Anyone know if this was buffed to 2 def per 4 pezzies to match the new soldier strength? or still 1 def per 4 pezzies?
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Anyone know if this was buffed to 2 def per 4 pezzies to match the new soldier strength? or still 1 def per 4 pezzies?
unchanged
I suppose an appropriate follow-up question would be:
Could it/should it be changed?
I could certainly see an argument for it to be buffed
I suggested to increase it to every three peasants fight as one soldier. It's just terrible right now. It can kill you with it on. You're often drafted too deep to give any significant bonus to def. As far as easy fix you can just say every # peasants fight as 1 soldier.
Also could move to suggestions.
It's still useful when you want to get rid of peasants during chains to mitigate army lost to overpopulation.
It just needs to scale to be on par with other buffs to military units. 1 def point for 2 pessies makes sense based on double value for soldiers.
It does have uses outside of the defensive aspect, but I don't think it was intended for the defensive aspect of the spell to be nerfed.
This.
TW is for peon control rather than def. And the occasional bounce if you're lucky ;)
I'd advice against using it prior to a long away periods, or you can indeed (help yourself) get killed.
Wouldn't be bad giving it a def buff. But really is a secondary function of TW (at least out of war).
On another note, I've won wars by opening with max-gain waves (as opposed to the popular chain, heh) on fully TWed kingdoms. Can be a nice way to kill econ across the board :)
No town watch should not be changed. A peasant should not be as versed as a solider even an untrained solider. I'm sorry for all those undead that thought they would get a huge defense bonus too as well as a huge offense bonus. Though they could my the working folk stronger but would have to make undead lose town watch. You don't want that, do you? Don't ruin it for people. It is at the right amount right now.
But the probability of causing a bounce is directly tied to how much additional defense you add. With inflated military, I think your likelihood of causing a bounce would go down.
I don't disagree that there are other uses for TW like helping avoid overpop. But that's secondary to the question of whether it was intended to nerf TW or if it was overlooked when all other military values got bumped up. If the latter, maybe it could be changed?
More important to discuss though...
...knowing that it's not really a def boost they're after, but rather the brutal slaughter of their own innocent lil peasants: how do the wizards sleep at night? Kind of a scary spell, luring peons who'd never consent to fight to be slaughtered like pigs. Kinda like a date-rape drug in form of a twist of a wand (no pun intended).
Well..they're undead so it's not like it's the first time this has happened. Fool me once, shame on you. Fool me twice...
I'm surprised nobody got this discussion going earlier, i didn't think about it myself either but with this large of a change to all offensive and defensive capabilities Town Watch should certainly be tuned to the same curve as everything else or be added some other functionality to make the spell viable as anything but a tool for bouncing (which it isn't very good at).
Town Watch
Effect: Every 3 of your peasants will defend your land as if 1 soldier on defense.
Duration: max 12 hours
Cast Message: Our peasants will help defend our lands for X days!
Buff the defense and lower the duration maybe :)
So as undead casting this with generally 10% or lower guilds the duration won't be terribly long and might save your province.
It is used initially as a defense buff. No one is casting this with the hopes of not getting attacked. So make it worthwhile because it is just not a great spell. Being buffed would still make it meh.
It's a spell. I run fat a lot of the time and I use it. I also use love & peace.
The chance of bouncing depends on a few things. On offense I generally oversend on any online active for a bag-of-butts reasons.
In defense, if it's a kingdom where the wave captain dictates what to send, you can bounce that poor clown. I made it a personal mission to never listen to a wave captain after a couple bad experiences myself. I made that mistake one more time last age. Never again, till next time.
Some players independently play it too tight and they can be bounced to. You can see this if they have a pristine strat. These guys are efficiency suckers. Just check their survey. If percentages are exact and brisling with meta you can reel them in.
@StratOcastle - I imagine you'd bet you might get me with that. Probably not good odds, but you'd expect to have a chance given you've seen me play, and know I run *tight* on hits. (I have even sent under 104.036% before, intentionally, when stretching a double. I could afford the fail at that point, but the double was gonna be nice. Got it, of course, 103.5% is still great odds.)
Would you know to drop the TW 10 seconds after my *second* SoT or SoM though? I prep the hit, then refresh intel *again* if the target is online. I don't think you can get the spell up fast enough ;)
(Assuming not on mobile - when forced to use the phone I consider anything under 105% close enough if at all possible - I intentionally avoid tight targets there.)
IMO biggest problem to TW is that you can't turn it back off. And by the time you need to, your wpa is too good to get an MV though. If you can stay on constantly I imagine it isn't so bad, but I go about 12 hours between logins, even in war sometimes - I'd be long dead if I put that spell up.
Anyone considering unds aren't the only one who have TW... and yes I'm talking about the faeries. TW on them is actually strong(if you have 130%+ DME TW is another MP) and they don't need it buffed. If you want to buff it you have to move TW to WH and WS to und.
Buffing faeries def more is not what the game needs :).
Ethan nailed it with
"IMO biggest problem to TW is that you can't turn it back off."
Shorter durations at least
@ Ethan. Well yeah. If you're tuned into blocking you know the drill. For avian it's mp, then gp. Undead goes mp, tw. There's a kingdom out there that runs good halfers and avians that are adept at blocking. It never helps to remind your guys not to telegraph their attacks, but I try.
I guess you've figured out why I liked faery cleric, but without NM augmentation it has early war limits. Defensively it's just as viable and by midwar gets to be a meaningful contributor. My system(iPad) is slow so I have to project based on anticipation if I want to achieve a block. I see my slow system as a challenge vs those that can execute at lightning speed. I'm pretty active so I tend to break out of chains before catastrophe.
@Feast Asking for a defense bonus such as this is greedy. That would give undead more defense per acre and offense per acre. They already lose less men on attacks and can bring back military units when they die in battle. You all are asking for undead to have all the perks. As it is undead has far more advantages than any other race when it comes to attack and defense. If you can't do great with undead as it stands then you're doing something very wrong. Picking undead is the easiest to play because it has the most advantages and yet people want more advantages when will it stop? Why not make military wages 0 and give undead a 10% to population too.
I mean damn undead has so much already and here are people still wanting more advantages. So disappointing.