Halfings are very unpopular race now.
You suggest to make their elite weaker: 4/5 instead of 5/6.
Gave them something instead: for example, 3 or 2 hp for Dragon killing by sols.
I'm very disappointed that the devs chose to go the magical-generated-honor-and-land route. With exponentially generated honor and land, gaining those items becomes much less about effectively running your kingdom and your war and more about how quickly you can get into repeated wars. It's another broken system, and there's no need for it.
I'm quite happy that exploration will be fixed, however.
Halflings are weaker this age; however, with the offense power of other races going down, halfling is actually more viable. I was actually going to maybe play something else, and halfling is my favorite. I so hope these changes make it through so I can keep playing halfling.
Halfling and Elves should be able to somewhat effectively break Faeries. Just another reason Faeries should be tuned down -5 to -15% WPA/TPA mod. Do this and super thieves and super mages will become more practical, and Faeries will have less population to dedicate to elites and have to funnel more to their wizards/thieves.
Halves/Elves should be near unbreakable for Faeries with their respective stat and strong against Faeries, crush hybrids and heavy attackers.
Faeries should have difficulty with halves/elves, be somewhat successful against a hybrid (this is a pipe dream atm), and crush heavy attackers.
Just as...
Heavy attackers should be always able to break turtle t/ms.
Hybrids should have some difficulty with turtles.
T/Ms should not be able to break turtles
Last edited by Zobo; 25-07-2012 at 19:55.
Avians are still weak.
Their racial bonus does not make sense.
Give them reflect magic.
Halfers are rare as birds teeth, they needed a little boost.
like only use half food and Free draft costs.
Faeries need a small nerf.
Perhaps a bump to elite NW or increased Elite wages
Undead needs - Sci effectiveness to + science costs
Orcs need their elite to have +2 defense
Elves need spells cost no runes
Dwarves need food decays 25% slower
I like the proposed changes overall. Elite values need to come down and I like the proposed adjustment to the explore formula. I'll have to think more about the proposed elite numbers, as the 4-point specs changes a lot.
The proposed war win mechanic needs a lot more detail before comments can really be made on it because a lot could depend on the details. Do the other war win bonuses remain in place (i.e., science points, build credits, and immediate return of armies on war's end)? When does the monarch elect the choice of honor vs. land? Before war's end, after, or is it up to the monarch? If land is chosen, does that mean the losing kingdom loses all of the land awarded from their current land, from their explore pool, or where does it come from? And of course, what ratio is being proposed to aid smaller provinces? That bothers me some, because while I recognize thee need to get chained provinces back up and ready for the next war it seems unfair to penalize the larger provinces and places more emphasis on kingdoms than individual provinces.
Change in specs/elite values all look good to me. Only thing I'd suggest is changing dragon HP by -20% instead of having 4-point specs kill 5 points of dragon health. It'd just be less confusing that way.
Also I want shepherd back- but I don't seem anyone else clamoring about that so I'll hush up.
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Support email: utopiasupport@utopia-game.com | Utopia | UtopiaWiki | uTools
YouTube: Official fuZZy Video | Official ZZ Theme Music
Jerk by nature. 1 Bogdan to rule them all!
Humans
+5% Population
+ 30% Sabotage damage*
+ 40% Spell Damage (Instant Spells)
+ 1 Offense specialist strength
Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 4/4, 600gc, 4NW
The Elite change is a HUGE nerf to humans. This is going to make elite units worse than garbage. The point is that they are elite, this 4/4 junk is worthless. Increase the cost, increase the NW, but dont reduce their power, with a 4/4 elite there is no reason at all to train them. Specially with 6/0 ospecs and 0/5 dspecs.
Avians - Pretty damn good, verging on OP now that their offense gap relative to UD/Orc is reduced. They can finally turtle again, really good under the new spec regime.
Dwarves - Taking into account the reduction in offense creep they're an improvement, and they were pretty good this age. Still not as good as Avians.
Elves - The same role they played this age, but even better. I'm liking Elf a lot next age.
Faeries - lolwtf... due to the reduction in offense creep and the nerfing of Orc/Undead, they're almost as unbreakable as they are this age. I like the generals penalty much better, really limits their bottomfeeding in war. Still good that they have an attack option now
Halflings - Nothing new here...
Humans - A bit of a nerf all things considered, now that their relative weakness vs. many races has increased in military strength, and they lost half of their population bonus.
Orcs - Hit with a giant nerf stick. Upgrade elite to 7/2 would be the best solution, so they are less ambush-prone without relying on anonymity
Undead - Also hit with a nerf stick, though most of their bonus remains intact. Upgrade elite to 7/3 with a higher cost?
Other stuff:
-Definitely put a hard cap on how much damage a single Lightning Strike can do
-Making exploration cheaper for smaller provinces is a nice change. Maybe it's possible to make exploration cheaper as the age progresses, which would be more beneficial for smaller provinces rather than provinces that have already established themselves as large.
Also, yay, Sage is finally somewhat playable.
Last edited by nooblet; 25-07-2012 at 21:31.
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