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I don't remember saying that having forts, payrate, and minor protection was ever cool.
Wasting a spell in order to make it a potentially stronger version of a weaker copy is a waste.
I like catty's idea of having greater protection increase defense like minor protection, plus lowering losses.
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Weaken dicing.
Make paradised acres come from the explore pool.
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Dicenerfing would be nice, but how about an individual dicing pool instead of taking from the exploration pool?
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why does dicing need to be nerfed? for 6k runes i'm lucky to get 3-4 acres, and that's just insane. going thru 50% mana and 60k runes or whatever and end up with like 30 acres?
i don't have a problem with taking it from the explore pool though, but either lower the cost of dice, or increase the gains from it. as i said earlier, i know it was nerfed before to keep whoring SK from abusing it, but those of us who use it legitimately are hurt by it.
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It's simpler to make all the paradised acres come from the explore-pool.
Means people have to go hunting eventually, and can't stay defensive while growing for the whole age.
It won't hurt many of us much, since we all have tons of acres in our pools, anyway.
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it still needs to have better results or be cheaper
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If it takes from your own explore-pool, which effectively would limit the amount of land you'd be able to aquire in a peaceful, camping fashion, then it wouldn't matter if paradise was 400% more effective.
You'd run out of land in the pool eventually, and need to battle people to grow bigger.
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Dicing is overpowered because it makes acres from nothing. I can dice 150 acres a day completely independent of my economy or anything else going on in my province. Top kingdoms all dice and they are forced to choose a race with that in mind.
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"Dicing is overpowered because it makes acres from nothing."
That's why all or part of the acres created should come from your kingdom's acre pool.
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As i said, i don't have a problem with it coming from the explore pool. but it's still going to cost a major amount of runes and mana for a minimal amount of land. THAT's the part that i say needs to be adjusted. not a major adjustment, but a bit more viable for us non-SK type players
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My DW Dices for 5-10 acres a pop and easily can burn all his mana running less than 10% towers, so I dont know what your complaining about.
Paradise is a spell for mages, who should have towers and magic sci to be using it in the first place. You shouldnt be able to just whack in 20% guilds and spam away to grow.
my DE on gen manages fine too :P
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Give all races MS
Give Dark Elf the wall elite 3/7 at an added NW and Cost.
The static defense is too annoying.
Make dice take half the land from the explore pool.
Make mystic
+1 Mana
Guilds Twice as effective
Every 5 Wizzy hold the place of 4 Wizzy.
I have to go now I will write my other thoughts later.
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3/7 would be just as static, when would you ever send them out?
Give them 6/6 if you want dynamic defence, at 7 NW.
The 5 wizzy for 4 thing is just 20% more WPA, you may as well call it that.
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I am against eliminating the NW based attack times in war because it makes massive bottom feeding by banks.
Perhaps expanding the NW range for hitting while in war would be a better idea
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Quote:
Originally Posted by
VT2
Give us more move-codes.
Don't give us more move-codes.