battle and together with Priestess to keep him alive until gladiators start dropping dead. [h2]Priestess[/h2] Note: We got a lot of votes to buff Priestess but at the same time we got lots of messages to nerf her. People who figured out good combinations with her find game too easy, while others probably feel she’s not as good. We figured that the thing that makes her OP to some players is that she restores stamina. So combining her with some powerful unit who don’t have much stamina can become extremely powerful combination. In a very soon Beta update we’ll remove stamina restoring and increase her heal and shield abilities. For now we’ll just buff her Shield ability a little bit to respond to Buff request, but we’ll find better solution in Beta where we can change more. For now if you don’t find her strong enough, try giving her some Intelligence items and putting her together with some high damage units who could use additional stamina boost. (When we remove her stamina boost, we'll make that sort of ability to Invigorator as some of you suggested) -Shield *Shield health increased by 10% [h2]Worg[/h2] -Dodge *Dodge points are 40% higher -Bite *Damage points per Agility increased from 4.5 to 5.5. [h2]Pyromancer[/h2] -Unstable Fire Bolt *Starting execution speed reduced from 1.5 to 2.25 seconds. *Damage points per Intelligence reduced from 5.5 to 4.5. If some class now feels too powerful or not powerful enough tell us here in comments or in our [url=https://discord.gg/J7Ja2cK]Discord Channel[/url] and we'll keep tweaking the balance some more :) Thanks!