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Thread: Age 71 Proposed Changes Suggestions

  1. #16
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    At this point why not make Undead elite 15/0. Would be 500% better. :)

  2. #17
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    In my opinion the offence values are too high. It will yet again be an age with heavy attackers and pure thieve mages. Please tone down the offence of orc and undead. That way more strats will be viable rather then the meta.
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  3. #18
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    Few remarks (will be more detailed later).

    1. Human/avian not competitive.
    2. Orc/UD ridiculous.
    3. Dorf meh.
    4. Elf Fae Halfer quite balanced.

    The major issue historically has been that the specialists (orc UD and Avian) have either been overpowered or underwhelming compared to the generalists (dorf/human). This age dorf/human were simply too strong. However, with next age changes theyre useless again (8 off on dorf vs 14/15 on Orc/UD).

    I feel Human has always been quite problematic, as it never historically has been "about something" lime Orc (power and damage) avian (speed) UD (power and sustain) and dorf (buildings!) have been.

    One age human is sci master, the other its income, the next its super off and def sustain. The major issue was that there were always perses that stacked with human bonusses, making it quickly OP. Merchant has been removed, so now human sorta fills that role. However, agsin, its either OP or underwhelming. Human has to be addressed first before we can even begin to look at balancing the rest.

    1. Major complaint was out of control offense... and this has been exacerbated.
    2. Another complaint (at least from me) is one-dimensionality and forcing certain perses on certain races, and this has been Exacerbated.

    So my suggestion would be:

    Reintroduce Merchant and add Artisan (total of 10 perses). Bring income back to Merchant, give Artisan the building speed of dwarf.

    Turn dorf into an inbetween between Elf and UD (decent sustain, decent off, decent magic) and human inbetween halfer and avian (decent speed, decent thievery, decent sustain).

    As said, ill come up with more detailed mechanics later, but this is a general lay-out).

  4. #19
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    First feedback that comes to mind:

    War win provides both land & honor! Great job!!! I am afraid it will stimulate some more land drops but on the other hand it will force KDs to grow.
    Science spawn rates got reduced. Nice, because for now it was too high and at yr 5 fully science is just silly. However, i would like to increase the add an increased amount of return on topfeed abduct. This would be a powerfull tool against the big bullies to get your revenge and hurt them.

    Overall feedback on races & personalities:
    Nice .. getting more radical differences between the races is good. This will only stimulate creative game play.

  5. #20
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    What role are Dwarves expected to fill with these feats?

  6. #21
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    My personal top of my head races balance improvements, just for fun:

    Human
    Lose the casualties penalty.

    Orc
    Increase science reduction to 50%.
    Add a 5% population penalty.

    Undead
    No change.

    Avian
    Increase offensive specialist bonus to match Undead (+3).
    Elite: 11/6.

    Dwarf
    Increase building efficiency bonus to 30%.

    Halfling

    No change.

    Faery

    No change.

    Elf
    Elite: 10/7.
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  7. #22
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    Uncap the science.
    Lower the % given for each rank if needed.
    Give amnesia to mystic and or heretic.
    Make revelation sage only.

  8. #23
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    Avian
    They already have an inherent +casualties from their attack time reduction. I think adding a 15% penalty on top of everything else is overkill. I'd remove the +15% military casualties and give them an 11/1 elite since they can't be ambushed.

    Humans
    They swung -10% income and 76% casualties defensively, 10% offensively.

    That is a bit too much with the Sage nerf. I'd give the +1 defense to their elite.

    Dwarves
    I think with the Sage nerf this is overkill. I would remove the food penalty since it bites harder with the science nerfs.

    Orc
    Drop the TPA penalty and give them 12/3 elites. I think going up to 13/2 with +10% OME from Bloodlust is too much.

    Halfling
    Slightly too strong with the Faery nerf. I'd reduce the TPA/Thief cost bonuses to 40% to be in line with the damage bonuses from Faery.

    Elves
    Slightly too strong. I would drop the +% spell damage since +35% WPA is effectively +35% more spell damage/spells with those runes. They have the least painful TM penalties already.

    Undead
    Shift the losses to everything to better sustain and close the gap b/t elite and ospe imo.

    Bonuses
    -50% Military Losses
    Spreads and is Immune to The Plague
    No Food Required
    Attacks convert Offensive Specialists into Elites (20% of Ospecs sent)
    Defensive losses automatically convert to soldiers(Permanent Animate Dead)
    +4 Offensive Specialist strength

    Penalties
    Basic Thievery (Intel Operations Only)
    No Elite Training
    -25% Science Effectiveness

    Spell book: Town Watch
    Elite: 12/3, 10.5NW

  9. #24
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    ^ I just love people that 'fix' undead by making them stronger. There's really no need to have something with spec bonus higher than +2.
    Last edited by Avenger; 28-02-2017 at 09:38.
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  10. #25
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    First thought is that it's not clear what role a dorf would realistically serve. Would either revert elite to 9/5 (this is still a drop in offense relative to other attacker races compared with this age) or add something else - maybe give it QF.

    Fae losing CS is interesting. Improves elf (relatively) as a mystic pick but probs be an age of all mystics being torn apart by rogues :D

    Avian feels meh, would either reduce/remove the casualty penalty or improve the attack time bonus some.

  11. #26
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    Quote Originally Posted by Avenger View Post
    ^ I just love people that 'fix' undead by making them stronger. There's really no need to have something with spec bonus higher than +2.
    With the UD mechanic change a 10 ospec and a 12 elite is probably going to average out to 11ish.

    (15+9)/2 = 12.

    So its actually nerfing their OPA.

  12. #27
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    Dwarf is too easy a choice. Either tone down the disadvantages elsewhere or add another to dwarf. CS loss isn't that brutal considering we had human cows last age without.
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  13. #28
    Enthusiast Minty's Avatar
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    10 offspec = not ambushable

  14. #29
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    Quote Originally Posted by Araqiel View Post
    What role are Dwarves expected to fill with these feats?
    Attacker...tank

    rolls are suposed to be

    Orc hits hard/big
    undead sustains, hits big
    avain fast attacker thats hard to controll
    human econ attacker
    dwarf tank attacker

    Im looking at the changes myself the changes i'd make are

    Avain: back to good-ish....
    -needs to go to +60% peasants to to be a real threat

    Human:slighly to weak,
    -i'd give them something like Annon doesnt suffer reduced gains

    Undead: 15/1 is to strong when chained and pure leets. i'd either go
    ----"-75% Offensive losses on Succesfull attacks you make"
    OR-14/1 and +4 offspec. (50-50 trained its the same total off, just slightly weaker when chained)

    Dwarf: mostly good needs that little something since +even more food, yet we hit food science...and losses CS.
    -+25% BE

    ELF/ORCs: i know both are pretty balanced, but both are going to take a bit to long to pump, i'd lower their leet cost 50gc each...shouldnt effect oop that much

    Feary/halfer:i'd keep as is for now


    Quote Originally Posted by Minty View Post
    10 offspec = not ambushable
    Specs defend at the dspec rate. so a +4->10/0 spec can be ambushed as a 0/6 spec. makes undead about as ambushable as (6+1)/2=3.5 a human.
    Last edited by Persain; 28-02-2017 at 10:08.

  15. #30
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    Quote Originally Posted by Minty View Post
    10 offspec = not ambushable
    Ambush rolls against defensive specialist value, not offensive.

    Edit: oh Persian already said this oops.
    Age 65 - FreeakStyle - FeyrPlay Alliance Win - Dwarves Stole My Bike
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