@night
1. yes
2. yes
3. yes
4. ai think so?
5. dunno
6. dunno
7. just war level honor creation
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@night
1. yes
2. yes
3. yes
4. ai think so?
5. dunno
6. dunno
7. just war level honor creation
First time now I checked the prel changes.
I see one major problem. This problem might have been identified, discussed and resolved. Dont have the time to go through 20 pages of opinions.
We used to have double wiz production in eow cf, that was removed. Resulting in long time to get wiz back for mystics been AWed.
Solution was then to adjust wiz production by channeling. Now that is removed. We will lose pace in the game once again.
Solution: Bring back double wiz production in eow cf.
I hope/assume this problem has been resolved but I dont see anything about it in 2nd prel changes
I don't see the point in raising wpa production across the board. Sure, it was nice, and we all liked it, because who doesn't like having higher wpa for less investment, right? But it meant EVERYONE to have higher wpa. Mystic was a waste this age. Wpa SHOULD be a time and building investment, I think. It should require management. Wizards are the most difficult resource to accumulate, but ultimately sustainable eco wins 9/10 wars, and sustainable eco comes from safe peasants on defended acres (wiz and def).
and I am not just talking about wiz for mystics, but all races
s0830887 >>> wiz production through channeling was a bad idea as all got higher wpa across the board
But in eow cf only provs in real need will keep high guilds, rest will do normal pump.
And as you say the ones that works for it will get it. But if a mystic get awed down to 1 wpa, should rest of kd wait for him to be ready for an extra week? Not counting in possible need to grow in acers etc
Going over the revised changes since the last time i looked at them.
Human- Looks good.Like the old human They sacrifice their spell casting for greed.
Orcs- Think thy might need some more tweaking...as is the losses on both sides of attacker and defender doesn't quite make sense to me. Perhaps make their booodlust spell double effective on all aspects of the spell?
Now obviously the problem that arises from the above is
a.) fearies will most likely have that spell and might create a power vacuum among races(which should be fixable with coding or at least i hope it should be fixable).
b.)same with personalities that may or may not have the spell
So what can be a solution to this?
As it the changes stand now-
Orc
Bonuses
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+20% Resource Losses when attacked
+15% Military Casualties
-10% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11NW
My recommendation-
bonuses
+20% gains
free draft
+20% enemies casualties
+15% resources loss when attacked
-15% tpa effectiveness(tpa)
+5% casualties both defensively and offensively while bloodlust is cast(in addition to what it already does)
something along those lines.
will come back later to add to that post...lunch beckons as my stomache growls "feed me seymour!"
Can we get a higher plague cure chance on hospitals and nature's blessing? Getting the plague is already very random, and curing it is even more random/frustrating.
I've only jumped around this thread and skimmed comments, but it seems like I'm seeing a lot of differing opinions. Largely people see undead as good or great, but otherwise people are rallying toward different races/personalities. That seems indicative of balance.
I'd lean toward an all attacker kd if I were playing next age and still chasing the ww crown, but that's primarily because I don't have the energy to manage more than one command--attack.
The only areas I think that still need improvement are:
Avians: switching +1 ospec to be +1 dspec.
Orcs: Reducing the negatives column a bit, +10% resources lost and +5% military losses
Faeries: Still feel weak. Remove the income penalty.
Undead: 14/1 leet (down from 15/1) and -30% sci instead of -35%, and instead of permanant animate dead (50% of troops come back as soldiers) make it permanent 25% of troops come back as soldiers.
Dwarf: The +1 ospec and +1 dspec seem really awkward when even nw efficiency wise it is worth going full leet army. They already don't have problems pumping because of free buildings, so I dunno.. give them something instead of +1 specs. Maybe -25% damage received from thief and magic operations. Dwarves are a hardy bunch.
War Win Bonus I think should be 1.0x not 1.5x the current bonus. But give 1.0x both land and honour (I think currently it is 0.5x the one you don't choose, and 1.0x the one you do choose) I am simply wanting it to be 1.0x for both, not 1.5x.
I just think the game of Warring Kingdom Whack-A-Mole will be far too annoying for so many kingdoms. But hey I guess if the goal is more interation between warring/whoring you will have your wish, i just don't know you will like the results of what you are looking for.
Dwarf elite is overpowered. Need to clock it back to 9/6.
Free build at 50% build time is proof vs almost every race with the exception of avian, and avian would be hard pressed to tap reasonably. All the nw voodoo aside, you're still looking at a race I wouldn't hesitate to run full core. If I didn't value competition over glory it'd be a no brainer.
I don't mean to keep nudging dwarf but it's just too strong. Thx
I think Dwarf and Birds are currently where it's at. Everyone (or a lot) are fixated on UD, but the majority of players are too conditioned to it being an easy play. It's been significantly increased in complexity, which leads me to believe the server will have many a failed UD out there.
Avian/Cleric is just fantastic at the moment, that or WH. Otherwise it's dwarf all the way.
Are we ever going to get two RS's? It gets requested EVERY.SINGLE.AGE.
That dwarf leet is looking almost overpowered. But it can be nerfed (I think) without affect its utility by raising its networth value.
Maybe raising it to 11-11.5 NW could a big enough nerf to even maybe make you rethink even wanting that 9/8 leet.
Dwarf has lowest off of all attacking races. Orc with horse is 16.5 off, dorf with horse is 11. Super NW-heavy too. Dorf needs a buff, not a nerf.