Symphony of War: The Nephilim Saga

Symphony of War: The Nephilim Saga

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World Heals: Valkyries but not Paladins? Why?
I just found out that Valkyries allow healing on the world map but not Paladins. Any reason why? Curious if the developers have a reasoning for this as it seems confusing.
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Showing 1-12 of 12 comments
Paladins only heal units at less then 50% ho and only in combat. That includes themselves by the way.
Zenith 30 Jan @ 6:18am 
Originally posted by grognardgary:
Paladins only heal units at less then 50% ho and only in combat. That includes themselves by the way.
Valkyries do the same thing, though. They can heal out of combat however. Just seems a weird, arbitrary decision I suppose.
It is called came balance. as far as I can figure out.
Jab 30 Jan @ 9:03am 
Originally posted by grognardgary:
It is called came balance. as far as I can figure out.
This is more or less what I assumed. Paladins have the guardian trait, which is arguably the most powerful trait in the game. Valkyries do not, so maybe this was their way of balancing.

While I do think paladins should have out of combat heals, i'm really glad that at least valkyries do because 5 valks make a great "ambulance" squad.
Originally posted by Jab:
Originally posted by grognardgary:
It is called came balance. as far as I can figure out.
This is more or less what I assumed. Paladins have the guardian trait, which is arguably the most powerful trait in the game. Valkyries do not, so maybe this was their way of balancing.

While I do think paladins should have out of combat heals, i'm really glad that at least valkyries do because 5 valks make a great "ambulance" squad.
Guardian may very likely be a major candidate with balancing as a concern - though that being said - valks i do want to note have a 0.8x multiplier applied to their heals - paladins have a 0.5x multiplier in comparison (and templars a 0.9x)

Then we get into Map heals and how there's technically 3 of those rather than just 1.

internally referred to as "short", "mid" and "long" - they're better thought as "Small", "medium" and "large"

Valks map heal is that third category, with a 1.5x multiplier - the same multiplier templars have for map heals.
Medics have "short" for comparison, which is just a 1x multiplier. Priestesses having the "mid" at 1.25x


so there's alot of compensation for guardian in this picture.
Last edited by purplecharmanderz; 30 Jan @ 11:38am
Zenith 30 Jan @ 4:05pm 
Originally posted by purplecharmanderz:
Originally posted by Jab:
This is more or less what I assumed. Paladins have the guardian trait, which is arguably the most powerful trait in the game. Valkyries do not, so maybe this was their way of balancing.

While I do think paladins should have out of combat heals, i'm really glad that at least valkyries do because 5 valks make a great "ambulance" squad.
Guardian may very likely be a major candidate with balancing as a concern - though that being said - valks i do want to note have a 0.8x multiplier applied to their heals - paladins have a 0.5x multiplier in comparison (and templars a 0.9x)

Then we get into Map heals and how there's technically 3 of those rather than just 1.

internally referred to as "short", "mid" and "long" - they're better thought as "Small", "medium" and "large"

Valks map heal is that third category, with a 1.5x multiplier - the same multiplier templars have for map heals.
Medics have "short" for comparison, which is just a 1x multiplier. Priestesses having the "mid" at 1.25x


so there's alot of compensation for guardian in this picture.

Did not know most of this. Super interesting. Thank you! That makes it make a lot more sense as to why they have no map heal then.
MrPibbs 31 Jan @ 3:43am 
Dev's mentioned this quite a bit, because a lot of the community felt the same way you do.

Basically, Paladins are the natural (canon? Not entirely sure the best word to use here) upgrade path of Acolytes, while Valkyries are the natural upgrade of Hospitallers. Since Hospitallers are map healers, he didn't want their natural upgrade path to lose that ability. Acolytes on the other hand aren't losing anything.

I guess it's subjective whether this is a good enough explanation for people, personally I find it odd, since Acolyte -> Valkyrie is much easier to accomplish than Hospitaller -> Valkyrie. Most of my Hospitallers end up as Templars. Or Oracles now.
Originally posted by MrPibbs:
Dev's mentioned this quite a bit, because a lot of the community felt the same way you do.

Basically, Paladins are the natural (canon? Not entirely sure the best word to use here) upgrade path of Acolytes, while Valkyries are the natural upgrade of Hospitallers. Since Hospitallers are map healers, he didn't want their natural upgrade path to lose that ability. Acolytes on the other hand aren't losing anything.

I guess it's subjective whether this is a good enough explanation for people, personally I find it odd, since Acolyte -> Valkyrie is much easier to accomplish than Hospitaller -> Valkyrie. Most of my Hospitallers end up as Templars. Or Oracles now.
Templar oracle combination is simply to powerful a combination especially since they don't effect movement once your cavalry and light squads have at least five members
Jab 31 Jan @ 9:19am 
Originally posted by purplecharmanderz:

Guardian may very likely be a major candidate with balancing as a concern - though that being said - valks i do want to note have a 0.8x multiplier applied to their heals - paladins have a 0.5x multiplier in comparison (and templars a 0.9x)
I did not know this, i always assumed the templar's better healing had something to do with them using weapon+mag stat while the others only used magic. (though that may still be the case?) would love to see your writeup for how heals work if you're planning on doing one.
Also always wanted to know how damage resistances stack, i know it can't be strictly additive because it's pretty easy to get to 100% and it doesn't make you invincible.
Originally posted by Jab:
Originally posted by purplecharmanderz:

Guardian may very likely be a major candidate with balancing as a concern - though that being said - valks i do want to note have a 0.8x multiplier applied to their heals - paladins have a 0.5x multiplier in comparison (and templars a 0.9x)
I did not know this, i always assumed the templar's better healing had something to do with them using weapon+mag stat while the others only used magic. (though that may still be the case?) would love to see your writeup for how heals work if you're planning on doing one.
Also always wanted to know how damage resistances stack, i know it can't be strictly additive because it's pretty easy to get to 100% and it doesn't make you invincible.
So healing is planned - alongside the related damage explanation, though there's a few details i know I'm missing (experimentation vs theories lead to it being off by a small margin i want to eliminate first before i give that a better write up)

That being said - can give a general overview on your points here.

1) all healing uses the same base formula, scaling off of the caster's weapon, caster's magic, and the "defender's" magic. They use different modifiers than normal damage, but otherwise use the exact same functions and processing as damage.

2) damage reduction stacks multiplicatively (ie - guardian applies a 0.75x damage multiplier, which is then multiplied by say 0.75x again if its a dark elemental attack due to elemental resistance of a paladin - netting a 44.75% damage reduction rather than the 50% if it was additive.

3) any damage *bonuses* are additive.
Last edited by purplecharmanderz; 31 Jan @ 2:31pm
Jab 31 Jan @ 6:14pm 
Originally posted by purplecharmanderz:
2) damage reduction stacks multiplicatively (ie - guardian applies a 0.75x damage multiplier, which is then multiplied by say 0.75x again if its a dark elemental attack due to elemental resistance of a paladin - netting a 44.75% damage reduction rather than the 50% if it was additive.
Awesome thanks, I assume % resistances are applied after the flat reductions ilke armor and and strength?
Originally posted by Jab:
Originally posted by purplecharmanderz:
2) damage reduction stacks multiplicatively (ie - guardian applies a 0.75x damage multiplier, which is then multiplied by say 0.75x again if its a dark elemental attack due to elemental resistance of a paladin - netting a 44.75% damage reduction rather than the 50% if it was additive.
Awesome thanks, I assume % resistances are applied after the flat reductions ilke armor and and strength?
Correct.
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