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Thread: Age 54 Potential Changes Rev II

  1. #106
    Mediator goodz's Avatar
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    Quote Originally Posted by TRiV View Post
    I don't understand why you want to remove MS from faeries? They are pretty one sided as it is ... why force them to run Mystics to get the MS, just weird.
    Makes it so they can't be sage which is a pretty solid nerf. But I do agree I like them having all spells :)
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  2. #107
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    thats a nerf Triv, forcing them to get that means that they wont be able to get other buffs somewhere else.
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    Quote Originally Posted by Twyla View Post
    [...] And, just for the record, War Spoils can be as much bane as blessing. Sure, you get the land sooner, but your armies can still be Ambushed
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  3. #108
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    Race Changes

    Avian
    -35% Attack Time
    +40% thievery damage

    - 10% attack gains
    No Access to Stables

    Spell book: Town Watch, Vermin
    Elite: 7/2, 700gc, 6.25NW

    Avians will be weak attackers with only a 7/5 military, gains penalty, no stables, no space efficiency bonuses, which is fine - but at least let them be truly fast. Even this age they are still a little bit slow, needing barracks to hit below 8 hours in war. So let's improve the speed bonus slightly.

    --------------

    Dwarf
    + 10% BE
    + 30% Spell Damage (Instant Spells)
    Free Building Construction
    Can use credits to raze buildings

    + 50% Food consumption
    Accelerated Construction not available

    Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
    Elite: 7/3, 700gc, 6.25NW

    The elite is priced too high in money and networth. They are still weak attackers with these prices, but at least not totally underpowered

    --------------

    Elves
    +50% WPA
    +1 mana in war
    + 1 defence specialist strength

    Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
    Elite: 6/4, 700gc, 6NW

    Decent race like this. Gonna have to be played as a hybrid, cheap elite which can defend, no problem here.

    ------------------
    Faery
    +30% damage on spells and ops
    +30% WPA and TPA

    -10% Population
    Offensive Specialist Strength -2

    Spellbook: All racial spells
    Elite: 3/8, 1000gc, 7.5NW

    If "all racial spells" means faery lost meteor showers, absolutely fine.

    ---------------

    Halflings
    +50% TPA
    +1 stealth
    - 50% thief cost

    -15% Birth Rate

    Spellbook: Invisibility, Town Watch
    Soldiers: 3/3
    Elite: 5/6, 600gc, 5.75NW

    A little bit weak without their population bonus. The boost to their soldiers is not very useful at 2/2 (unless this affects dragons but I guess not), at 3/3 this becomes a useful bonus without being unbalanced.

    ------------

    Humans
    +10% Population
    + 50% Thievery Damage (Sabotage Ops)
    + 50% Spell Damage (Instant Spells)

    Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 5/5, 500gc, 5.5NW

    I like this overhaul. Leave as it is, perhaps with 5nw/elite instead of 5.5

    -------------

    Orcs
    +20% gains
    Can train elites with credits

    -50% Combat Instant Spell Damage and Sabotage Damage

    Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
    Elite: 9/2, 850gc, 7.25NW

    Way overpowered compared to the other races, most of which were nerfed. No orc ever performs ops in any case, so the penalty there is useless. Since we're only supposed to change numbers, put the elite at 8/2 or at 9nw, but really, think of a better penalty. Like "50% of all ops against orcs auto-succeed without taking into account tpa/wpa/wt".

    -------------

    The Undead
    -50% Offensive losses on attacks you make
    Successful land attacks convert specialists to elites
    Spreads and is immune to The Plague
    No food needed

    - 25% science effectiveness

    Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
    Elite: 9/3, 1200gc, 8NW

    Slightly overpowered, 1000gc/elite is trainable in elite pumps and once trained, those elites stay around. Make it harder, at 1200gc.

    Personality Changes

    The Sage
    + 40% Science effectiveness
    -66% Losses on Learn Attacks
    Immune to The Plague

    Too weak, without a reduction in book costs, sages will need higher science effectiveness than suggested.

    --------------

    The War Hero
    +50% more bonuses from honor
    -50% draft cost
    -50% train time

    Too weak to use in a normal KD because honour is so easily lost. All war hero KDs would work, but even there it is weak. The draft cost/train time bonuses are small. If you have to tweak numbers only here, make it "1 hour training time" to add some uniqueness here.
    Last edited by Prometheus; 27-04-2012 at 19:49.

  4. #109
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    Quote Originally Posted by Prometheus View Post
    Race Changes

    Avian
    -35% Attack Time
    +40% thievery damage

    - 10% attack gains
    No Access to Stables

    Spell book: Town Watch, Vermin
    Elite: 7/2, 700gc, 6.25NW

    Avians will be weak attackers with only a 7/5 military, gains penalty, no stables, no space efficiency bonuses, which is fine - but at least let them be truly fast. Even this age they are still a little bit slow, needing barracks to hit below 8 hours in war. So let's improve the speed bonus slightly.

    --------------

    Dwarf
    + 10% BE
    + 30% Spell Damage (Instant Spells)
    Free Building Construction
    Can use credits to raze buildings

    + 50% Food consumption
    Accelerated Construction not available

    Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
    Elite: 7/3, 700gc, 6.25NW

    The elite is priced too high in money and networth. They are still weak attackers with these prices, but at least not totally underpowered

    --------------

    Elves
    +50% WPA
    +1 mana in war
    + 1 defence specialist strength

    Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
    Elite: 6/4, 700gc, 6NW

    Decent race like this. Gonna have to be played as a hybrid, cheap elite which can defend, no problem here.

    ------------------
    Faery
    +30% damage on spells and ops
    +30% WPA and TPA

    -10% Population
    Offensive Specialist Strength -2

    Spellbook: All racial spells
    Elite: 3/8, 1000gc, 7.5NW

    If "all racial spells" means faery lost meteor showers, absolutely fine.

    ---------------

    Halflings
    +50% TPA
    +1 stealth
    - 50% thief cost

    -15% Birth Rate

    Spellbook: Invisibility, Town Watch
    Soldiers: 3/3
    Elite: 5/6, 600gc, 5.75NW

    A little bit weak without their population bonus. The boost to their soldiers is not very useful at 2/2 (unless this affects dragons but I guess not), at 3/3 this becomes a useful bonus without being unbalanced.

    ------------

    Humans
    +10% Population
    + 50% Thievery Damage (Sabotage Ops)
    + 50% Spell Damage (Instant Spells)

    Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 5/5, 500gc, 5.5NW

    I like this overhaul. Leave as it is, perhaps with 5nw/elite instead of 5.5

    -------------

    Orcs
    +20% gains
    Can train elites with credits

    -50% Combat Instant Spell Damage and Sabotage Damage

    Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
    Elite: 9/2, 850gc, 7.25NW

    Way overpowered compared to the other races, most of which were nerfed. No orc ever performs ops in any case, so the penalty there is useless. Since we're only supposed to change numbers, put the elite at 8/2 or at 9nw, but really, think of a better penalty. Like "50% of all ops against orcs auto-succeed without taking into account tpa/wpa/wt".

    -------------

    The Undead
    -50% Offensive losses on attacks you make
    Successful land attacks convert specialists to elites
    Spreads and is immune to The Plague
    No food needed

    - 25% science effectiveness

    Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
    Elite: 9/3, 1200gc, 8NW

    Slightly overpowered, 1000gc/elite is trainable in elite pumps and once trained, those elites stay around. Make it harder, at 1200gc.

    Personality Changes

    The Sage
    + 40% Science effectiveness
    -66% Losses on Learn Attacks
    Immune to The Plague

    Too weak, without a reduction in book costs, sages will need higher science effectiveness than suggested.

    --------------

    The War Hero
    +50% more bonuses from honor
    -50% draft cost
    -50% train time

    Too weak to use in a normal KD because honour is so easily lost. All war hero KDs would work, but even there it is weak. The draft cost/train time bonuses are small. If you have to tweak numbers only here, make it "1 hour training time" to add some uniqueness here.

    Wait, did you just buffed Avians? on top on their actual buff? thats crazy. Dwarf elite change doesnt make them that viable. they still need an important buff. Halfers: 3/3 solds is weird. i dunno. Aggression should be brought back or double their housing effect, or aggression. Ud should be buffed, not nerfed. elites should be mroe affordable, if not, like ive said many times, make plague more virulant or give them a kill bonus instead of what i proposed from dwarves.
    The decline of Utopia presented by:
    Quote Originally Posted by Twyla View Post
    [...] And, just for the record, War Spoils can be as much bane as blessing. Sure, you get the land sooner, but your armies can still be Ambushed
    Kds played:
    -Sanctuary
    -Dopefiends
    -Copy Cats
    -Moritatum
    -Queen's Mob
    Currently:
    -Melee Weapons

  5. #110
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    Quote Originally Posted by Palem View Post
    I guess you missed the part where faery lost 40% of their space efficiency? Space efficiency is the only reason faery works.
    Quote Originally Posted by goodz View Post
    Faery was so broken this age. The nerf was required. I wouldn't mind them having +50% wpa/TPA if you nerf the elite.
    Personally i'd rather they have space efficiency in their tpa/wpa than in their leets. running 100% safe from massacres with only a minor risk of conquest in the in early wars is just ridiculous. let them choose halfing level tpa & elf level wpa or unbreakable, dont give them both.

  6. #111
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    Quote Originally Posted by Persain View Post
    Personally i'd rather they have space efficiency in their tpa/wpa than in their leets. running 100% safe from massacres with only a minor risk of conquest in the in early wars is just ridiculous. let them choose halfing level tpa & elf level wpa or unbreakable, dont give them both.
    Agreed! Offense needs to be balanced with defense... if the fact that so many Faeries are Viscount and above says anything at all it's that as they are right now they have both.

    I think as they are with these changes they should be fine, though. They lost some space efficiency, hence they can make the choice if that translates to lost WPA/TPA or lost defense when they run their province.

  7. #112
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    I like the overall changes.

    BUT...
    I think Avians and Orcs need something extra.

    I could be like:

    Avians: +25% attack speed
    Orcs: Massacre 5% thief/wizzies on all attacks.

  8. #113
    Post Fiend Tightpants's Avatar
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    Quote Originally Posted by goodz View Post
    Makes it so they can't be sage which is a pretty solid nerf. But I do agree I like them having all spells :)
    It's usually considered bad game design to nerf something by limiting player choice.
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  9. #114
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    Quote Originally Posted by Tightpants View Post
    It's usually considered bad game design to nerf something by limiting player choice.
    You could still play Faery/Sage and cast every spell other than MS. MS is not the only spell in the game, but it is very powerful and personally I see why it should only be given to dedicated Mages (who are playing Mystic at the exclusion of attacking/thief abilities.)

    Last age player choice was limited by the fact that Faeries already had MS, so there was no reason for anyone to play a Faery/Mystic. On the contrary, this causes Faeries to actually make a choice, it doesn't take away choice.

  10. #115
    I like to post Landro's Avatar
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    Quote Originally Posted by goodz View Post
    Orc looks over powered, do you really need 50% reduced losses from everything, 9 point elite, +20% gains, and elites with credits in an age when you get free credits when you win a war? I would remove the trains elites with credits bonus. Which I still think leaves them as one of the strongest races.
    I think you misread Orc. Spells and ops done by Orcs have -50% damage. Not those received by Orcs.
    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...

  11. #116
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    Quote Originally Posted by Tightpants View Post
    It's usually considered bad game design to nerf something by limiting player choice.
    'Tis a trade off - either better numbers of a sage, or MS. You still have a choice, and 'tis a more balanced choice than before IMO. This age faery mystic was a bad choice - just be sage, *much* stronger. With the update mystic is almost as good as before, but all non-mystics are weaker, which is exactly the goal.


    What is with everyone trying to buff dwarf? As far as I can see it is a perfectly good attacker already - solid top line power (about 91% of orc), strong econ buff (free build) and a decent spell-book (Qf = 0% rax is ok). Can double up as an FB spam A/m nicely.


    In terms of estimated pure attacker "top line power" (how much military they can manage) we have the following:

    Rankings____OPA_____DPA____NW/A___MPNW____%Max
    Faery______55.23____29.74___134.6____0.63____74.88%
    Elf_________81.04____43.64___166.07___0.75____89.06%
    Dwarf______92.77____49.95___184.98___0.77____91.53%
    Human_____86.94____46.81___173.33___0.77____91.54%
    Avian______92.42____49.76___183.37___0.78____91.98%
    Halfling_____83.75____45.1____164.38___0.78____92.98%
    Undead_____99.21____53.42___188.27___0.81____96.18%
    Orc_______103.94____55.97___189.7____0.84___100.00%

    Overall, well balanced. Halfer looks a bit high, elf looks a bit low. Note the elf is using spec offense, and the human is also pure specs. So static defense on both... which is a big "hidden" malus.
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  12. #117
    I like to post Landro's Avatar
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    Quote Originally Posted by Prometheus View Post
    No orc ever performs ops in any case, so the penalty there is useless.
    Really?
    http://forums.utopia-game.com/showth...1#post15094686
    We had 90% success rate with FB and that was when Orcs had wpa and tpa penalties
    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...

  13. #118
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    Lol, thats essentially why Ops strenght is removed from them. They already have strenght. Races is just a name. Those without penalty can do serious dommage, so i dont see why orcs cant do dammages without the penalty. That being said, Orcs with the right set of sci and Tds(it wont happen but possible) could do dammage with their actual penalty
    The decline of Utopia presented by:
    Quote Originally Posted by Twyla View Post
    [...] And, just for the record, War Spoils can be as much bane as blessing. Sure, you get the land sooner, but your armies can still be Ambushed
    Kds played:
    -Sanctuary
    -Dopefiends
    -Copy Cats
    -Moritatum
    -Queen's Mob
    Currently:
    -Melee Weapons

  14. #119
    Post Fiend Tightpants's Avatar
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    Quote Originally Posted by Landro View Post
    I think you misread Orc. Spells and ops done by Orcs have -50% damage. Not those received by Orcs.
    Still makes them OP since it's a "do nothing" penalty.

    edit: ethan how many times do i have to tell you those numbers are wrong
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  15. #120
    I like to post Landro's Avatar
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    Quote Originally Posted by Tightpants View Post
    Still makes them OP since it's a "do nothing" penalty.

    edit: ethan how many times do i have to tell you those numbers are wrong
    http://forums.utopia-game.com/showth...1#post15094686
    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...

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