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Thread: Comments on Age 63 potential changes

  1. #16
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    Quote Originally Posted by noobium View Post
    why would i run anything more than the bare minimum of attackers with these changes?

    well i guess the people who ***** about FS setup will really hate this age.
    i feel like having failed huge on this age, so they needed to buff them :( seriously, did we play that bad?

  2. #17
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    Quote Originally Posted by Bukharistan View Post
    I like the changes, perhaps Avian needs a small buff:



    Avians
    -30% Attack Time (from -25%)
    + 30% Sabotage Operation Damage
    Can train Elites with Specialist Credits (New)
    (Lost training speed bonus)

    -20% Birth Rate
    Cannot Use Stables

    Spellbook: Fanaticism, Greater Protection, Clear Sight (new)
    Elite: 6/0 (down from 6/2), 600gc (down from 650), 4.5NW (down from 5) --> elites don't die when you are attacked.


    The rest is spot on, love all the changes Bishop. Heads up!

    Oh, and thanks for taking my spec credit concerns into consideration, makes me feel proud ^^
    I usually don't worry about the changes or the suggestions, but yours is the most sensible I've seen. I was thinking along the lines of a spell switch, but it would've required a cascade of changes. Good work Bukharistan.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
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  3. #18
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    Bukharistan you only love the changes because it makes your favorite setup stronger compared to the rest of the races you see trough pathetic fool

  4. #19
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    @Bukharistan: As per your suggestion, do I ambush you with 1 soldier? lol

    Quote Originally Posted by harryvdlaan View Post
    You basically made everything suck (no thats not the same as balanced) and made attackers even more useless.
    Get a grip.
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  5. #20
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    Quote Originally Posted by Avenger View Post
    @Bukharistan: As per your suggestion, do I ambush you with 1 soldier? lol



    Get a grip.
    That or they have 6 defence when ambushed. Either way its insane

  6. #21
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    "+ 100% land effect from Thieves Dens (new)"

    How is that to be understood? double the effect of TD's?

  7. #22
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    This age we have a setup based on Hu/Dw/Ha/Fae. That includes all the races that get nerfed while every race we didn't pick gets a boost. We must be doing something right ;-)
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  8. #23
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    Overall I like the changes.

    Couple of points...

    Avian is too hard to play to get the same output as other attackers.
    Remove the birthrate penalty and they are good.

    Halfling might need 1 small downward tweak.

    Human, Dwarf and Elf are okay. They could be tweaked slightly up or down without major impact.

    Orc kept its place as a glass cannon which is where they should be.

    Undead is about right.


    Merchant should get +10% income
    War Hero should get - specs and Elites kill dragon at value +1
    Sage should get - Protect 25% science from Learns.

    But if you launched with the changes as they are it would not bother me.

  9. #24
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    Quote Originally Posted by plumrse View Post
    "+ 100% land effect from Thieves Dens (new)"

    How is that to be understood? double the effect of TD's?
    Double the building %, not double the effect, I think?

    It's just the bonus that rogues used to have.

  10. #25
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    My only real concern is how lower Elite defence values will affect the game. In general, I consider the need to be in/out with forces as an attacker as a BAD thing - the main page advertises that you don't need to be active to succeed, yet Elites with low defense point values forces precisely that kind of activity. A noob/not so active player should be able to have *some* kind of security if he isn't home the moment his forces return. I'm not, however, saying that high Elite defense values is a good thing (for balance issues already raised) - the question is how to enable people not to have perfect activity and still play attacker feasibly.

    The only idea I've come up with so far that could make this work is if the land from an attack returned at the proper time, but the forces "didn't" until the player's next login - or at the very least are unassailable.

  11. #26
    I like to post Landro's Avatar
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    Quote Originally Posted by plumrse View Post
    "+ 100% land effect from Thieves Dens (new)"

    How is that to be understood? double the effect of TD's?
    it means the effect of dens is calculated as if you had twice as many acres assigned to dens
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  12. #27
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    Quote Originally Posted by Landro View Post
    it means the effect of dens is calculated as if you had twice as many acres assigned to dens
    Okay thanks :)

  13. #28
    Forum Addict smercjd's Avatar
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    Overall: I believe attackers have been penalized a bit. But this was addressing 2 concerns. 1 - people claiming (rampantly) that there is too much offense and it's "ruining" the game. 2 - people claiming attackers need to have less defense on their elites because it was suicidal to wave into a Human/Dwarf KD. I think that this will encourage attackers to run a bit more dspecs than the usual, in turn - decreasing the crazy offense that many complain about. When looking at "A Survey of the World's Races" -- you can see that this age Avian are least played, then halflings/elves. Though I think people realized that elf wasn't all that bad because throughout the age then went from about 250 to 350 (were underrated at selection). Avian started off at about 225 and dropped to 180 (were overrated at selection). Dwarf dropped from about 750 to 550 (overrated at selection) but at least they are still up there. With that in mind, I'd say that the races that need most buffs: Avian and Halfling. Though I think the halfling needs were met, Avian is still sub-par.

    By Race
    Avian
    I'm glad CS was added to them...but GP and Fanat should be looked at. GP should be +8% DME for 1/2 duration of MP (IMO). Fanat should also be +8%/-4% (from 5/3). I also don't think the BR penalty on Avian is necessary. The Elite training is decent, but the BR really really hurts them (from my 1 week experience playing Avian this age). The reason being similar to their training time before -- they have no soldiers to train because they have no peasants to draft. A fireball chain on an avian smashes them...and that's all that's really needed to keep an avian shut down. If anything they need resilience to FB (the sab bonus just doesn't cut it) -- I'd say +BR if anything related to BR at all...otherwise, there's jsut something missing for them to be good. Additionally, I think their attack time should be faster and tactician lower (-30/-15).

    Dwarf - Perfect

    Elf - Perfect

    Faery - Perfect

    Halfling - Mixed feelings. On one hand, I think they are a bit strong since I'm thinking I will definitely play them next age (never played halfling before but these changes make them extremely tempting). That said, I've never played them before because I thought there were better options. So they are probably on par with the other TM races, now. That said - if Elite Wages are going to be spiked, they would have some pretty massive wages...as would faeries.

    Human - Perfect.

    Orcs - I would say keep gains as they are but + kills.

    Undead - The other race that I'm leaning towards. -75% o-loss is nuts. but I think necessary.

    Personalities

    Merchant - perfect (with the decaying credits, this makes them better in war, but not able to over-stock oow)

    Sage - perfect

    Rogue - for my own personal preferences, I'd switch -50% thief cost and +100% TDs bonuses of Halfling/Rogues. I wish I could give more compelling reasons than (I'd rather play faery/rogue or something along those lines)...

    Mystic - Perfect

    Warrior - Perfect

    Tactician - (Mentioned above that avian -30, and tact -15 AT would be better IMO)

    Cleric - perfect

    War Hero - hmmm...I think it's ok for very specific strategies.

    Mechanics

    Mil Sci - probably for the better
    Arson/GA - THANK YOU!!!

    Summary: I think this age will have many geared towards the TM races. Though they might be caught by surprise if the wages are increased enough. If you're thinking of running full elite halfling/faery on 200% wages, think again - this might be too expensive to maintain - which is the thought that should be in everyone's heads. This in turn - is a decent buff to elves. They might be the only race that could run insanely high defense.

  14. #29
    Forum Fanatic Elldallan's Avatar
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    I don't like the defense change on attacker race elites because it basically forces you to anon/ws any sizeable hits to avoid ambush from even the ****tiest of targets.
    They ought not to be nerfed all across the board like this(well Human/Dwarf/Avian anyway, and it's not like Avian needed a nerf...) in my opinion.
    Build a man a fire and he'll be warm for a day, Set a man on fire and he'll be warm for the rest of his life.

  15. #30
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    Also, I like Bukharistan's suggestion of Avian 6/0 Elite - I've suggested this before and it gels very well with my note on in/out forces - this would let Avians be able to wait for their competitors to strike before attacking, and be out and back before the opponent's forces are back, without risking losing Elites. Maybe the Ambush value could just be set to 4 for these Elites. However, overall a very nice setup.

    Also on another note since someone else mentioned it - last age's -15% attack time for Tacticians was far more appropriate. All of Tactician's bonuses are some of the cleanest and powerful bonuses an attacker can have for offense, defense, and spying, and it's just TOO useful. Gah!
    Last edited by Gidoza; 08-10-2014 at 15:30.

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