
Originally Posted by
Evillone
OK finally got chance to think through the 2nd round of changes so hear we go! to discuss the numbers on the races i am going to split them into their designed rolls, then discuss weather or not they have the power to be useful/successful within that roll and then finally give my suggestions as to how to tweak the underpowered/overpowered races.
GROUPING & ANALYSIS
Pure attackers- Orcs & Undeads, Both races suit this roll very well boasting 9 point offense elites and unique ability's to help sustain that offense throughout a war. As well as individualized bounces to their attacks and negatives to T/M aspirations. Overall both races seem very capable and fairly balanced at fulfilling the same roll without having the same "feel". A+ hear i wouldn't change them at all.
T/M- Faerys & Humans(maybe? I'm still not 100% on what your trying to do with humans), Faerys are perfect for this roll and definitely have the power to get it done. I thought the faerys where a bit overpowered last age but with the reduction in TPA & WPA bonuses in addition to giving other races T/M bonuses i think it balances them out nice. A+ to faerys i wouldn't change em, I will talk about humans last as i think they are all wonky.
Power hybrids (a/M & a/T)- Elfs seem well suited as A/M's with a slight lean more towards the M then the A in A/M as well as being able to play a pure mage capable of even casting on faerys at the cost of of attack power and thievery ability/defense. All the same could be said about Halfers just in terms of Thief power instead of magic. However i feel that both races are a bit underpowered with Elfs being the stronger of the two. I ran a halfer/merchant A/T this age and thought it was decent at best. for the most part I didn't have any problems thieving anyone besides faerys and was even able to cast on some attackers to boot but i was also ALWAYS feeling a tad short on attack power even after blunting my expectations due to being a hybrid, loosing the pop bonus (even with TPA bonus) kills them. if a kingdom full of hybrids cant produce comparable numbers in attack & T/M power to a kingdom split between Faerys and pure attackers then hybrids loose a lot of their appeal. This isn't to say Elfs and Halfers need to be as strong of attackers as orcs while being able to op faerys but they need to land some where in the middle and right now i think the faery/attacker combo has the hybrid combo beat hands down. I would give Elfs a B+ to A- while giving the halfers a solid B.
Damage Hybrids (A/m & A/t)- Avains, Dwarfs and Humans (again not so sure on humans), Avains and Dwarfs both seem to fit well in their rolls as A/T and A/M respectively while leaning a bit more towards attack power than T/M power, this is a nice complement to the other hybrid rolls that seem to emphasize their T/M power a bit more. Like the other hybrids i feel like Avains and dwarfs are underpowered when compared to the combination of Faerys and attackers in a kingdom. neither race boasts the pop space or space efficiency to run a high enough WPA/TPA to take advantage of their + to damages and still maintain a decent attack strength as well. It also concerns me that both races have very little ability to turtle with low D elites making them much more vulnerable to pre war massacres during button games as well as ambushes to kill an already subpar offense. I also don't like the + to thievery damage as it functions now sense it will not exceed the max damage limit for a particular op so basically it just works out to sending less thieves to do the same damage which isn't nearly as attractive as doing 40% more damage for sending the same amount of thieves. Over all i would give them both about a B and again will talk about humans last.
Humans- To me it seems like you where looking for a race that could slide between a T/M and a hybrid with a fair amount of flexibility in how it was played depending on the players preferences. As humans stand right now however i just don't see them being usable in any roll. They have the added pop space which coupled with the +50% T/M damage you would think could make them a strong T/M candidate however their elite is no where near space efficient enough to allow humans to stack on the TPA and WPA needed to take advantage of those damage bonuses while keeping enough D to be relatively UB like faerys, the leet also bloats the humans NW making it a sub-par attacker or turtle as well. From the changes the way i interpret the vision for this roll is as a T/M capable of entering wars as fairly UB within its NW range, able to op attackers and hybrids (struggling to cast on elves and thieve halfers), un able to op faerys but able to slide into the roll of support attacker far better than faerys as war goes on and enemy MO diminishes.
CHANGES (to current proposals)
Undead, Orc and Faery Unchanged. i have heard people suggest dropping orc and undeads elites by one offensive point each which i think would go along way to balancing pure attackers and hybrids but then you would have to drop faerys elite by 1 D as well (otherwise they would be too strong in my opinion) which i think would cause another round of adjustments to be needed across the boards. So i would rather strengthen the other races than weaken this.
Elf- They don't need much. I Think that a 7/4, 6.5 NW-6.75NW Elite OR a +1 horse would give them the little extra kick they need to be very competitive. I prefer the 7/4 elite over the +1 horse.
Halfling- they need their pop bonus back! that and possibly still a little help with their offense. my suggestion? +10% pop and either a 6/6 elite or a +1 O spec and drop the 2/2 soldiers in either case (its a cool idea just not all too functional). I like the +1 O spec more. QF would also be nice to see back in their spell book as well
Avain- First change game mechanics so +40% thievery damage truly function that way instead of functioning as -40% thiefs needed to be sent. Next boost their attack power either an 8/3 elite OR if you think thats too much a 7/3 elite and remove the "no accesses to stables" penalty. I like the 8/3 elite as it allows avains to run a lower amount of elites and more D specs/thieves helping them turtle a bit and maintain a usable TPA.
Dwarf- I think bumping their BE bonus from +10% to +20% would help them all around but i'm not sure it would be enough, the other option i see is to drop the BE bonus and give them something like a 7/6 elite with a high enough NW to discourage a full elite army (maybe 7.5 NW?) i like the strong elite more than an increase in BE.
Humans- They need to most work to me, even more so sense i want their pop bonus moved back to halfers. i think that giving them the dwarf +10% BE (or even up to 20% BE) and a 5/7, 7 NWPA elite would suit them well. the BE bonus helps them shore up T/M abilities and the elite would allow them to slide from complete turtle to turtle attacker as a war drags on far better than now.