I will make a pretty detailed explanation of my position as soon as I have an hour spare, but here is the quick version:
New Dante is good in what it does. Just what it does is not necessarily useful in high density games. I assume the changes make sense in smaller game sizes.
So, I am specifically talking about TAW-style clusterfucks here:
Dante was used so often in there because it's specific role was one you could not get with a different unit. Kind of a medium-range spam counter.
The point is that if I am in a situation where I would need to build a 3500m riot, then I am guaranteed to fight a lot of skirmishers and artillery as well. The added health is nice, but even Paladin is mostly so sturdy because things have to be cautios about it's long range weaponry.
While I definitely believe that a lot of thought and testing was done and I DON'T EVEN DISAGREE with certain changes, first and foremost burn time reduction, here is my critique:


StiofanKingofAwoo, if you sat down with the previous version of the game and you had to change something, would you think buffing skirmisher spam and lances would come to your mind or would be a good idea? I kind of doubt that...
So, what would be an alternative solution? Honestly, in my opinion the best solution would be to design a new unit that fills in the gap and does something functionally similar to dantes old d-gun, but without the bs like the burn time. Since the siegebot stuff is worked on atm anyway, I think that this is a convenient timing to make such a unit as well.
Alternatively, the easiest solution would be to meddle with the d-gun again, but I have like 5 possible ideas for that alone, so I will save that for a later post. (Also, probably the most boring approach to this.)
Lastly, a more general feedback:
StiofanKingofAwoo:
First, I think I need to make clear that my intention is not to get a simple reversion of the changes you made. I am more looking for a solution that fulfills yours and GFs ideas about Dante, but also adresses my and @Ixzines complaints, because I - obviously - think they are pretty valid.
From reading RefumbleStriders, your thinking is very understandable (nachvollziehbar) and makes sense, but I think your approach to balance is a bit to "unit-I-want-to-change-centric".
A basic rule of thumb in design is "form follows function", not the other way around. It is completely fine to have changes like you did, but it is even better if you also think about how to compensate players for what they lose / what functionalilty or mechanics they lose.
Second, there is one thing I completely disaree with:
quote: Making dante go to the enemy to do it's damage looks like a design that would create more interesting interactions. |
This is ofc subjective, but to me this feels precisely the other way around. A unit that is kind of confused about if it is a riot, a skirm or an artillery unit, that wants to be tanky but isn't is way more interesting than what we have now. Especially since you practically scrapped the list of units that dante can interact with in the first place quite a bit. And about:
quote: Dante becomes both speedier and tankier, to get into combat, survive it a little and get out again. |
That describes quite precisely what Krow does. Making a unit functionally more similar to an already existing unit at the cost of something otherwise unique seems like it violates the design-goals of Quant'z rule. At least to me, the new iteration of Dante feels honestly quite bland and boring compared to before. While I know that this is a subjective opinion, I am saying this because in my eyes, I don't think you got the effect you intended.
Later!