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.
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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- 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
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
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.
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.
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?
With the OME generosity this age, it might be worth considering more generously distributing defensive boons like GP.
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.
Halfers need a def tweak. What would giving them +1 def spec do to the dynamics?
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.
Quick Question.. is ToG now a spell only for Mechants?
I noticed the lost of ToG.
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