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Thread: Age 57 Potential Changes

  1. #1
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    Age 57 Potential Changes

    Hi folks - please use this thread to comment on the Age 57 Potential Changes.
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  2. #2
    Postaholic
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    nerf warrior for the love of god.

  3. #3
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    Don't ask for general nerfs or buffs, ask for specifics.
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  4. #4
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    Reawakening soldiers is a terrible bonus and should be removed from the game.

    edit: Important changes for next age, without race/personality stuff:

    - Remove population bonus from Honor, replace with +BE

    - Reduce thief and wizard nw to 3 to bring them in line with the drop in troop values

    - Make raze and plunder in war more valuable

    Probably missing a lot, but the first two are things that should be fixed immediately.
    Last edited by nooblet; 04-02-2013 at 14:51.

  5. #5
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    Heavy attacker warriors are going to be able to break t/ms much easier now. That 20% OME. Pair it up with in-built reanimate dead for both offensive and defensive loses, dayme OP MUCH? Who needs that extra general?

  6. #6
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    Races are generally ok. I like the faery nerf. Makes halfers/elves actually viable.

    Personalities are unbalanced.

    Merchant and warrior are the worst offenders. Merchant was quite strong as it was and it received a buff. +30% credits > immunity from income penalties. This is uncalled for.

    Warrior - reawaken casualties is a broken bonus and should not be in the game. Certainly not together with +20% OME.

    Tactician is much too weak. It is outshined by warrior or merchant in every possible circumstance.

    Cleric is ok and war hero is crap just like it was before.
    pew pew. Absolutely none of my nubs speak for my kingdom.

  7. #7
    007 licence to post Anri's Avatar
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    This was the worst age changes i have ever seen. I dont like Jdorje but i am starting to be a fan of most changes he has on his mind and he could do this 10 times better then Bishop can. Sry Bishop. Nothing personal but i honestly think this sux in so many ways possible i dont even know where to begin. I see some really stupid nerfs and some really unbalanced things. You have done exactly nothing to change real game mechanics that was so needed to be changed for the better of this game.
    I had two of my players saying they will not play next age because of the game mechanics we experienced this age. The upcoming changes helps nothing of this, on contrary it might make it even worse and more unbalanced. I give up...
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  8. #8
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    I like the general changes to WPA/TPA modifiers. It's a pretty big nerf for faeries, but I think it should help make dedicated Elf mages and dedicated Halfling thieves more competitive in their respective T/M role. Since Faeries get to keep RM/CS they should still be very hard to op, however this potentially reduces their overall offensive T/M power. Faeries are a defensive race to begin with so I think that positions them well with respect to the more offensive Elf/Halflings.

    For orcs, did you mean +25% combat gains? As it's written now I think -25% combat gains doesn't really make sense.

    Not sure about Dwarf changes. On one hand, with the overall nerf to WPA modifiers, they should be more competitive as Mages, at least relative to Faeries. But then again, they lost CS... which was key. I don't think it's quite made up for with QF. Overall, very few people went dwarf last age and I can't see that being any different. Perhaps it's just me but I think they could use ToG? Something to compliment the economic side of the race, perhaps to give the alternative for playing it as an economy-oriented attacker rather than a hybrid. If they're not going to be able to land ops and they can't protect their wizzards they might as well have to option to burn their mana on ToG instead.

    I love the buff to merchant. It makes the personality a more viable alternative for attackers in general and UD/Orcs, specifically. Merchant has always been always been exceptional in (defensive) economic roles- Faery/Merchant or Human/Merchant come to mind. But perhaps spec credits might make it more appealing to higher-offense (low-defense) pure attackers without making it overpowered for defensive players.

    But with the changes to Warrior, I still think that will be the dominant personality for UD/Orcs. Reawakening casualties is huge (this applies to lost elites/defspecs, offensively and defensively, correct? Might need some clarification.) I think warrior may need some tweaking to reduce its war-time OME bonus a little bit... say back to 15%.
    Last edited by Budlightyear; 04-02-2013 at 15:08.

  9. #9
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    Quote Originally Posted by Anri View Post
    This was the worst age changes i have ever seen. I dont like Jdorje but i am starting to be a fan of most changes he has on his mind and he could do this 10 times better then Bishop can. Sry Bishop. Nothing personal but i honestly think this sux in so many ways possible i dont even know where to begin. I see some really stupid nerfs and some really unbalanced things. You have done exactly nothing to change real game mechanics that was so needed to be changed for the better of this game.
    I had two of my players saying they will not play next age because of the game mechanics we experienced this age. The upcoming changes helps nothing of this, on contrary it might make it even worse and more unbalanced. I give up...
    On a scale of 1 to 10, with 10 being a useful post with constructive criticism, this scores a 1. If you have an issue with something then lay it out clearly and ideally post why and what you'd like changed. Generic posts like yours accomplish nothing.
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  10. #10
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    The Merchant
    +30% Income
    -50% Money Losses on Plunder Attacks
    Gain 30% more Specialist and Building Credits

    Orcs
    +25% Gains
    Earns Elite Credits

    -50% Combat Instant Spell Damage and Duration
    -50% Sabotage Damage

    Bloodlust, Fanaticism, Reflect Magic
    Elite: 7/1, 800gc, 5.75NW

    With Income bonus/ RM and extra elite credits your lookin at a powerhouse attack race!

    Merchants need to have that extra credit removed..

    The 25% gains an orc can reduce their attack time by 25% and still get gains on par with other races... might need to drop that one a tad too!

  11. #11
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    Fairly new to the game..

    Reawaken Casualties, does that mean that your army never dies?

  12. #12
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    Quote Originally Posted by Petrified View Post

    Merchant and warrior are the worst offenders. Merchant was quite strong as it was and it received a buff. +30% credits > immunity from income penalties. This is uncalled for.


    Tactician is much too weak. It is outshined by warrior or merchant in every possible circumstance.
    Just fb a merchant and his income bonus is gone. - but will be interesting to see how many merchants there will be next age

    Orc tactitian kd would be pretty good - cant ambush an orc - can only op them to death

    I love the sage change - brings it back to the old days where they had reduced science cost

  13. #13
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    Quote Originally Posted by televinken View Post
    Fairly new to the game..

    Reawaken Casualties, does that mean that your army never dies?
    They come back as soldiers
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  14. #14
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    I like how the personnalities change a lot compared to last ages.
    I like the twist on merchant. Very interesting to make it worth on attacker instead of strictly for banks.
    The sage seems adequate. Would keep the -66% losses on learns though.
    Warrior seems a bit over the top, if it stay like this we are very likely to have a lot of core warrior kds, which I don't mind :) Mayb
    Tactician is getting less interesting every age.. I loved the tact from age 55 but I guess its just normal for it to phase out.
    War Hero is still kind of a noob trap with fancy bonuses but no great bonus in rough numbers.
    Good to see some love for cleric, more love than last age and more balance than age 55.
    Mystic/Rogue keep the same routine, as expected.

    For the races now.. Huge shake up as well :D I'm pretty happy how things turns out, a bit impressed about the faery losses. I'd give them back 1 general... would still be a nerf and would be more fun to play overall.
    The balance between attacking races seems right. Undead nerf is somehow not quite a nerf with clearsight, hindering their tm ability even further enhanced their niche like orcs as pure attacker. Imho the problem with undead was their ability to hybridify pretty well in certain situation, which wasn't bad enough when compared with avian/dorf.
    Orc minor nerf on gains isnt that bad. Nothing much there. Still a strong choice.
    Dorf higher elite cost is sad, and the CS for QF is pretty sad too. Still got the same niche, so nothing new here other than these small trades. I would like to keep 650gc elites but thats about it.
    Elf/Humans nothing much to say, minor stuff nerf going on, and I agree.
    Avians got more interesting, very strong but probably need some homes around. Cheaper elites is great. Really strong choice actually.
    Love halfers, but prefered cheaper elites for 4/5 :)
    Last edited by magworld; 04-02-2013 at 15:24.

  15. #15
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    Here are my thoughts

    Faeries look quite weak now.
    Avians strong (if you have the activity)
    Human sages still look good for land chart kingdoms.
    Merchant change is very interesting

    Overall
    Avian/merch looks super awesome if you have the activity
    Human/sage looks good for land chart kingdoms
    Undead core kingdoms will be the pick again for warring kds.

    What happens when undead cores face off against each other, no need to run thieves?? xD

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