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Thread: Age 76 Proposed Changes Feedback

  1. #121
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    Quote Originally Posted by RedPanda View Post
    Networth - Wizard and Thief Networth will be increased from 4 to 6


    Woah, that is a freaking huge change!!!! You have to remember that most T/M trains Elites as their defense being their elites are higher in def...... they already have a insanely huge NW/acre already more than attackers (especially when you have raised the NW of each elite too).

    It is attackers which I say needs to have their NW increased (ie Ospecs) and not T/M.......
    Except, this allows an attacker to be about 10% bigger than the T/M but still the same NW.. Means T/M are more easily attacked for good gains.
    ANNO

  2. #122
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    Will WH elite conversion be stacked w DE elite conversion?

  3. #123
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    Quote Originally Posted by Shaggy31 View Post
    Except, this allows an attacker to be about 10% bigger than the T/M but still the same NW.. Means T/M are more easily attacked for good gains.
    Like they are not now?

    Last I known if nothing has changed is that attacking upward does not suffer as much penalties than hitting downward the positive gain area is in around the area above our NW before it goes downward.

    The increase in T/M NW means our Spells and Ops are **** in duration usually towards the min amount the spell can do. Single man blanket is nice to do when no one else is online but ****ty in efficiency.
    A outerworld vagabond Elf traveling this world.
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  4. #124
    Postaholic DonJuan's Avatar
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    I agree a good compromise in removing war attack time reduction is by making base attack time to 14.

    It would still make dryads difficult to play for ultra active players...but for the casual players in KDs that dont allow rogue T/M...it would be ideal setup for them to have 12-14hr attack time in war with say 15% rax and/or being a tactition
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  5. #125
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    Quote Originally Posted by Iraze View Post
    Will WH elite conversion be stacked w DE elite conversion?
    Yes, and is thus unplayable.

  6. #126
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    I wonder if the revised changes are the final ones, was able to create my province already

  7. #127
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    Quote Originally Posted by DavidC View Post
    REVISED proposed changes have been posted!
    Find the new information: Click Here


    Orc Prisoners - No attack value. 0,0

    Bonuses:
    +15% Battle Gains

    -100% Draft Cost

    +15% Enemy casualties when attacking

    Penalties:
    +10% Own casualties when attacking

    -15% Thievery Operation Success (TPA)

    Military:
    Off/Def Cost NW
    Soldiers (1, 1)
    Goblins (6, 0)
    Trolls (0, 6)
    Ogres (9, 2) 950gc 9.0
    Mercenaries (5, 0)
    Prisoners (0, 0)
    War Horses (1, 0)
    Thieves 500gc
    Spell Book:
    Reflect Magic
    Monsters

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  8. #128
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    Not the biggest fan of war horses being 1 point. Makes the Avian a little OP. unless that was oversight bringing the code over from genesis?
    Last edited by gerod1; 20-04-2018 at 18:09.

  9. #129
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    lol @ Orc prisoners. Don't they eat them?

  10. #130
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    So yeah, horse change makes Dryad still viable
    Dwarf still very weak. need 8/4 elites (as there are enough 7/5 lol)
    Sage weak

    Avian with the credit buff and -1 horses is OP, way OP.

    Otherwise:

    Elf Pally tank
    DE Pally spank
    Elf pally/tac/UD attacker
    Dryad warrior can threaten T/Ms
    Faeries gain MF giving fellow DEs extra punch
    Human Sage is always an option
    Orc is Orc
    Halfer rogue is T/M killer
    With the relative gain in offense T/M race Hybrids will rule if Avian fixed.

    15 DE/UD with Faery Pally/tac support and Dryad warrior/halfer rogue/Elf mystic anti-T/M squad would destroy anything, even Avians.

  11. #131
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    Quote Originally Posted by Wilmington View Post
    So yeah, horse change makes Dryad still viable
    Dwarf still very weak. need 8/4 elites (as there are enough 7/5 lol)
    Dwarves are alright, they can easily hit max TG due to their increased BE. I am going to assume most dwarves will have at least 135-140%OME at all times and likely higher depending on personality.
    Last edited by RedPanda; 20-04-2018 at 21:35.
    A outerworld vagabond Elf traveling this world.
    From the world of Thardferr, herald of the Eldar Elven Kingdoms
    Elven Roles sense Age 63: Sage, Mystic, Rogue, Tactician, Cleric, Merchant, Heretic, War Hero, Warrior, Paladin, Undead, Artisan, Raider

  12. #132
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    Am I blind, or is QF gone? Is it seriously now avian, tact, or quit for attackers? I do not like any of those 3 choices.
    it's vs. its is ambiguous - from now on I'm attempting to use the proper possessive it's, and the contraction 'tis. (Its will just be the plural.)

    Think Different

  13. #133
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    Quote Originally Posted by Ethan View Post
    Am I blind, or is QF gone? Is it seriously now avian, tact, or quit for attackers? I do not like any of those 3 choices.
    You may be blind Ethan.. but QF is gone.
    The outcome of your observation does not depend on your ability to interpret visual stimulation.
    So about the loss of sight.... too much personal time?
    Monsters

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  14. #134
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    Identities and what could shape them better:

    Dryad: Tank Buster. Decent as is, possibly 1 more offense somewhere.
    Orc: Primary Attacker. Already in good shape.
    Avian: Blitzkrieg. Maybe replace fanat with BL?
    Faery: Support. -25% op damage and -1 self-spell mana cost
    Elf: Defensive Mage. Maybe tune down very slightly, but pretty good as is
    DE: Offensive Mage. Replace conversions with X% of prisoners count as wizards, maybe put elite back to 5/7
    Halfling: Defensive Thief. Seems pretty good right now.
    Bocan: Offensive Thief. +1 ospec and/or BL
    Dwarf: Adaptability/Versatility. 7/5 elite perhaps.
    Human: ???. ??? What exactly is human's identity?

    Warrior: Offensive powerhouse. Maybe bump OME back up to 15% now that BL is gone? Or remove science bonus and replace fanat with BL?
    Tactician: Tactical advantages. War spoils here?
    Undead: Unkillable. replace -losses with something like X% of all troops that die (enemy and ally) are converted to elites
    Paladin: Support. Maybe picks up PF in exchange for a nerf to its -losses
    Mystic: Mage. Good as is
    Rogue: Thief. Good as is
    Heretic: Ultimate raw T/M. I think leaving the +op damage on it is fine since it gives up the unique bonuses of mystic/rogue
    Sage: Versatility via Science. Scientists learn at twice the normal rate (allows maxing faster and swapping requires 2 days instead of 3)
    WH: Honor + elites: Maybe gain bonus honor on trads? They need some way to get and keep more honor to make use of the honor bonus. And instead of converting specs, how about X% of prisoners and mercenaries are converted to elites on successful trads? Makes more interesting use of those game features and could be a strong bonus that seems in-line with WH's existing elite focus.

  15. #135
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    I do think UD needs some kind of reduction to food consumption. It fits the perso and with the inconsistent and unpredictable 'casting' of The Plague I think they could benefit from reducing food consumption.

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