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Thread: Age 66 potental changes

  1. #1
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    Age 66 potental changes

    Potential changes thread can be found here. Please remember to comment constructively and bear in mind that numbers are easily tweaked, core concept feedback is more what we need.
    Last edited by Bishop; 20-08-2015 at 13:44.
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  2. #2
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    - 20% battle gains on humans. Is that same effect as guard stations, otherwise its spaced like its a penalty but doesn't make sense to have minus gains pen on an attacking race

  3. #3
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    Avian - prolly too strong
    Dwarf - Is what is it.
    Elf - meh
    Faery - strong
    Halfling - I think +50% TPA is a little much
    Humans - -20% Gains is too much.
    Orc - is what it is
    Undead - is what it is

    Merchant - meh. Even with ToG
    Sage - is what it is
    Rogue - is what it is
    Mystic - is what it is
    Warrior - meh, wouldn't pick it for anything really
    Tact - Continues to devalue Avian
    Cleric - still what I'd pick
    War Hero - Still incredibly useless

  4. #4
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    The changes appear to have toned down a lot of things except for OME.
    Human +20% and Warrior +20%...that's a LOT of OME @_@
    Human elites are basically 7.2/3 with just their racial OME boost. This is fine IMO, kinda fun!

    Overall I really like the changes. I'd like to see "new" things at some point, but I'd say this is a much more balanced age than the previous age. Faery looks mega fun with the +1mana/stealth. Halflings...weird but cool. Might actually see some halfling clerics?? :p Will be back for a more comprehensive review, but I think the changes are pretty good.

  5. #5
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    Avian - Very Strong
    Dwarf - About as always
    Elf - Boring but about right.
    Faery - Improved over last age. Strong.
    Halfling - Can be an attacking race now. Strong
    Humans - Penalty is too much -10% gains would be better.
    Orc - Science hit is too strong -15%?
    Undead - Strong.

    Merchant - very Meh... Add +5% income or something.
    Sage - Strong choice
    Rogue - as always
    Mystic - as always
    Warrior - Not inspiring.
    Tact - Go to attacking personality
    Cleric - Strong Choice
    War Hero - You guys have got to add something to make this remotely a reasonable choice. Make their dragon attacks do X2 the damage to the dragon or something.

  6. #6
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    Making ToG no longer racial is awesome. Still would like to see CS go to personality only.

    Avian looks playable. Ambush immunity changes dynamics.

    Faery looks much better especially without ToG. But I am sad to see the stealth/mana bonuses gone from other races.

    Elf needs something more. Invisibility is a gesture in the right direction but it's still out-pizzazzed. At a minimum give it the defensive casualty bonus back, but I'd prefer to see something else.

    Halfling strong but with defensive challenge like the good old days. Maybe consider TW or GP or something along those lines, even if it means nerfing the TPA bonus or making the elite 400gc or something.

    Human is weird again now. Not sure what to think about it.

    Mystic gets plus mana even out of war now?

  7. #7
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    With the OME generosity this age, it might be worth considering more generously distributing defensive boons like GP.

  8. #8
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    Avian is strong, but keep in mind that not all plp will make use of attacking times. As plp usually shy away from it. So avian can be a bit stronger than usual. Opposite from Hummies or UD if they are too strong.


    I like changes, much better than this age. With OP Humans and Faeries.
    Last edited by nameisis; 20-08-2015 at 14:35.

  9. #9
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    Halfers need a def tweak. What would giving them +1 def spec do to the dynamics?

  10. #10
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    Suggestions:

    Avian:

    remove attack time bonus (Great in theory but would take really that 0.01% niche to utilize that bonus to the fullest)
    reintroduce Fog: Set it as +1 extra hour, and viewable with SoTs, Msg like, "A dense fog covers the area"
    Give Fog to Avian, Dwarves, Elves
    Avian is immune to Fog.

    Dwarves:

    Reduce elite NW. At least match Human Elites.
    Give Fog

    Elves:
    Reduce elite NW.
    Give Fog
    Reintroduce defensive military losses bonus
    Swap Invis with Mage's Fury. (I realize you may want to make Elves and Halfers more t/ms but they just can't match up with a faery t/m with the current tweaks.) Let them go hybirds instead.

    Faeries:
    Strong - I think it is fine

    Halflings: Swap Mage's Fury with Invis

    Orcs: Reduce science penalty to -15% and drop elite NW down.

    UD: Okay as is.

  11. #11
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    Quote Originally Posted by Jeff Brezenski View Post
    Halfers need a def tweak. What would giving them +1 def spec do to the dynamics?
    They alreyd got BiIG TPA bonus and pop bonus and +1 off spec. That more than enough. Tpa could be dropped to 40% though.

  12. #12
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    Quote Originally Posted by nameisis View Post
    They alreyd got BiIG TPA bonus and pop bonus and +1 off spec. That more than enough. Tpa could be dropped to 40% though.
    Take away the +1 off spec and give them +1 def spec. Getting chained would make the tpa bonus irrelevant.

  13. #13
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    Quote Originally Posted by asdfghy View Post
    Suggestions:

    Avian:

    remove attack time bonus (Great in theory but would take really that 0.01% niche to utilize that bonus to the fullest)
    reintroduce Fog: Set it as +1 extra hour, and viewable with SoTs, Msg like, "A dense fog covers the area"
    Give Fog to Avian, Dwarves, Elves
    Avian is immune to Fog.

    Dwarves:

    Reduce elite NW. At least match Human Elites.
    Give Fog

    Elves:
    Reduce elite NW.
    Give Fog
    Reintroduce defensive military losses bonus
    Swap Invis with Mage's Fury. (I realize you may want to make Elves and Halfers more t/ms but they just can't match up with a faery t/m with the current tweaks.) Let them go hybirds instead.

    Faeries:
    Strong - I think it is fine

    Halflings: Swap Mage's Fury with Invis

    Orcs: Reduce science penalty to -15% and drop elite NW down.

    UD: Okay as is.

    1) I don't agree. Many plp can utilize 8 hour attack times and log in 3 times a day.

    2) Fog might ruins schedule and is not fun. We alredy get GS that reduce gains, no need to speed down armies.

    In short Fog is a bad idea, a very BAD.

  14. #14
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    Quick Question.. is ToG now a spell only for Mechants?

    I noticed the lost of ToG.

  15. #15
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    Quote Originally Posted by Jeff Brezenski View Post
    Take away the +1 off spec and give them +1 def spec. Getting chained would make the tpa bonus irrelevant.
    1. Once UB +1 off spec is huge.

    2. It allow playing halfer as AT.

    I like that change

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