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Thread: Age 69 potential changes

  1. #1
    Game Support Bishop's Avatar
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    Age 69 potential changes

    Please use this thread to comment on the potential changes, which you can see here. As always, please be polite and constructive to each other.
    Last edited by Bishop; 02-08-2016 at 16:20.
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    Here's my question: What is blizzard? Is it kinda like Fog?
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    Fun changes last age. Why nerf everything now?
    #Plaidovia

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    Avian Tactician looks like it could be bloody deadly... to its players....

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    Quote Originally Posted by Avalon View Post
    Avian Tactician looks like it could be bloody deadly... to its players....
    A-A, not falling for that trap again.
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    Forum Addict smercjd's Avatar
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    Will post more later...but first thoughts are
    Drop orc elites to 11 and undead to 10
    Otherwise it will be a repeat of this age where und/orc are the only real viable attacking races for warring kds. Especially considering faery def nerf to 8

    Edit: also... Are scientists now a part of overall population? Am I missing the specifics somewhere?
    Last edited by smercjd; 02-08-2016 at 17:01.

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    I would go further and take it down to 10 and 9 tbh, a shave to offense wouldn't be such a bad thing all things considered.

  8. #8
    Forum Addict Bo To's Avatar
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    I don't understand why nerfing every possible t/m race. Elves lost -def losses, faeries lost 1 def on the elite but heavy attacking races got buffed(the warrior +1 gen)?! smercjd suggestion is fine. It's time to lower -75 losses on und to -50%.

    Also why the rogue lost TDs bonus? Better nerf it don't completely remove it from the perso.

  9. #9
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    Science mechanism guesses

    My guesses:
    New type of attack: Abduct (replaces learn)
    Science will be earned by scientist who will live in buildings of specific types [Maybe libraries]
    Abduct will capture scientists
    Scientists will be same like wizards [libraries <=> guilds and SPA <=> WPA]
    Scientists will(maybe... this is a wild guess) have multipliers for various type of effects based on SPA.

  10. #10
    Forum Addict smercjd's Avatar
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    Quote Originally Posted by Avalon View Post
    I would go further and take it down to 10 and 9 tbh, a shave to offense wouldn't be such a bad thing all things considered.
    Offense was a little on the high side this age. Honestly you may be right on 10/9...

    A lot depends on this new science. Are they a part of population now? If so halfling may have a worse science nerf than orc...

  11. #11
    Forum Addict smercjd's Avatar
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    Quote Originally Posted by TreasonGuy View Post
    My guesses:
    New type of attack: Abduct (replaces learn)
    Science will be earned by scientist who will live in buildings of specific types [Maybe libraries]
    Abduct will capture scientists
    Scientists will be same like wizards [libraries <=> guilds and SPA <=> WPA]
    Scientists will(maybe... this is a wild guess) have multipliers for various type of effects based on SPA.
    Not a bad guess! I was guessing something along those lines

  12. #12
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    Boring as hell so far. If that's actually a -10% pop on halfling they are donezo

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    Post Fiend Engman's Avatar
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    Avian losing +1 general is bad, losing more of the already lacking offense is a bigger problem than the ability to send 5 armies, it was already the only attacker who couldn't reach mid->late game T/Ms without running suicidal drafts/builds.
    I could probably go with that change if Undeads and Orcs lost 1 off each on their elites, or buff Avian up to 10.
    #CanWe-public @utonet

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    Well Halfling sucks now, that's for sure... no way they can be competitive with -10% pop and one of the weakest elites. Get rid of the population penalty and they're okay, not even great.

    Orc and Undead offenses need be to dropped by 1pt each. They're currently way too strong.

    Avian pretty meh. Would be better if they gain 1pt offense on their elites and +2pt ospec but lose access to warhorses, that way they're close to their current offense levels but don't need ponies to get there and all that implies.

    Dwarf and Human remain non-viable for most kingdoms, and will remain so as long as orc and undead offenses are so overpowering.
    Last edited by noobium; 02-08-2016 at 17:40.

  15. #15
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    Changes are very unbalanced and make very few combinations actually fun.

    Races:

    Avian - Faster but the loss of a general makes them actually weaker than last age. Only viable pers on avian will be Warrior (as it was this age).
    Dwarf - Insignificant buff for specs. Still super weak.
    Elf - Removal of its defensive losses removes it as a viable bank/hybrid (with tact). Slight buff to wpa but that's kinda meh. Will now be as squishy as halfers and fae and nothing to make up for it really.
    Fae - Already struggled vs heavy attackers and was unplayable in most of the warring tier due to expensive elites - Now even worse with a 11% reduction to their off.
    Halfling - Worst race with these changes. -10% population with crappy military. Can't be run as a hybrid nor TM due to low pop and bad defense. Bad attacker too.
    Human - Nice buff, makes em very capable banks and turtle attackers. Would be very strong if run as a tact turtle-attacker. Other personalities aren't as viable though.
    Orc - As strong as this age, by far best pick for attacker.
    Undead - As strong as this age, strong pick for attacker.

    Personalities:

    Cleric - Kinda meh like this age (but that is personal preference)
    Heretic - Very strong personality now especially since Rogue got a huge nerf.
    Mystic - Solid
    Rogue - Strong, but probably wouldn't run it due to removal of + TDs. Makes AW/Prop too costly to pay off in the long run.
    Sage - Dunno what scientists are, so no comment.
    Tact/Warrior - Still good
    War Hero - Decent if run well.

    My suggested changes to these changes:

    Races

    Avian:

    -30% Attack travel time
    +75% Birth rates
    +1 general


    Elite: 10/3, 675gc, 8.75 NW
    Spellbook: Clear Sight, Invisibility

    Dwarf:

    Free Building Construction
    Can Use Credits To Raze Buildings
    -50% Building Construction Time
    -50% food consumption
    +2 offensive specialist strength

    Can’t use Accelerated Construction

    Spellbook: Mystic Aura, Mages Fury, Greater Protection
    Elite: 6/8, 700gc, 10NW

    Elf
    +2 defensive specialist strength
    +40% Spell Success
    +50% Hospital coverage

    Spellbook: Pitfalls, Fools Gold, Fanaticism
    Elite: 8/6, 750gc, 8.5NW

    Faery
    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells and Tree of Gold
    Elite: 3/9, 900gc, 10NW

    Halfling
    +50% Thievery Operation Success (TPA)
    -50% thief cost
    Access to Greater Arson
    +10% population


    Spellbook: Aggression, Gluttony
    Elite: 6/8, 700gc, 7.5NW

    Human
    +20% income
    +10% OME in war
    -30% defensive losses

    -20% Spell Success


    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 9/5, 750gc, 9.5NW

    Orc
    +20% Battle Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness

    Spellbook: Reflect Magic
    Elite: 12/2, 750gc, 10.5NW

    Undead
    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    Converts off specs into elites on successful traditional march attacks (20% max per hit)
    +3 off spec strength
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 12/4, N/A, 11NW

    Personality

    The Cleric
    -40% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits

    The Heretic
    Wizards do not die on failed spells
    -75% thief losses
    +25% Spell Success
    +30% Magic and Thievery Science Effectiveness.
    Access to Nightmares and Blizzard
    Starts with +100 Wizards and +200 thieves

    The Mystic
    +1 mana in war
    All Guilds are twice as effective
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity
    Starts with +200 Wizards

    The Rogue
    +1 Stealth recovery per tick
    +100% TD coverage
    Access to all thievery operations, including 3 unique to rogues: Assassinate Wizards and Propaganda
    +75% Thievery Science Effectiveness
    Starts with +400 thieves

    The Sage
    Protect 50% of scientists on abduct attack
    Scientists are 30% more effective
    Access to Amnesia
    Starts with 10% extra scientists

    The Tactician
    -15% Attack Time
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    The Warrior
    +15% Offensive Military Efficiency
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    The War Hero
    +100% Honor Effects
    -50% training time
    Immune to Dragon and Income penalty effects
    Access to War Spoils
    Starts with 400 elites
    Last edited by Bart of Sparta; 02-08-2016 at 17:41.

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