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Thread: Age 66 potental changes

  1. #136
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    Dwarves overlooked

    I think the value of the dwarf warrior is understated as people focus on human warriors. Yes, free sci w/FoK is nice and +44% automatic OME in war is awesome...but a dwarf warrior can easily match a lot of OME using TG (easier than other races with the increase BE).

    Ultimately the human can stay ahead on OME also focusing on TG (though much more % land for TG than dwarves need to achieve respective bonuses), but the dwarf doesn't suffer -20% gains...they only have to worry about a little food, which can easily be donated. Dwarf also gets PF, while human doesn't, so KD that has dwarf warriors doesn't have to be concerned with having clerics for casting PF.

  2. #137
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    I vote we do everything copious said :) was a quick glance since I'm at work, but looked like everything was made strong, so it would come down to how well you can optimize vs making a KD composition of the 2 most OP races

  3. #138
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    Avian is a great race though its bonuses against good kds are actually massive disadvantages. They can do really well in the right hands. But the good kds will pick them apart quite easily. That's my only real issue. WH is pretty lame but it has always been. Dorf Leets are not worth that kind of nw.

  4. #139
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    also agree with everything copious said. +1

  5. #140
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    Quote Originally Posted by ThRaZe View Post
    also agree with everything copious said. +1
    I would say some good suggestions there, but numbers need more work on them

  6. #141
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    I would suggest based on prop changes:

    Elf
    + 30% Spell Success (WPA)
    +1 defensive specialist strength
    -25% defensive combat losses

    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 5/4, 700gc, 6NW


    Halfling
    +40% Thievery Operation Success (TPA) from 50%
    -50% thief cost
    +10% population
    +1 offensive specialist strength

    Cannot use hospitals

    Spellbook: Aggression, Mages Fury
    Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW


    Orc
    +30% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness, back to -10% from 20%

    Spellbook: Reflect Magic, Clear Sight
    Elite: 7/1, 750gc, 6NW


    The Tactician
    -20% Attack Time from -15%
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    The Cleric
    -20% Your Military Casualties (on attack or defense) - from -30%
    Immune to The Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits


    The War Hero

    +100% Honor Effects
    -50% Military training time
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon effects
    Access to War Spoils
    Starts with 400 elites


    edit:

    would also suggest ruby dragon bumped from -8% ME to -10% ME

  7. #142
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    copious's suggestion was 100% terrible. I don't normally say things like this but

    1 - they are extremely unbalanced
    2 - they are way too drastic after the proposed changes have already been released
    3 - they are probably intentionally troll and y'all are friends/kd mates asked/dared to say you like them OR you really do like them and don't see 1 and 2

    so I'm saying they are terrible because they appear to be intentionally terrible

    likewise, noobium -- usually you have some great ideas, but that was pretty sub-par for what you normally post. Dwarves with +30% BE and Faery with +25% BE on capacity buildings except homes and -5% pop?? wtf how on earth do you think that's balanced...lol, I sorta stopped reading after that.

  8. #143
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    Quote Originally Posted by nameisis View Post
    I would suggest based on prop changes:

    Elf
    + 30% Spell Success (WPA)
    +1 defensive specialist strength
    -25% defensive combat losses

    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 5/4, 700gc, 6NW


    Halfling
    +40% Thievery Operation Success (TPA) from 50%
    -50% thief cost
    +10% population
    +1 offensive specialist strength

    Cannot use hospitals

    Spellbook: Aggression, Mages Fury
    Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW


    Orc
    +30% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness, back to -10% from 20%

    Spellbook: Reflect Magic, Clear Sight
    Elite: 7/1, 750gc, 6NW


    The Tactician
    -20% Attack Time from -15%
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    The Cleric
    -20% Your Military Casualties (on attack or defense) - from -30%
    Immune to The Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits


    The War Hero

    +100% Honor Effects
    -50% Military training time
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon effects
    Access to War Spoils
    Starts with 400 elites


    edit:

    would also suggest ruby dragon bumped from -8% ME to -10% ME
    I could see those...I personally would rather have the changes as they are proposed...but good suggestions nevertheless
    Specifically -- Orc are too strong. Remove CS please and/or keep their -20% science effectiveness. I'm saying this while being pretty sure I'm playing Orc.
    The Cleric suggestion I like -- but if that's the case, I would highly suggest dropping Undead losses to -50% or possibly even lower.

    I DO, however, VERY much agree that Ruby Dragon needs a buff. Hopefully not too late to change it...but Ruby Dragon is way underpowered compared to the other ones.

  9. #144
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    Quote Originally Posted by smercjd View Post
    I could see those...I personally would rather have the changes as they are proposed...but good suggestions nevertheless
    Specifically -- Orc are too strong. Remove CS please and/or keep their -20% science effectiveness. I'm saying this while being pretty sure I'm playing Orc.
    The Cleric suggestion I like -- but if that's the case, I would highly suggest dropping Undead losses to -50% or possibly even lower.

    I DO, however, VERY much agree that Ruby Dragon needs a buff. Hopefully not too late to change it...but Ruby Dragon is way underpowered compared to the other ones.

    I don't agree are too strong, they have their good sides and bad sides. CS and RM look good on paper, but they are too easily vortexed if you are being put as target. Now with -20% sci anyone could vortex, plus big losses on pop,TM def and income, BE is too much for already most fragile race.

    Cleric has two big bonuses losses and immunity to plague. Lowering losses to -20% or -30%, doesn't need to make UD changes to UD off losses. Plague immunity already makes UD inferior when warring against cleric. And cleric is why Ork looked so good this age.

  10. #145
    Forum Addict smercjd's Avatar
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    These are my finalized views for the changes based on the proposed changes.

    Green = Changed/Added
    Red = Removed

    Avian
    -30% Attack Time
    +50% Birth Rate
    Ambush Immunity
    -30% Training Time
    -30% Construction Time
    + 1 General

    Cannot use Stables

    Elite: 6/1, 500gc, 5.25 nw
    Spellbook: Fanaticism, Greater Protection

    Dwarf
    +35% Building Efficiency
    Free Building Construction and Can Use Credits To Raze Buildings

    Can’t use Accelerated Construction
    + 100% food consumption

    Spellbook: Fools Gold, Mystic Aura, Pitfalls
    Elite: 6/2, 700gc, 6NW


    Elf
    + 30% Spell Success (WPA)
    +1 defensive specialist strength
    Self-Spells use 2% Mana (Instead of 3%. Yes, including ToG if they go Merchant)

    Spellbook: Nightmares, Pitfalls, Invisibility, Chastity
    Elite: 5/4, 800gc, 5.75NW

    Faery
    + 25% Combat Instant Spell Damage
    + 25% Sabotage Operation Damage
    + 25% Spell Duration

    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells
    Elite: 4/5, 900gc, 6.5NW

    Halfling
    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +20% population
    +1 offensive specialist strength

    Cannot use hospitals

    Spellbook: Aggression, Mages Fury, Vermin
    Soldiers 2:2 Elite: 4/4, 300gc, 5NW

    Human
    + 20% Offensive Military Efficiency
    Every 3 acres generates 1 book of science

    - 20% battle gains

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 6/3, 750, 5.75NW


    Orc
    +30% Attack Gains
    Free draft
    +25% Enemy casualties when attacking

    -20% science effectiveness

    Spellbook: Reflect Magic, Clear Sight
    Elite: 7/1, 700gc, 6.25NW


    Undead
    -50% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required

    Basic Thievery (Intel operations only)

    Spellbook: Town Watch, Animate Dead
    Elite: 7/2, 800gc, 6.5NW


    Personality

    The Merchant
    Gain 50% more Specialist and Building Credits
    Immune to Income Penalties
    Access to Tree of Gold
    Starts with +1600 specialist credits


    The Sage
    +40% Science Effectiveness
    Access to Amnesia
    Starts with 40000 science books


    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
    +75% Thievery Science Effectiveness
    Access to Invisibility
    Starts with +400 thieves


    The Mystic
    All Guilds are twice as effective
    +1 mana per tick
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Nightmares, Chastity, Mage's Fury
    Starts with +200 Wizards


    The Warrior
    +20% Offensive Military Efficiency in War
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits


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


    The Cleric
    -50% Defensive Military Casualties
    Immune to The Plague
    Access to Pitfalls
    Starts with +800 soldiers and +800 specialist credits


    The War Hero
    +100% Honor Effects
    +1 Offensive Specialist Strength
    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon effects
    Access to War Spoils
    Starts with 400 elites

    Ruby Dragon: -12% ME
    Last edited by smercjd; 23-08-2015 at 11:29.

  11. #146
    Forum Addict smercjd's Avatar
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    Explanation for War Hero -- I think it solves a lot of problems. Gives them that extra umph. Allows TM races to hybrid better. And the +1 O-Spec Strength goes hand-in-hand with the conversion...it just makes sense. If none of the other things stick...I'd REALLY like to see this change the most.

  12. #147
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    So you make undead even ****tier... meanwhile dwarf is still a top pick.
    Cleric is still really good with 40%, no need to buff it back. I like your War Hero tho.
    Last edited by Avenger; 23-08-2015 at 12:17.
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  13. #148
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    Quote Originally Posted by Avenger View Post
    Cleric is still really good with 40%, no need to buff it back.
    The currently suggested cleric would have only 30% tho. Still good?

  14. #149
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    I'd keep it at 40%.
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  15. #150
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    Quote Originally Posted by Avenger View Post
    I'd keep it at 40%.
    smercjd is suggesting only def losses not both. But -40% as in this age is too much

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