There are still so many problems with this leader.
-
Mega turrets have too much range and are still too cheap too build.
-fix reduce range and damage and increase the cost per mega turret fivefold like generators
-have set number of turrets to be built
-
Burn out, too cost-effective, recovers too quickly, effects too much in economy and build production
-Move too another slot for late too mid game early game it is too overwhelming and effective
-increase recharge time and cost
If recharge time increases this will limit the resource income to make it fairer too opposing team
- reduce the duration of effect (just another option)
- Ultra mines -recover time is plenty fast and does a lot of damage on top of cloak mines
-Reduce damage to level one and move cloak to level 2 mines with full damage buff on level 2
This even out the damage output on pavidum which all his abilities are either too kill massive ground troops easily which gives an advantage in terms of defender protection and offensive abilities.
-
the last stand (whichever one gives indestructible buildings)
-reduce the time it last.
This is a very powerful ability for it cost, lasting almost 2 mins of no damage to a base can get lockdown build up troops inside and sent out to counter once help has arrived or have built army just attack troops which give unfair advantage too, defender. Example. Atroix bulk ward use too last for 10 seconds of no damage I believe and heal. Was nef because too powerful, now while it does not heal units it make sure defender really takes no losses in economy no other leader has that type of power, even Johnsons free buildings is nice during late game but it still requires time to build
Comparing the overcharge to mechs on johnson yes it is powerful and last the perfect time but because he is so specific to his mech units this is a fair trade-off since it does not cover anything else.
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beams and lich I believe they really should be the switch with a damage reduction on the litch.
The beams are just super powerful and still do a lot of damage compared too the other leader powers, it is really much better too atriox eradication which is slow and does a lot of damage too troops but not buildings.
The litch would be more useful early too mid and by switching the beams too the final power it would be at level 3 already which does the most damage and can wipe bases out easily.
I’m not aware of bulwark ever giving 10 seconds of invincibility, you’re thinking of unbreakable. Pavium’s stand is fine, it doesn’t last two minutes, up the cost to like 500/500 and leave the time alone. His leader needs a bit of a damage nerf, he’s too strong early game right now. Mega turrets are a non issue, upping their cost that much would make them unusable outside of super late game scenarios. Burnout could use a cooldown increase, and Ultra Mines need some work, cost increase as well as a much longer cooldown.
They should make ultra mines only one level but retain only the first LP damage instead of LP 2.
> 2793304054609295;1:
> There are still so many problems with this leader.
>
> 1. Mega turrets have too much range and are still too cheap too build.
> -fix reduce range and damage and increase the cost per mega turret fivefold like generators
> -have set number of turrets to be built
>
> 2. Burn out, too cost-effective, recovers too quickly, effects too much in economy and build production
> -Move too another slot for late too mid game early game it is too overwhelming and effective
> -increase recharge time and cost
> If recharge time increases this will limit the resource income to make it fairer too opposing team
> - reduce the duration of effect (just another option)
>
> 3. Ultra mines -recover time is plenty fast and does a lot of damage on top of cloak mines
>
> -Reduce damage to level one and move cloak to level 2 mines with full damage buff on level 2
> This even out the damage output on pavidum which all his abilities are either too kill massive ground troops easily which gives an advantage in terms of defender protection and offensive abilities.
>
> 4. the last stand (whichever one gives indestructible buildings)
> -reduce the time it last.
> This is a very powerful ability for it cost, lasting almost 2 mins of no damage to a base can get lockdown build up troops inside and sent out to counter once help has arrived or have built army just attack troops which give unfair advantage too, defender. Example. Atroix bulk ward use too last for 10 seconds of no damage I believe and heal. Was nef because too powerful, now while it does not heal units it make sure defender really takes no losses in economy no other leader has that type of power, even Johnsons free buildings is nice during late game but it still requires time to build
> Comparing the overcharge to mechs on johnson yes it is powerful and last the perfect time but because he is so specific to his mech units this is a fair trade-off since it does not cover anything else.
>
> 5. beams and lich I believe they really should be the switch with a damage reduction on the litch.
> The beams are just super powerful and still do a lot of damage compared too the other leader powers, it is really much better too atriox eradication which is slow and does a lot of damage too troops but not buildings.
> The litch would be more useful early too mid and by switching the beams too the final power it would be at level 3 already which does the most damage and can wipe bases out easily.
I agree he is still OP but for different reasons
His mines, his insane leader, his 10 hour long beams.
Mega turrets seem to be ok now, i dont really ever see them ever tbh
Honestly, I don’t think the hero is unbalanced. He’s basically like a slower Chosen with more HP. The thing that makes the Chosen good is how fast he is, so he can get out of bad engagements. Pavium can’t do that. He’s good for sitting in the back of an army and doling out damage, but once he’s alone, he can’t even outrun grunts.
> 2533274830489835;5:
> Honestly, I don’t think the hero is unbalanced. He’s basically like a slower Chosen with more HP. The thing that makes the Chosen good is how fast he is, so he can get out of bad engagements. Pavium can’t do that. He’s good for sitting in the back of an army and doling out damage, but once he’s alone, he can’t even outrun grunts.
Well slower yes but like the chosen of old the amount of shield and health he gets after one upgrade is triple that of the current and it makes it much more difficult too deal with him when his little beam of death does damage, weakens armor on bases and units, stuns as well as being hard too focus fire kill with low-level units. The chosen did pretty much everything he did but weaken armor when it was at it full power( Meaning before balance fix) that leader. Another example was colony at his prime where not even snipers could handle him at max rank and colony would be level one.
> 2533274830489835;5:
> Honestly, I don’t think the hero is unbalanced. He’s basically like a slower Chosen with more HP. The thing that makes the Chosen good is how fast he is, so he can get out of bad engagements. Pavium can’t do that. He’s good for sitting in the back of an army and doling out damage, but once he’s alone, he can’t even outrun grunts.
Pavium doles out a far larger amount of damage than Chosen does however, assuming he stands still of course. He’s not game breaking or grossly OP, but is very strong early game. A 10-15% reduction in damage, or reducing his splash would do fine, right now he just wrecks early infantry groups a bit too hard. This could even be reduction that goes away once you research his second upgrade so as to keep him viable in the mid to late game.
> 2533274843481335;7:
> > 2533274830489835;5:
> > Honestly, I don’t think the hero is unbalanced. He’s basically like a slower Chosen with more HP. The thing that makes the Chosen good is how fast he is, so he can get out of bad engagements. Pavium can’t do that. He’s good for sitting in the back of an army and doling out damage, but once he’s alone, he can’t even outrun grunts.
>
> Pavium doles out a far larger amount of damage than Chosen does however, assuming he stands still of course. He’s not game breaking or grossly OP, but is very strong early game. A 10-15% reduction in damage, or reducing his splash would do fine, right now he just wrecks early infantry groups a bit too hard. This could even be reduction that goes away once you research his second upgrade so as to keep him viable in the mid to late game.
It because he wrecks early units early game is why he is a problem. Assist denying and then having too rebuild those very units to have the presence on board sucks away too much from the defender. Which grenades on marines or flamethrowers combo cannot get near taking him down before he destroyed half a cap of them forcing you too rebuild while he gets a star and stronger. The chosen can overwhelmed by this currently even with the splash damage
Pavium doesn’t hit any harder than the Chosen in my experience. The only thing that might be broken about him is his Y ability, but I haven’t seen that in action since the patch. Idk why you say he wrecks infantry, because every time I face him I end up running him down with Grunts/Marines.
> 2533274830489835;9:
> Pavium doesn’t hit any harder than the Chosen in my experience. The only thing that might be broken about him is his Y ability, but I haven’t seen that in action since the patch. Idk why you say he wrecks infantry, because every time I face him I end up running him down with Grunts/Marines.
That is only if he has not gotten past the first upgrade, once that happens he has advantage over all infantry
> 2793304054609295;10:
> > 2533274830489835;9:
> > Pavium doesn’t hit any harder than the Chosen in my experience. The only thing that might be broken about him is his Y ability, but I haven’t seen that in action since the patch. Idk why you say he wrecks infantry, because every time I face him I end up running him down with Grunts/Marines.
>
> That is only if he has not gotten past the first upgrade, once that happens he has advantage over all infantry
His damage is not directly the issue but the large splash. Chosen does about the same but far less AoE which makes it possible to overwhelm early game with core units unlike Pavium who must be stunned or killed from range and that is not always a practical option.
The leaders Y ability is incredibly OP. As are mines that wipe entire armies for such little cost. As well as Paviums stand which lasts way too long for the cost
I would just like to say, I’ve seen this post a lot but haven’t jumped in as I don’t play Pavium a lot so my argument would be invalid. However I’m only just now noticing that in the title “Pavium” is spelled wrong. That’s it so I’ll be leaving now (Walks out of the 4th wall door)
Mines are awesome as they are. I think Pavium lacks of a “strong strike” ability, I like the fact that this Architect has abilities to defend better than others.
> 2533274931153795;12:
> The leaders Y ability is incredibly OP. As are mines that wipe entire armies for such little cost. As well as Paviums stand which lasts way too long for the cost
Not really as 20 secs for 1000 resources for only base immunity vs yapyap Please Don’t Shoot Me for 24 secs of no combat all together for 150 power is not OP and might be too expensive in practice. I will agree I have too many issues with his mine which needs a debuff for arming time.
> 2553380145882876;14:
> Mines are awesome as they are. I think Pavium lacks of a “strong strike” ability, I like the fact that this Architect has abilities to defend better than others.
unlike most leaders who have a single nuke or something slow and risky your like Glassing beam, He has Rain of Fire which is a powerful and quick nuke vs slow targets and Mines which can do the same to ground units but cheaply every minute. pretty much lossed a game as a Banished if he rushes muruaders and reavers as Hunters will never escape mid game.