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.
Make honour gains from attacks oow heavily affected by relative kd nw
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!
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.
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).
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.
.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.
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.
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.
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.
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.
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.
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