Criticism:
I'd rather a lower ranged mace than a slower mace. Lower range reduces it's kiting capacity while not hurting its mobility. The Leveler is now faster, and has more coverage because the Mace costs almost twice as much.
Still worried about Slasher meta. This unit is razor-edge, really.
Ravager change is too small (unlike Mace, this does not make a difference to kiting relationships etc). But that's probably okay.
quote: But what does lv have to stop a reaper ball, or mace scapel ball? |
Domi is the only anti-heavy or skirm in the factory. Since they rely on kiting, and cannot really kite Reaper or Scalpel. So while Domi is perfect vs Zeus or Thugs or Jacks or even Ravagers, they're unusable vs Reaper or Scalpel. This is one of the reasons I really hate Domi actually, besides it's all-or-nothing mechanics: it does not reliably fill a needed niche in the balance.
In smaller numbers, Scorchers rip Reapers apart, but I understand it becomes harder to dodge shots when you get a 'ball' of Reapers, and that usually Panthers muscle Scorchers out of play.
But the Ravager and Reaper have similar HP/cost, (7.4 vs 8), while the Ravager has MUCH better DPS/cost (0.42 vs 0.18), speed, etc. Despite the Reapers weight advantage, you should be able to overrun it and kill it before it retreats, given equal cost, and out-maneuver it too.
Though the Reapers projectiles are actually a bit faster now than the ravagers, which is kinda weird.
As for Mace Scalpel, yeah, Ravager is much faster so use your mobility. Riot/Skirm combos are meant to be the best anti-unit mixes in the game. If anything perhaps they have too much assault power (Halberd could be used more, it's actually pretty good). This is one of the reasons I'd rather cut Mace range (Speed does not matter vs statics).