What Tactic Rebalance should be...
Without changing core concepts and Without needing heavy changes,
Barrage
Barrage should deal major damage to defenders while dealing trivial damage to buildings.
*Current damage to resource buildings should be the base damage while dealing 10x damage to defenders.
(The base damage and multipliers can be adjusted)
Sabotage
Current Sabotage works fine as it is.
Heal
Heal should not discriminate between high health troops and low health troops.
*There should ALSO be a fixed portion of healing instead of ONLY percentage based healing, like 4% + 100 heal per second.
(Just copy and paste Ankorwatt's healing effect to the Heal tactic. To preserve balance, total healing time can be reduced FOR 20%)
Protect
Protect should provide sufficient protection in the heat of battle while it should only lasts for a limited amount of time.
*Increase damage reduction to 75% while leaving the timer as it is.
(Previous protect is a bit overpowered while current protect is a bit underpowered.)
Betrayal
Current Betrayal works fine as it is.
Demolition
Theoretically, one demolition should OBLITERATE one building, especially defensive buildings, or at least make one ineffective for a limited time.
*Increase damage capable of destroying one BASIC defensive building per demolition. Additionally suppress advanced defensive buildings for 5 seconds.
(Just copy and paste Fighter Plane's supress function to the Demolition tactic. Basic defensive buildings are Towers, Anti-Tank Guns, Motors, Redoubts, etc. Advanced defensive buildings are Castle, Missile Silo, etc.)
Decoy
Current Decoy works fine as it is.
Without changing core concepts and Without needing heavy changes,
Barrage
Barrage should deal major damage to defenders while dealing trivial damage to buildings.
*Current damage to resource buildings should be the base damage while dealing 10x damage to defenders.
(The base damage and multipliers can be adjusted)
Sabotage
Current Sabotage works fine as it is.
Heal
Heal should not discriminate between high health troops and low health troops.
*There should ALSO be a fixed portion of healing instead of ONLY percentage based healing, like 4% + 100 heal per second.
(Just copy and paste Ankorwatt's healing effect to the Heal tactic. To preserve balance, total healing time can be reduced FOR 20%)
Protect
Protect should provide sufficient protection in the heat of battle while it should only lasts for a limited amount of time.
*Increase damage reduction to 75% while leaving the timer as it is.
(Previous protect is a bit overpowered while current protect is a bit underpowered.)
Betrayal
Current Betrayal works fine as it is.
Demolition
Theoretically, one demolition should OBLITERATE one building, especially defensive buildings, or at least make one ineffective for a limited time.
*Increase damage capable of destroying one BASIC defensive building per demolition. Additionally suppress advanced defensive buildings for 5 seconds.
(Just copy and paste Fighter Plane's supress function to the Demolition tactic. Basic defensive buildings are Towers, Anti-Tank Guns, Motors, Redoubts, etc. Advanced defensive buildings are Castle, Missile Silo, etc.)
Decoy
Current Decoy works fine as it is.