New idea Grubak 2.0

unsane

Member
No, not Lamborgini's latest model but a new idea for this lame monster.
Grubak is indeed least used and most underwelming of all units within this game.
Lets first focus in why this is the case:
1) Grabak has no stats, other units are simply better at certain tasks. Need Hitpoints? Take TPB. Need damage? Take any mage. Need battlefield controle? Take a guard or archer. Movement? Take any horse.
Grubak is simply outclassed. Games like this need specialist units, not generalist units.
2) Grubak has the worst prime ability in the game. A unit thats shoot itselve in the foot? Yeah, sign me up...
3) Grubak is expensive to upgrade. Non human units are gold eaters. Btw why the Shaman is not in this categorie is beyond me but that is another discussion...
4) Grubak is no fun to play. Its abilities dont create gameplay.


So from a developer point of view, Grubak is a failed concept, badly in need of an upgrade to fix above mentioned issue's.
In my opinion Grubak could be usefull if its main flaw would be changed into something which changes the way certain maps could be played. Thus creating new possibilities, army combo's, options and strategies.

Yeah yeah yeah, I hear the devs thinking, another Mr. Smartypants that want to create a super unit that overpowers other units, but I think a simple solution would fix most problems with Gubak.
I propose a new prime ability, that gives the power to be immune to push or pull abilities from pikes, horses or NAC.
Secondary ability could stay the same.

I think this ability is not too invasive to the whole game concept, not create a super unit since others problems would still apply to Grubak. It creates gameplay possibilities, something badly needed.
(Another option is to give this ability to Xanadu pikes 100% copies from other units exist only due to lack of inspiration from devs)
 

NoName

Well-Known Member
GH is the first unit I reach for in PVP on over half the maps.

Archer's don't hurt him, he can crit/damage 5 Regs. Which makes for a great set up when paired with PES, TB & GG.

And, if I lose him on the first PVP battle, so what, he served his purpose.. although, surprisingly this is rarely the case, and I can use him for at least 3-4 PVP battles.

If we were talking only about Strongholds... then yeah GH is not desirable
 

unsane

Member
[QUOTE4) Grubak is no fun to play. Its abilities dont create gameplay.
[/QUOTE]
Ok, you obviously use Grubak. But what does it offer that can not be done by DG for example?
When was the last time you used its prime ability?
 

Imam

Active Member
I never test grubak at maximum stat. But imo it can be useful for pvp. At high level pvp we usually meet mostly many archer on enemy regiment. It obviously not mage's regiment like.

Usually i always looking to kill enemy archer asap in pvp. Maybe this grubak can be useful as archer tankie to cover my other regiment,before they are in range to hit enemy archer.

Guard role is to protect another regiment and they are not good atacker. But if GH can survive from all enemy archer hit to him at least in turn 1, this regiment is not bad at all.
 

unsane

Member
If AI archers would have preferance for Grubak, this could work. I think AI archers probably will shoot at anything but Grubak if they have other options.
 

NoName

Well-Known Member
Thanks for the video @Omni.

@unsane, in the video Warlord Omni opened with GH prime ability... the Slam... which KO'd two Regs in one blow... No One, None, Zip, Zero other Regs can do that

If AI archers would have preferance for Grubak, this could work. I think AI archers probably will shoot at anything but Grubak if they have other options.
I'm guessing, like the rest of us, you probably keep your mages out of range of archers??
 

unsane

Member
So Slam ability works deeper (2 hex?)than Whirlwind ability from PPB?
Strange...because description of both abilities is the same in this regard...
 

Primer

Well-Known Member
Not quite the same. TPB’s whirlwind does damage to every unit adjacent to itself. GH’s slam does damage to every unit adjacent to the target. This is what gets the “2 deep”’effect for units behind the target.

Both abilities also damage friendly units and kill trees.
 

NoName

Well-Known Member
IMHO... For the amount of gold we pour in to TPB... He's the Reg that needs re-work, as his Whirlwind should crit like most of the other Regs.
 

Jin

Well-Known Member
Hello @unsane.

I'm a GH convert. GH "Slam" is the perfect ability to ko that pesky AI ToH with my battle style. If I'm lucky, "Slam" will severely damage another couple of AI regiments. That's an advantage in 5v6 battles. I've used GH in a lot more PvP maps these days.

I urge you to see the power of the "Slam", bathe in the power of the "Slam" & embrace the power of the "Slam". :D

Furthermore, how could you resist a green guy that hit his own face with his own sword while waving it around. :p
 

Arcturus

Active Member
So does Grubak's Slam ability have a SEPARATE chance to crit against each individual unit affected? Or is it all or nothing crits against the whole group? Was hard to tell in the video.
 

Arcturus

Active Member
Also, yes... (Devs, if you are reading this!) the description of both Grubak's Slam ability and TPB's Whirlwind ability should both be rewritten so they are more clear and more distinct from each other. Plenty of room on the info pop-up to do so. I also did not no know Slam worked as it does. Thought it was basically the same as Whirlwind. GH was a unit I planned to keep simply as a reserve unit- pretty much a Sky Arch Ranger. Now that I know how the Slam ability works that will change!
 

Arcturus

Active Member
Right, I was thinking the same. Was mid-game when I first unlocked GH. Put em on the back-burner then and never really considered them again. Hehe. Glad I found out now as I am just nearing the Endgame stage. Since he was a back-burner reserve unit he is not quite R22 yet, but I am gonna power-level him now! Have Mythical Gear waiting for him.
 

unsane

Member
Ok, you conviced me GH is not so bad as I thought it would be. It has its merits. I also misread the ability. Obviously room for improvement.


Than back to my other points.
Having units which are 100% clones is rather lazy from a dev point of view. Giving a pike the mentioned ability would be adding to gameplay without being too intrusive on the game itselve.
 

Arcturus

Active Member
Yeah, I have often wondered why there are some units which are basically exactly the same as another unit and then other units which are completely unique, like the crossbows. It seems almost random. However, InnoGames was not the original developer of the game I believe. I don't know which units existed before and after they purchased the title. The oddities might at least partially stem from that.

I will say though... I LOVE both the RR and RoT! I also LOVE both the RP and PoX! So in both those cases I am glad they decided to make two nearly identical units! And I don't think anyone would complain about having both LA and the CA! ;)