I've come to the conclusion that the UD faction is currently the most underpowered faction overall.
It all comes down to 1 point: they need a unit that does elemental or spirit damage. A magic tower that does spirit or elemental damage would also be really important. It doesn't have to be 10 damage (ex. a 7 spirit damage tower, or a 8 elemental would be fine, but they desperately need something like that.
A few other minor buffs I would recommend would be:
a) Give Flying Line Galleus a HP buff (I still don't see them ever showing up in MP games due to high cost and military academy requirements, but an elite unit like them needs more hp).
b) Krolm's Housecarl are pathetic. 16 attack? 40hp? At the very least, it should be 20att with 50hp. I would actually recommend 24att, 55hp to make them semi-useful, and even then I would prefer the other 3 temple units over them.
c) Dracolich is by far the most useless unit. it has the lowest base damage of any elite unit (14 elemental????), and is cursed with low hp (35) as well. At the very least, raise it to 18 elemental/9death, and 40hp. Even then, I doubt I'd ever train one, but it would make a potential (if highly unlikely) option.
Reason why they're weak:
a) their capital's tower, and all their magic towers do death damage. The end result is that if you can krypta's summon skeleton spell, or a single undead neutral city will make their magic towers and capital are useless.
Every other faction's neutrals can build 3 or 4 magic towers (elemental damage) with military units, and form an nearly-invincible stronghold in mid-game. Undead players doing this can be easily cracked, due to basic units (the skeletons) that have immunity to death magic.
Similarly, the UD capital doing death damage means that in the early-game, its defenseless if you have any skeletons, and only needs to be worn down.
b) vampires, their magic unit, does death magic. Sadly, this makes them so easy to counter that I never see them in MP.
c) Early game consists of 2 main points, really. The first is grabbing lairs as fast as you can with your troops. The second is the ability to kill a great fire elemental, so that you can make temple units
Since GFEs have high melee, missile resists, and are immune to death, UD basically cannot hurt them much.
In other words, your only chance of killing one is getting a high elemental damage spell (fireball, lightning can work if used properly, but nowhere near as good) or a ranged hero (elvish healer, goblin archer, and shaman can all kill GFEs pretty easily with some archer support).
However, being so reliant on luck is not a good thing, especially since the other factions can easily take down these elementals with units (humans with a wizard + archers, and goblins with 1-2 shaman and a higher number of archers).
As for grabbing lairs... well 3 movement on their skeletons is not conductive to being able to reach lairs quickly and efficiently.
A unit that does elemental/spirit damage would fix all these issues, and give them a fighting chance.
Note:
a) an alternate way to fix it would be to remove skeleton and GFE death immunity, but that sounds a bit odd even to me.
b) Koatl village perk fixes this issue (Koatl warlock attack is elemental, with a death damage stunning spell). But Koatl village is completely imbalanced (way too effective for its 2 point cost, and Koatl warlocks are completely OP). This is doubly true for UD who don't even need to bother with food upkeep.
EDIT:
- Magical Transformer from Magic Fields applies to Casters, Healers, and Constructs. It gives +20% power which is great.
But... the only unit it affects for UD is... vampires? Which, as stated earlier, are really hard to use...
It all comes down to 1 point: they need a unit that does elemental or spirit damage. A magic tower that does spirit or elemental damage would also be really important. It doesn't have to be 10 damage (ex. a 7 spirit damage tower, or a 8 elemental would be fine, but they desperately need something like that.
A few other minor buffs I would recommend would be:
a) Give Flying Line Galleus a HP buff (I still don't see them ever showing up in MP games due to high cost and military academy requirements, but an elite unit like them needs more hp).
b) Krolm's Housecarl are pathetic. 16 attack? 40hp? At the very least, it should be 20att with 50hp. I would actually recommend 24att, 55hp to make them semi-useful, and even then I would prefer the other 3 temple units over them.
c) Dracolich is by far the most useless unit. it has the lowest base damage of any elite unit (14 elemental????), and is cursed with low hp (35) as well. At the very least, raise it to 18 elemental/9death, and 40hp. Even then, I doubt I'd ever train one, but it would make a potential (if highly unlikely) option.
Reason why they're weak:
a) their capital's tower, and all their magic towers do death damage. The end result is that if you can krypta's summon skeleton spell, or a single undead neutral city will make their magic towers and capital are useless.
Every other faction's neutrals can build 3 or 4 magic towers (elemental damage) with military units, and form an nearly-invincible stronghold in mid-game. Undead players doing this can be easily cracked, due to basic units (the skeletons) that have immunity to death magic.
Similarly, the UD capital doing death damage means that in the early-game, its defenseless if you have any skeletons, and only needs to be worn down.
b) vampires, their magic unit, does death magic. Sadly, this makes them so easy to counter that I never see them in MP.
c) Early game consists of 2 main points, really. The first is grabbing lairs as fast as you can with your troops. The second is the ability to kill a great fire elemental, so that you can make temple units
Since GFEs have high melee, missile resists, and are immune to death, UD basically cannot hurt them much.
In other words, your only chance of killing one is getting a high elemental damage spell (fireball, lightning can work if used properly, but nowhere near as good) or a ranged hero (elvish healer, goblin archer, and shaman can all kill GFEs pretty easily with some archer support).
However, being so reliant on luck is not a good thing, especially since the other factions can easily take down these elementals with units (humans with a wizard + archers, and goblins with 1-2 shaman and a higher number of archers).
As for grabbing lairs... well 3 movement on their skeletons is not conductive to being able to reach lairs quickly and efficiently.
A unit that does elemental/spirit damage would fix all these issues, and give them a fighting chance.
Note:
a) an alternate way to fix it would be to remove skeleton and GFE death immunity, but that sounds a bit odd even to me.
b) Koatl village perk fixes this issue (Koatl warlock attack is elemental, with a death damage stunning spell). But Koatl village is completely imbalanced (way too effective for its 2 point cost, and Koatl warlocks are completely OP). This is doubly true for UD who don't even need to bother with food upkeep.
EDIT:
- Magical Transformer from Magic Fields applies to Casters, Healers, and Constructs. It gives +20% power which is great.
But... the only unit it affects for UD is... vampires? Which, as stated earlier, are really hard to use...
Last edited: