I sometimes see jangar architect specific bg: elven ancestor / garu hurler mysian lamia? (coincidentally 2 of those have preparation)
I also thought of jangar architect, but I can't really consider him problematic. He just does what he does. The other two are completely different, since they are usually built with preparation. In any case, my point is that a lot of the 2-4 and especially 3-4 range units are fairly expensive and in some cases weak (Check Seeker of the Source)
I wasnt thinking they were problematic within the 2-4 range I was just thinking they should have an adjustment too if 3-5 range champs were going to get hit. I didnt propose as big an adjustment as 3-5. I just felt a scale of nerfs punishing longer ranges more would have a better impact on the balance when compared to what sok said.
if people are all agreeing that range 4 champs shouldnt be touched I guess I can amend my proposal to remove them. the point is I want to see longer ranges get hit harder than 4-5.
4-5 is a good starting point, I'm not sure if they need to be hit more. It is certainly possible that if you nerf range too much you open up a new can of worms where melee and melee counters which are not long range dominate the game.
Personally even if a faction has 4-5 meta ranged units I only include 3 of them x2, as you need a lot of melee to soak up and deal damage... The only time range becomes a problem is when a faction has spells or abilities that cause ensnare. Atm you can run like 4-5 ranged units if your faction has ensnare spells, try running 4-5 different ranged units x2 with SP and you are stuffed ... Personally I find ensnare to be too powerful against melee units... Most of the time you can just charge down range heavy decks with ur melee units, and kill the squishy bastards...
Any ranged unit that has 3-4 or 4-5 or 2-3 should not be touched in anyway shape or form, those ranges are Bane Shift to begin with. I honestly don't have as big of a problem with range anymore, the issue with range is were giving too many factions too many ways to boost damage anymore. Example: Dwarven Hooligan starts off with 10 damage at 5 range Commander from an allied dwarf puts him at 12 damage in range of battlemaster now at 14 damage sermon comes out add another 2 damage for a total of 16 damage Forge hammer for kicks- 20 damage Banner- 21 damage Dwarven handler is deployed for regal and drive- 25 damage Battle drum- Another 3 damage- 28 damage This is basically all runes that are ran maybe excluding handler, and i'm not even including spells. The problem with range is we give them way too many ways to pump up damage. Then again 6 of that damage is also coming globally from abilities and a relic, global abilities are a problem in every facet of this game.
I agree! Dont forget holy armaments to make it 31 damage. I think ranged dots rank 2+ are too powerful! However I think range in general isnt OP.
from the cactuar: SHORT-TERM STUFF This section is for items that are under consideration. RNG champs adjustments Most likely most will see 2-4 increases I'll start with champs with 5+ range and work down DOTs Remove secondary effects DOTs will be limited to Rank 1 on champions with 4+ range