Please let us know your thoughts on the age 61 potential changes. You can view them here. Please remember to post constructively and be polite to your fellow posters.
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Please let us know your thoughts on the age 61 potential changes. You can view them here. Please remember to post constructively and be polite to your fellow posters.
All merchants can now have tog?
gg
Hmm... Undead leets are cheaper than orc leets? I thought the free leet conversion was enough of a buff for them (in war at least). Not too sure why people would pick orc right now, which I actually love haha. Damn those casualties (queue the "That's exactly why people choose orcs" posts...).
Also, to the above post, all merchant can ToG, but they lose a passive income bonus. Seems balanced enough to me.
Give orcs 8/1 at that price, ud elites 700-750, remove ToG from merchant, give feary some debuff (-% BE maybe), avians blows this age, even worse next :(, give clerics -50% losses again..
human and elves seams very very powerful..
'far' outweighs?
The total income will end up being quite a bit more, but if you figure for the increased land space used on towers to keep up with your tog and not be out of runes, and also the increased mana use I'm not seeing how it's anything ridiculously out of whack.
It may very well cause issues at the top where everyone CF's each other and holds hands for weeks on end, but anywhere you have to be at least semi-drafted and can't safely stock massive amounts of gold, you're not going to be able to make out anywhere near as well.
The bigger WTF is giving the gross income bonus to humans. Because humans weren't good enough already. Clearly.
Ps:
Please bring back rogue double td effectiveness
Even if they cost only 600 gc, you would never spend anything on them? I've never spent a coin in the past either, because they've been crazy expensive. Make them 600 gc, and you can bet undead will start running very high leet percentage armies (obviously not 100%, because they rely on off spec conversion for sustainability, I know).
Either way, I think I'm overall content with these changes. I was kinda hoping for more drastic changes, but at this point I'm just desperate for the next age to start. My province isn't doing so well haha =P.
Homes: Increase population by 10
No more birth rate bonus on homes?
Attacks:
Massacre: Raze element in war removed. Damage in war increased.
This is broken as crap, massacres in war already do 19% peasants, 17% thieves and 10% wizards and are modified by orc +gains.
I hate when they put in more nerfs than boosts for the changes... nerfing makes it more boring, Id like to see more boosts to fix imbalances instead.
I've had no problem running 100 % elite offence this age, only had some ospecs during the first war which could be released soon after. Pump during eowcf and good to go again with full elite offense and use credits to train o/dspecs during longer wars. Due to -50% losses you get to keep most part of your army as well.
All I care about are final changes, then we work with them. Nothing spectacular so lock them in.
Agree! The eowcf gives enough time to draft and train ur army, however if u have lost its harder and in some cases when u have grown too much u cant make 100% elite army for off.
About the changes: i dont like human +20/20. Perhaps +15/15 or even +10/10 would be much better. 20/20 is too strong mid-late age, shouldn't be like that.
Also nice u give sage learn prot. but 1/3 free books with learn prot. is too much(i saw the -cost went down). It should be 1/4 instead.
And think about the prices of the elites - huge imbalances: und elite - 600 gc?! Not enough they have -50% loses on attacks but cheap elite also. So this is what i think about the elites cost:
halfer - 450
avian - 500/550
dwarf - 600
elf - 650
orc - 700
faery - 750/800
und - 850/900
human - 1000
I put faery with higher cost because I like the +1 mana(which means more tog) so they can afford it. Also don't think orc should have so expensive elite while they have so bad sci.
-Personalities seem more balanced; however merchant is meh 30% income at all times is better than 40-80% income when mana/runes available. Not very enticing if you ask me.
-I understand the Avian nerf, but it's large enough I'd wouldn't consider using them anymore. No sustainability, now less gains >_<
-Happy that dorf is back to where it used to be
-Elf is a more attractive hybrid with better leets.
-Faery in a good place
-Due to homes losing BR I suppose halfers are a bit better balanced...
-Humans didn't need the + income, now they basically can run two personalities free merch and whatever else. I would say they are the strongest race ATM.
-Orc is a decent spot, minus gains, more casualties has its role. I don't think there will be as many Orc cores compared to recent ages.
-UD is basically the same thing, just easier to pump. I'd expect to see more this age.
-Interesting change with the dragons, I suppose chained provinces have more to offer than just running 0 D after sending everything to dragons.
-Changes to massacre and raze is at least a better option now if you want to use those tools.
-The tweak with homes and stables is interesting, more for less :)
Obviously going for balanced changes, nothing exciting... how about a new race :p
Race Changes
Avians
-10% gains on attacks
This is excessive. If it's speed you want I don't see why anyone would pick Avian > Dwarf. How can Avian sustain?
Undead
Elite: 7/2, 600gc, 6NW
This is makes no sense in terms of value and mechanics. It should be expensive to train UD elites. 800 was fine. With 600gc elites when would you ever train offspecs? In start of age protection and with credits, that's about it.
Human
+20% income
Just no. They should not have this. Makes them way too strong. Humans are balanced without 20% income. Lowering cost of elites to 850-900gc is a much better and more balanced change to them.
Faeries got a sizable value buff, all spells and +24 extra mana per day(effectively 12 extra offensive spells) will rival Elf. 12 extra spells per day (that already does more dmg then elves spells) is 48 in 4 days. If, for example a kingdom has 4 Mystics, it's 196 spells in 4 days. Not only is this significant on a macro level, but when it comes to actual in-game mechanics it'll mean an extra 4-5 NM per chain for example. I'm still unsure if this is the "right" buff to Faeries, though I agree they actually need something more then 4/5 elites.
Other races looks well balanced and unique.
Personalities all look balanced except Merchants. While you will be able to choose when your extra income is coming in it also means you have to use plenty of extra resources to get it. Merchant should have some kind of small % increase of income, and/or no ToG.
Also, quoted this for truth:
To start of with the good, it is generally a more receptive environment when changes boost or maintain the status-quo, unless of-course something is unbalanced.
Faery boosts are good, dwarfs good (carrot and stick modifications), halfling + Undead were well balanced and status-quo for them is understandable, Orc I like a lot and tinkering to perfect the balance is nice, Humans are gonna be beast next age that would be good (since they have the biggest target on their head) every war they are targeted for chaining from the beginning, would be interesting to see a kingdom with core Human players.
The mechanical changes are good overall, like them all and neutral on the military changes
The Bad well: Avian is really hard race to play as, and this nerf might just kill the few players that play as avian (disclaimer: i play as avian to I am a little biased) However, The boost/penalty is not balanced when compared to Undead/ Orc, and good luck trying to go hybrid with Avian. This race has become totally useless.
I loved last ages boosts for personalities, just took me by surprise, and added a whole new dimension to the game if you ask me. The good changes in my opinion, merchant, sage (seriously), warrior, war hero. needs some tinkering cleric, merchant. Bad changes in my opinion is tactician (not necessary to nerf this it was a good personality in my opinion), and this is very important Rogue needs double effectiveness for Thieves Dens (seriously) (to balance it with mystic, and make the hybrids more potential to play effectively) (rogues need this especially if they have to do the harder ops) (thieves get it pretty bad especially with watchtower countermeasures versus none for Magic)
(so please balance this PLEASE = Double effectiveness of thieves dens for Rogues)!!!
Probably the wrong thread, but I have a game change idea.
You can ambush any attack on your KD. The land goes back to the province from which it originally came. If it's not your own ambush, you do not get -25% attack times. Eh?
Since homes are getting buffed as well and humans already can get the higher mods i'd say make humans have -15% population.
I say give this changes a go, I like them.
Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.
does this mean we can now send elites at the dragon? this is a pretty big change if so
I can't think of a reason to play Halfling next age with no homes BR and that BR penalty.
Faery or Human are just better.
Thankful for the changes to Human and Sage - good job!
Homes lost BR? I thought it was just the pop changed and BR was staying the same.
Homes haven't lost BR
Hey new changes kinda early.
Dragon changes: All reasonable. Sapphire is a bit too strong, and buffing Emerald makes it more useful for attrition warfare than the small buff looks. Also like that specialists now function at their proper strength, this is how it should have been all along. Missed the part about elites slaying, but I don't think a lot of people would use elites to slay unless the situation is desperate or someone needs to remove overpopulation losses. I think it's a very good idea though, in order to weaken the strength of deep chaining (unless kingdoms delay sending their first dragon)
Building changes: Definitely a step in the right direction towards emphasizing economy over cramming offense. Some building options could be improved, but if those two buildings are the only thing changed it makes the game a lot more interesting.
Personality and Race:
If Merch has ToG and most other personalities get nerfed or remain as they are, I think ToG should get a nerf. If ToG cost more runes and/or the gold gained was reduced, it would be a lot easier to balance.
Not particularly getting into races, but in short: yay, Dwarves are back, and boo, Avians are dead.
200 extra starting elites isn't going to make war hero viable. Avian nerf: why?. Halfling nerf: also why?. Undead buff: Is this april 1st?.
On which chart?.
Do not want. Rogues in warring kingdoms are already pretty good, especially with the overall balance shifting more towards defense and economy. Easy low thief losses shouldn't be a given.
I think -20% thief cost would be a decent way to buff Rogues economically (and reduce the Halfling bonus to -40%, Halfers' training costs are not their problem.)
rogue is tricky. Either you have sustainability on thieves regardless of who you op into, in which case you can op hard targets and it's op, or you don't have that sustainability against the targets you'd want to target and then it's totally useless.