6 hour training times and dragon immunity is very, very nice. Even for warring kingdoms. The other stuff is just the icing on the cake.
6 hour training times and dragon immunity is very, very nice. Even for warring kingdoms. The other stuff is just the icing on the cake.
Avian - remains a relatively weak attacker. The bonus to birthrate seems weird. Needs a minor buff to stay relevant, like 6/2 elites, or something else.
Dwarf - 6/3 elites and 30% BE (free build creds carry over). This race is too OP right now. And his nerfs were even reduced. Either add a new nerf, or remove either the new BE buff or the 6/3 elites. Just too strong.
I also feel elite price for 6/3 elite should be higher than 800.
Elf - seems balanced. But also only seems viable as hybrid attacker/mage and less suited for pure t/m. (No clear sight, no greater protection, no mama/stealth per tick, no bonus to guild/tower/TD effectiveness)
Faery - seems balanced. It was OP last age, got a small Nerf while elf/halfer got a small boost. Still very viable for pure t/ms.
Halfling - Too strong right now. The 40% TPA bonus and double thievedens effectiveness pretty much give him 100% success rate in most situations. Add the bonus +1 stealth per tick and 4/5 elites, the race becomes OP.
I think the double effectiveness on dens is importan, a lot of races and personalities have access to clear sight, and they need the fewer thieves losses.
But I think they are in place for a small nerf. Perhaps reduced TPA bonus slightly? Their huge tpa basically gives 100% success on a race that already seems strong.
Also bump up the price of their elites a bit.
Human - I like it. Seems balanced.
Orc - seems balanced. The buff makes it more relevant now vs the dominance of undeads last age in warring kids.
Undead - seems balanced.
Sage - +50% sci eff. Just too strong. I don't feel like seeing half the server dwarf/sage next age with 25% population bonus, 30% income bonus.. Its just makes them unbeatable by anyone with a different setup mid-late age. With the big dwarf bonuses and the big sage bonuses that's what we're in store for.
I understand sages are slightly weaker early age, but you can't make them gods late age.
Cleric - the -40% losses is already very balanced and makes them a strong attacker, especially with tactician taking a nerf.
The plague immunity will pretty much irradicate undead attackers from the server, since any setup for undead, a kingdom can pick a different attacker race with cleric, which straight up counters undead, while cleric is already evenly matched with the other attacker personalities anyways..
Warwins bonus capped at 20k is a welcomed change. Make sure top doesn't get too much out of control.
Fort to fort gains change is also a nice change. Capping it at 60% to incentivize people to fight a bit rather than wasting 2-3 days.
Cheaper science for the heavy science rates, along with the insane sage bonus, and human reduced sci nerf? You're going to get everyone rolling sages next age.
Anyways I prefer keeping the sciences expensive. Maybe it means kds that war and don't have time to pump are still capable of warring to kingdoms that avoid wars in order to sci pump.
End.
On a personal note I'm disappointed we didn't see any new interesting changes. Feels like playing the same age over and over again. Kind of like each race got a 5% boost or nerf to his already existing stats.
Can't you guys invest more than 15 minutes of your time working on race/personality changes.
Come on, these changes are boring.
Last edited by fawk; 22-01-2015 at 02:57.
Clearly you didn't play Halfling this age. They were ok against attackers, but against other T/M (even mystics) the fail rate was horrible. Faery's running clearsight was less than 50% in my experience, and Elves was 65-70%. Looking at the reverse, despite our WPA being closer than our TPA, those same Faery's and Elves would cast MS on me at 80%+ success rates, and I ran very high WPA+Magic shield 24/7.
Not that I don't like seeing drastic changes too, but I think they've developed a style of minor fine tuning for several ages before a big shakeup every 4-5 ages. I'd expect a big shakeup in another round or two.
The double sci buff to cost and sage is gonna change game play but not for the better. At current rate, next age changes would involve securing the longest cfs to pump and destroy late-age; warring leaves you at a huge disadvantage unless you absolutely cream the opposing kd. We've already had that before, and it made for really boring gameplay. The changes should be toward balancing sci with wars instead.
I think guys are missings avian stacks mp/gp or did I not see. Anyway I'm happy and the preliminary Virtual Kingdom template is already set. Faery is fine, just not a cow town. Dwarf strength seems obvious but I didn't overdo it because I thought dwarf wasn't as queenly as human.
I like the cleric change vs war hero. This also opens the efficiency for undead war hero I've been victim to the last 2 ages. Now they aren't snuffing a huge trait. As with any of the builds I set in The Virtual Kingdom, it may be stoppable in and of itself, but you're letting other dangerous builds run unimpeded.
love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
________
Weed bowls
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Faery gets a nerf, everyone else gets a buff, as usual.
Keeping faery as it is and buffing everyone else still works as nerfing faery. Now, it's a double nerf.
I would prefer it if they nerfed the bonus to honor effects, and in exchange give them an advantage, even if only slightly, of building/retaining honor. Just giving them a bonus to Honor effects is an incomplete toolkit. I like what they did to Clerics; they competed the Cleric toolkit with Plague immunity because that was a big weakness previously.
War Hero
+ 50% Honor Effects
+ 15% Honor Gains
- 15% Honor Losses
- 50% Training Time
Immune to Dragon Effects
This is a more complete toolkit and allows them to much more effectively leverage their Honor advantages without being too strong.
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.
I played in CR this age. We didn't run 1 halfling we ran 6.
Anyways if you are opping a faery that has some wts and clearsight you are going to have a guaranteed 50% fail rate regardless of relative TPA.
My point is just by comparing halfling mod TPA to other races TPA, you will arrive at close to 100% success rate on your ops, not taking into account wts/cs/opping out of new range.
Obviously if a faery with absolutely no bonuses to WPA can cast MS on you 80% success, a halfling with 40% TPA bonus and another 75% bonus from thief dens is going to have near 100% success rate on any relative TPA roll vs his target. Only stopped by wts and clear sight.
Keep Faery at 4/5, take away a general.
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.
I would even be ok with that. Just seems lame to nerf them further. I played attacker this age and all I've been doing outside of wars is attacking Faeries for honor. They aren't hard to break already.
I will also say I really do like the Cleric changes. Makes that a much more attractive personality to play as.
Sage needs to be nerfed to 40%. 50% is way to much.
overall the age-to-age tweaks havent changed much. Maybe makes halfer a bit more desirable, but unless your facing halfer v feary rogue core t/m's in or going much more of a hybrid wide kd setup feary will still be king. (nothing beats the ability for rogues to +40% damage NM wave early -> ToG later)
The only things i'd address are
1.Avain are a bit weak, needs either RM coupled with the BR bonus or needs a nw/acre buff on their leets to really compete in the war iter. As it stands now the only way they really work is to punish kds not as good as you since they can overwhelm the enemy if not prepared.
2. Dwarfs are on the weak side if <3k acres and on the strong side if >4k acres due simple to the way building costs scale. Would be nice to see this addressed somehow but i don't think its a "minor" change.
---i.e. making explore costs inversely related to size would address how stupid raze is in war right now and could balance dwarfs overall, but this is somewhat more "major"
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