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Thread: Age 55 potential changes

  1. #61
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    Quote Originally Posted by DHaran View Post
    Halfling has +1 stealth.
    Yes, but each point of stealth is worth 20% less (faery has +thievery damage). This is a relative nerf to halfling thievery ability.

  2. #62
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    and halfling has +33% stealth points...

  3. #63
    Enthusiast Vit's Avatar
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    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.

  4. #64
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    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.

  5. #65
    Forum Fanatic khronosschoty's Avatar
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    Quote Originally Posted by Vit View Post
    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.
    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.

  6. #66
    Enthusiast Zobo's Avatar
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    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.

  7. #67
    Needs to get out more DHaran's Avatar
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    Quote Originally Posted by Mal View Post
    Yes, but each point of stealth is worth 20% less (faery has +thievery damage). This is a relative nerf to halfling thievery ability.
    See below:

    Quote Originally Posted by Palem View Post
    and halfling has +33% stealth points...
    S E C R E T S

  8. #68
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    Avians are too weak, Halfers are too week.

    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

  9. #69
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    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.

  10. #70
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    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.

  11. #71
    Forum Addict fuzzy|'s Avatar
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    Quote Originally Posted by Bishop View Post
    .....The reward will be allocated more heavily towards provinces with less land/honor
    omg so I can slack during war, get pwned yet still out gain my more active team mates - brilliant!
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  12. #72
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    Quote Originally Posted by khronosschoty View Post
    Halflings are weaker this age; however, with the offense power of other races going down, halfling is actually more viable.....
    how does lowering all leet values make halfling stronger? they to might get lowered.....
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  13. #73
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    Quote Originally Posted by Mal View Post
    Then you play in a ghetto and opposing faery are terrible.
    its him again, just Ignor it Mal hes aid he'd NEVER met a feary with 40+tpa before when i told him the exact same thing in the other thread....Fearies are god when it comes to stoping halfer/elfs.

  14. #74
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    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.

  15. #75
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    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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