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Thread: Age 68 preliminary changes

  1. #31
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    Glad to see some big changes. A few thoughts:

    1. Finally reducing TOG. That spell has been OP for a while. Not sure about distro only to Faery.

    2. Offensive values do look a bit high. It's already basically impossible to totally defense block; this pushes it a little too far. There are too many offensive goodies in the game--horses, TGs, honor bonuses, mercs--and for defense there's Forts and low value elites. Rejiggering is in order.

    3. Please clarify war win bonus change only applies when declare happens from meter max.

    4. Elf with no WPA boost always makes me cry.

  2. #32
    Postaholic chalsdk's Avatar
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    plz dont remove " End of War ceasefire 96 hours!"

    I need the downtime - War is a High demand time sucker, and if end of war is reduced to 48 hours it be epic hard to suck it up. Might be hard to return as the time demand was allready to high.

    With the new kingdom size its WAY to reasonble to handle, but still 48 hours is simply to high.

    Overall interesting changes.

    PS The reduction of fort I can live with. but not WOW.

    IF it can be done - PLZ change the Forums so we can show our like/dislike to other peaples posts :-) ITs 2016 now! not 1997

  3. #33
    Triggered Godly's Avatar
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    April fools was yesterday
    "Godly, you do realized that you have just sealed your faith now, right?"

  4. #34
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    Heretics not needing TDs really changes the dynamic of the TM game. Not sure how this can balance.

  5. #35
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    dwarfs: -50% food consumption, we will have very skinny dwarfs next age......

  6. #36
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    Quote Originally Posted by Godly View Post
    April fools was yesterday
    agree.

    Attacker values are way to strong with these changes. If you want to run these numbers and want an even larger twist, that at glance seems workable, is that total number of elites cannot exceed total number of specs. This hurts faery just a bit but helps out halfers and elfs. This will nerf offense numbers to be more on par.

  7. #37
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    Quote Originally Posted by Andurilas View Post
    Heretics not needing TDs really changes the dynamic of the TM game. Not sure how this can balance.
    They still need dens, sadly. Losses on successful ops are real.

  8. #38
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    Code:
    Quote Originally Posted by Andurilas View Post
    Heretics not needing TDs really changes the dynamic of the TM game. Not sure how this can balance.
    Quote Originally Posted by Zauper View Post
    They still need dens, sadly. Losses on successful ops are real.
    This may work for hybrids but any real thief is still going to want TDs. Otherwise you are losing a fairly nice tpa mod for TDs.

  9. #39
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    Its helpful for hybrids doing a lot of NS.

    Still need rogues for AW/Prop.

    It helps your average hybrid avoid nuking their TPA in the first NS run though.
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  10. #40
    Forum Fanatic Darkz Azn's Avatar
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    Quote Originally Posted by Andurilas View Post
    Heretics not needing TDs really changes the dynamic of the TM game. Not sure how this can balance.
    you still loses thieves on successful op ... =)


    Odd of Absalom

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  11. #41
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    Quote Originally Posted by Cry0 View Post
    Its helpful for hybrids doing a lot of NS.

    Still need rogues for AW/Prop.

    It helps your average hybrid avoid nuking their TPA in the first NS run though.
    Fair enough, i wouldnt run Heretic on any of my provs as is though
    Last edited by FlamingKnights; 02-04-2016 at 20:55.

  12. #42
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    I'm pretty sure dens don't affect loss on success thief ops.

    Heretic seems geared towards provinces that expect high fail rates on opping, turning those marginal wpa/tpa advantages into something useful. If I have high wpa/tpa I had better succeed often enough to not care about those bonuses, unless I need to send a lot of thieves per op (and the only spammable ops that require huge tpa are the Rogue ops)

    Orcs are strong under these changes. No new drawbacks but their offensive edge is way stronger.
    Last edited by noobium; 02-04-2016 at 21:03.

  13. #43
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    Maybe give orcs one less gen, increased casualties or increased atk times. The change from a 7 v 4 to 12 v 6 against def specs is 12.5% raw pt advantage, making them both pop effective and overpowered esp with modifiers for offense greater than defense, ntm most players would have to incoprate specs in their army with the increased cost of elites.

    Or just leave them as 10/2 elites.

    Would suggest giving heretics incentive to attack like wizards settling new lands instead of peasants after a trad.
    Last edited by Nanka; 03-04-2016 at 22:37.

  14. #44
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    Next age some dwarf KD is going to rebuild nw drop before maxing meter to enter a war they plan on tact wding from, I guarantee it.

  15. #45
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    "Admin stuff: a bunch of backend improvements to allow me to suspend, kick people out of accounts and deactivate people quicker. YAY."
    Can this be explained further? As its written, it seems a little too powerful for one person? Maybe I'm interpreting it wrong.

    For people flipping out about the Faery ToG thing, remember that they will have the most expensive leets in the game @ 1000gc/unit.

    I highly disagree with taking away double wizzie production after war. Maybe just make it a mystic bonus?

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