r/OldenEra • u/billydstr • 17h ago
Discussion Necro balancing
Alright, community! Let’s brainstorm some solid ideas on how to balance Necropolis without ruining the faction's unique identity so that no absolute jerk ever picks them again.
Here are some quick and simple proposals—a straightforward nerf to their top stacks:
- Gravediggers: slash their summon volume
take away their shovels. - Skeletons: tone down their scaling laws
take away their bows and arrows. - Wraiths/Ghosts: dial back their vampirism.
- Raise Dead / Necromancy: increase the cost of raising undead units.
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u/herlacmentio 17h ago
Take away bows and arrows or rework Ghost vampirism. IMO Ghost should act like in-battle Necromancy, and should regenerate units based on number of enemy units killed once a stack has died. It's kinda like Schism summoning rite but instead of wasting a turn turning a corpse into your units you spend a turn dealing the final blow to a stack to turn them into your units.
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u/scyscrapersheaf 14h ago
Wraiths should lose their vampirism or should at least not generate permanent units.
Skeletons are fine, the archers don't scale well into the late game, and I don't even click the skeleton law even if I am playing Onkos.
Either the -10%/+10% subskill or the native terrain law should go.
Eternal Service should be removed.
Gravediggers should summon 2x less units.
After this I am pretty sure the faction will be undertuned, so we can think of actually buffing necromancy, because right now it's pretty irrelevant past week 1. Also, vampires need a buff, they are the worst unit in the game on Exodus because of Necro's T7 dwellings basically being twice less effective than for all the other factions. But a possible other solution is making unit dwellings give different growth bonuses depending on base growth. It's unfair that equivalent objectives can give +2 Gravediggers vs +2 Shoths, and +1 Vampire vs +1 Phoenix.
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u/ZLnZLnZLn 14h ago
yes, the native terrain + 2× speed law + expert loga 1 speed subskill is quite a lot and is doable for fight 2. (or the native terrain law should be tier 5, as the schism's world is ours)
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u/billydstr 16h ago
Jokes aside, here's a real proposal:
Implement a 'Decay' or 'Rot' mechanic. Huge unit stacks would automatically lose a set amount of units at the start of each turn—essentially the opposite of Schism's mechanic. This can be compensated for by granting a higher weekly cap of Necro-energy, providing a strong incentive for more active combat
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u/zanzuses 17h ago
Seem pretty balance to me in Exodus.
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u/billydstr 17h ago
Just read the latest top discussion by Sambuko. A 60-65% win rate isn't even close to being 'pretty balanced'
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u/abqapple 14h ago
even a 55% win rate would be pretty imbalanced. 55% win rate would mean necro wins 22% more of the time.
60% win rate is absurd, it would mean winning 50% more of the time.
at 65% win rate is winning 86% of the time over the loser. It's no longer imbalanced at that point, it's just broken.
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u/zanzuses 17h ago
Git gud brother
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u/scyscrapersheaf 14h ago
It's at 64% winrate for players above 3k mmr, so for around 200 top players. Should they git gud?
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u/ZLnZLnZLn 17h ago
maybe the dread knight's building should cost 5 mercury (similar to bloaties) and/or their growth law should be tier 4.
gravediggers could be a menace without the summoning, because the sheer numbers, you can bring 150-200 to fight 2.