Page 3 of 10 FirstFirst 12345 ... LastLast
Results 31 to 45 of 145

Thread: Age 69

  1. #31
    Post Fiend
    Join Date
    Mar 2012
    Posts
    130
    Quote Originally Posted by Persain View Post
    well I like the idea of ns and aw for damage and a targeted prop which does less damage per op but takes units. As it is I'd rather prop b consistent but less damaging than other ops. Both magic and thief ops seem so random compared to chaining someone sometimes and this aims to change that
    I agree it would be a cool feature, but I think it would be too strong. Poor UD's/Orc's going up against a few Faeries, once they get caught with armies home for a minute or two, their offense will disappear and the Faery's become UB..

  2. #32
    I like to post
    Join Date
    Mar 2016
    Location
    Utopia
    Posts
    3,932
    Thought of another one I've wanted to see implemented for a long time:

    Do not display stances on the KD page. Simply add it to Snatch News. Stance trackers are an abomination to the game and it should be made as hard as possible at least to do it. Sure, it's still possible do it by planting intel-farms to SN, but at least it will become way harder.

  3. #33
    Enthusiast
    Join Date
    Nov 2008
    Posts
    325
    Make honour gains from attacks oow heavily affected by relative kd nw

  4. #34
    I like to post
    Join Date
    Mar 2016
    Location
    Utopia
    Posts
    3,932
    Quote Originally Posted by Fiskinator View Post
    Make honour gains from attacks oow heavily affected by relative kd nw
    Already made a post about it. Should simply follow the land gains mechanics. As it stands all the negative gains mechanics for land do not influence honor gains. Change that, and all will be fine again.

  5. #35
    Postaholic
    Join Date
    Jun 2011
    Location
    West of Toronto, Canada
    Posts
    895
    Just make 1 change.

    Remove Fort.

    And let's see what happens. :)
    War Monkeys War Monger - Contact me if interested in a beating.

    Quote Originally Posted by Bishop View Post
    Rather than whining, getting pissy and getting on my radar why don't you just .....

  6. #36
    Post Fiend Skank's Avatar
    Join Date
    Apr 2016
    Location
    Austin
    Posts
    130
    Make Fae Mystic an attacker. [ mystic only ] +1 on Magician and you get 1% of every successfully attacked province's elites [ home and away ]. So you wind up with Beesmastr, Drakes, Besercs, ELords, Brutes, Knights, and Ghouls with all their diff att/def points. And +3 on WH. I'd play that!

  7. #37
    Veteran
    Join Date
    Aug 2015
    Posts
    768
    Nw per elites should be reduced.

    Eowcf and fort need to be made longer if current cost of elites remain.

    Dwarf needs to BE bonus back.

    If we remain at current inflated numbers max off on any elite should be 11.

    Heretic is a cool addition but nm is a waste with that personality. Maybe give heretic chastity and mystic nm. Also maybe give heretic something like AW or GA.

    Dragons are fine but could be boosted.

    Only crazy idea i have is take away all war bonuses to prevent fake wars, farm out wars and forced wars.

  8. #38
    Enthusiast
    Join Date
    Feb 2013
    Posts
    411
    Quote Originally Posted by Jotun View Post
    In general, it seems current Rogue is a bit strong against Mystics, especially when it comes to AW's. Im not playing either myself, so Im mostly going by what I see from my KD and the long Wizard training thread in Uto talk. A couple of suggestions:
    - Reduce strength of Rogue.
    I completely agree with the above. This age, we've seen rogues targeting mystics with AW and not having any issues. AW needs to be nerfed because it is the single most longest lasting damage in the game. One or two rogues targeting a group of mystics can do over a week's worth of damage, especially since wizzies take so long to generate with even a large number of guilds. A 2100 acre province @45% guilds will take about 7 days to get to respectable WPA after being AW'd.

    We could try making it so that Wizzies have to be bought like thieves? Why are they the only unit that must be generated over time (aside from horses)? Then make the guilds a similar building to thieves dens. There has got to be some way to get wizzies easier than having to wait a week.

    The only other thing I would add is to either clarify the Reflect Magic formula, or explain how an Orc can consistently reflect 30 to 40% back on a TM, but a TM cant seem to get it to work 10% of the time. Does lower WPA make it a work better? This age, we've consistently seen RM work so well with Orcs that they simply arent getting casted on (in either kingdom).

  9. #39
    Forum Addict Bo To's Avatar
    Join Date
    Mar 2014
    Posts
    1,229
    Rogue being superior to mystic is like saying orc's off is too superior to any def. There are ways to protect from aw - wts is some for example. This age I saw few elves who didn't run any wts. After losing 3 rwpa at the beginning of the war they spent a lot of gold to get 30% wts ready in 6 hours. WTs + CS + tornadoes + ET + FB is the best protection from aw and not using it doesn't mean rogues are too powerful. The problem mystics have is that their mentality is to get as much honor as possible by casting MS on easy targets. They have the tools to take care of the rogues they just don't want to use them.

    40% guilds generate ~0.2 wpa/day. On mystic it's 0.4. Don't see need to buff it.

  10. #40
    Enthusiast
    Join Date
    Feb 2013
    Posts
    411
    Quote Originally Posted by Bo To View Post
    40% guilds generate ~0.2 wpa/day. On mystic it's 0.4. Don't see need to buff it.
    .4 wpa/day with a goal of 5 wpa is 12.5 days of pumping. Two AW runs causing damage it takes 12.5 days minimum to recover from seems OP. It is the single most long lasting damage in the game. Acres can be explored. Buildings can be rebuilt. Specs/leets/thieves can be retrained with GC. Pessies can either be kidnapped or LP'd. Wizzies cannot quickly recover like every other unit in the game. Even 1% stables makes 40 horses/tick at 2100 acres. 45% guilds makes 35 wizzies/tick at 2100 acres. Either AW is seriously OP or guilds are extremely nerf'd. Probably both.

  11. #41
    Forum Addict Bo To's Avatar
    Join Date
    Mar 2014
    Posts
    1,229
    Quote Originally Posted by MaximII View Post
    Two AW runs causing damage it takes 12.5 days minimum to recover from seems OP.
    Not having 20-30% WTs is your mistake not overpowering. Also you need a group of rogues for that and as I said - don't do MS at the beginning of the war and take care of the enemy's rogues. The problem of mystics is they don't want to spend mana for anything else than MS which does nothing to protect them from rogues. With the superior wpa mystics also can stop rogues they just don't want to use it.

    EDIT: if you war against KD with 10 rogues almost nothing can stop them AW-ing your mystics. But this is called take one for the team. Just like attackers are being chained and destroyed.
    Last edited by Bo To; 05-07-2016 at 15:19.

  12. #42
    Post Fiend
    Join Date
    Dec 2015
    Location
    USA
    Posts
    188
    I'm sure this needs some balancing, but these are some ideas I think could improve next age.

    Goals:
    Balance out races so we're not all faeries, orcs, and UD. Mix up personalities a little bit

    Key:
    Italics = remove
    Bold = add


    Races
    Avian
    -25% Attack travel time
    Cannot be ambushed
    +30% Birth rates
    +1 General

    Elite: 9/3, 725gc, 8.75 10/4, 800gc, 8 NW
    Spellbook: Fanaticism, Greater Protection


    Dwarf
    Free Building Construction and Can Use Credits To Raze Buildings
    -50% Building Construction Time

    +30% Building efficiency
    -50% food consumption

    Can’t use Accelerated Construction

    Spellbook: Mystic Aura, Clear Sight
    Elite: 7/7, 700gc, 10NW


    Elf
    +2 defensive specialist strength
    +30% Spell Success
    - 30% defensive losses
    + 1 mana per tick
    +100% land effect from Towers

    Spellbook: Pitfalls, Invisibility, Fools Gold
    Elite: 7/6, 750gc, 8.5NW


    Faery
    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick


    Spellbook: All racial spells and Tree of Gold
    Elite: 5/9, 1200gc 1000gc, 11NW


    Halfling
    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +12% population +10% population
    +2 offensive specialist strength

    Spellbook: Aggression, Mages Fury
    Soldiers 3/3 Elite: 6/6, 500gc 6/7, 550gc, 8.5NW


    Human
    + 30% income
    Immune to Income Penalties

    -15% Spell Success

    +15% Science effectiveness

    -10% gains/damage when attacking (affects all attack types)


    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 9/4, 750gc, 9/5, 850gc, 9.25NW


    Orc
    +20% Battle Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness

    Spellbook: Reflect Magic
    Elite: 12/2, 800gc, 10.5NW


    Undead
    -75% Offensive losses on attacks you make
    -50% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required
    Converts some Specialists into Elites on successful land attacks

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 11/3, 950gc, 10NW



    Personality

    The Cleric
    -30% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Access to Pitfalls Chastity
    Starts with +800 soldiers and +800 specialist credits

    The Heretic - new
    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 50% of rune cost refunded
    +30% Magic and Thievery Science Effectiveness.
    Access to Nightmares, Pitfalls
    Access to Assassinate Wizards

    Starts with +100 Wizards and +200 thieves

    Merchant - removed

    The Mystic
    +1 Mana per tick in war
    All Guilds are twice as effective
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity
    Starts with +200 Wizards

    The Rogue
    +1 Stealth recovery per tick
    + 100% land effect from Thieves Dens
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda (AW is no longer unique to rogues)
    +75% Thievery Science Effectiveness
    Access to Gluttony
    Starts with +400 thieves

    The Sage
    Protect 75% of science on attacks
    +50% land effect from schools
    +50% land effect from libraries

    Every 2 acres generates 1 book of science
    Access to Amnesia
    Starts with 40000 science books

    The Tactician
    -15% Attack Time
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    The Warrior
    +15% Offensive Military Efficiency
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    The Artisan - new
    Free building construction
    -20% build time
    Can use credits to raze
    Access to War Spoils
    Starts with +800 soldiers and +800 specialist credits


    The War Hero - Removed
    +100% Honor Effects
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon and Income penalty effects
    Access to War Spoils
    Starts with 400 elites
    Last edited by Drys; 05-07-2016 at 15:48. Reason: I suck at formatting.

  13. #43
    Enthusiast
    Join Date
    Nov 2008
    Posts
    325
    Quote Originally Posted by Bo To View Post
    Rogue being superior to mystic is like saying orc's off is too superior to any def. There are ways to protect from aw - wts is some for example. This age I saw few elves who didn't run any wts. After losing 3 rwpa at the beginning of the war they spent a lot of gold to get 30% wts ready in 6 hours. WTs + CS + tornadoes + ET + FB is the best protection from aw and not using it doesn't mean rogues are too powerful. The problem mystics have is that their mentality is to get as much honor as possible by casting MS on easy targets. They have the tools to take care of the rogues they just don't want to use them.

    40% guilds generate ~0.2 wpa/day. On mystic it's 0.4. Don't see need to buff it.
    Decent kd's have rogues that hunt in packs. The first rogue greater arson's most of your wt's away, the 2nd-xth go to town with aw (oversimplifying I know). If possible you recast cs after it's been mved unless you are elf, because why even have 2 viable races for mage. Yes you can mitigate somewhat with ET but if your kd is burning most of it's mana on not getting AWed why even bring mystics?. We'll probably drop them entirely next age if the status quo is maintained
    Last edited by Fiskinator; 05-07-2016 at 15:48.

  14. #44
    Enthusiast
    Join Date
    Feb 2013
    Posts
    411
    Quote Originally Posted by Fiskinator View Post
    Yes you can mitigate somewhat with ET but if your kd is burning most of it's mana on not getting AWed why even bring mystics?. We'll probably drop them entirely next age if the status quo is maintained
    We are thinking the same thing. For instance, someone in our KD got hit with a 130 wizzie AW. 2100 acres, 45% guilds, that single op requires a 4 hour/tick recovery time post-war. Even with decreased damage with WT's, if rogues are able to smoke 50 to 130 wizzies each op without much issue, then there is no point in having mystics. At least attackers can just get soldiers and GC and retrain their army if they get hit. If a mystic gets AW "waved," they are not only unable to cast offensive spells the rest of the war, but they are extending the recovery time of the ENTIRE kingdom to over a week.

    I guess rogues will be the choice next age if AW doesnt get nerf'd.

  15. #45
    Dear Friend Korp's Avatar
    Join Date
    Jul 2008
    Posts
    8,846
    Lets all remember this thread isnt for discussing the specific suggestions its for putting forth suggestions so Bishop can easily shift through them. If a discussion is warranted then create a new thread with the suggestion and the coming discussion.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •