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Thread: Age 64 potential changes

  1. #16
    Veteran Igor444's Avatar
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    remembering GA
    + 1 billion please.

  2. #17
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    Quote Originally Posted by Dan4GS View Post
    Faery get extra def boost with minor+greater protection... but no help for elves/halflings? Both got a slight boost to their attacking but that doesn't help their primary focus (Defense).

    Nice tweaks overall but worried about the stacking of two protections on faery, which were already the toughest of the 3 T/M to bring down (IMO).
    Faeries go down easily once you chain them, especially if plague goes on. Elf on other hand in pain to chain. Only by thievery ops.

  3. #18
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    Like the changes (esp. dwarf), mechanic changes are good.

    Sage might be a little over the top, agree 40% is fine.

    Personally think tact should stay at 20%.

    Still think Avian is a little underpowered. Perhaps leave BR and add reflect magic?

  4. #19
    Forum Addict smercjd's Avatar
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    Quote Originally Posted by bian View Post
    so, t/m sages > t/m mystics?

    that 50% sci is brutal.
    Sort of...Rogue/Mystic still have the real bonuses to TM stuff (mana/stealth and the unique ops). MS is very important. Prop/AW can also be tremendous advantages...so trade all that for Amnesia? Could be worth...

  5. #20
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    another age of dwarf/elf dominance.

  6. #21
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    Only Avian and Faery have GP... I wonder if that makes sense. I guess it gives a marginal reason to play Avian.

  7. #22
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    Make UD lose the regular amount of troops on conquest so they can't wtfpwn ubs in long wars and not even lose offense doing it.

  8. #23
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    50% sage is ridiculous for any kingdom that stays smallish and pumps.

    Despite the elite off nerf the extra def on the faery makes it a reasonable attacker - a bit better than this age (which isn't a problem, but might not be what you intend).

    Is BB now giving precisely 12 hour builds? If so, as long as you hit/build mid hour, you can have your buildings in for next attack, yes? This seems a fairly big buff for Dwarf/Faery that people might not be noticing.
    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

  9. #24
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    I think UD does lose regular in conquest because considered a failed attack.

  10. #25
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    Quote Originally Posted by Andurilas View Post
    I think UD does lose regular in conquest because considered a failed attack.

    "-75% Offensive losses on attacks you make"

    Says nothing about failed hits. It works on conquest too.

  11. #26
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    Quote Originally Posted by Ethan View Post
    Is BB now giving precisely 12 hour builds? If so, as long as you hit/build mid hour, you can have your buildings in for next attack, yes? This seems a fairly big buff for Dwarf/Faery that people might not be noticing.
    Dwarves with QF +10% rax can achieve an attack time of 9.8 hours, so BB wouldn't necessarily help that. Lose the rax or QF and it would.
    Last edited by Dan4GS; 22-01-2015 at 01:23.

  12. #27
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    Sage is kind of a nub trap in smaller kingdoms though, at least on attackers. It's pretty easy to neutralize science in war if you know how to go about it (nor is it a given that better numbers by themselves are going to win against intrinsic bonuses). +50% sci effects is ridic at the top, and I'm not seeing where a growth kingdom has to make a real choice. Maaaybe War Hero is an alternative, Merchant winds up with less than Sage in the long term despite ToG.

    put Sage back at 40% and it's mostly fine. Maybe give them FoK or more free books as compensation, if you want to make Sage more attractive at top levels (not that Sage was exactly underpowered this age...)
    Last edited by noobium; 22-01-2015 at 02:08.

  13. #28
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    I like the changes for the most part. Here's the ones I noticed where it seemed a bit off.

    Sage - Yes 50% is a bit strong (as others have said), 40% is more reasonable.

    War Hero - Immunity to Storms and Droughts isn't really a bonus since Nature's Blessing gives immunity to these spells anyways and is hardly what a War Hero needs to be worried about, so for UD non-War Heros, this is a pretty big nerf, even with the -75% training time. I'd remove the Droughts/Storms thing and consider one of the following possibilities...
    1. +5% to +10% gains
    2. -25% to -50% wages
    3. -20% military costs

    These are things that are totally different from other personalities that would give a more direct bonus to War Hero - as currently, if a Dragon is killed fast and the War Hero has no honor yet, it is practically getting nothing. Also consider +400 Peasants in addition to the +400 Elites for a starting bonus, since in my opinion 800 Soldiers and Spec Credits is vastly superior as a starting bonus.



    The MP+GP stacking is really cool and appropriate for Avian, but seems too much for Faery.

    Like the Elf and Cleric changes.


    YAY @ line breaks in Monarch Messages, and also the Land/Honor spread for WW is neat.

  14. #29
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    Maybe give WH immunity to riots (you know, because inspiration leaders don't suffer that kind of problem) instead of Drought/Storms and nerf the training time back down.

  15. #30
    Enthusiast Zantetsuken's Avatar
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    So War Heroes no longer need to cast Nature's Blessing. I guess they are finally playable (he said sarcastically).
    I was just like you. My parents died. I have to be strong for Serah, so I thought I needed to forget my past. And I became Lightning. I thought by changing my name, I could change who I was. I was just a kid. Lightning. It flashes bright, then fades away. It can't protect. It only destroys.

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