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Thread: Age 61 potential changes comments.

  1. #1
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    Age 61 potential changes comments.

    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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  2. #2
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    All merchants can now have tog?
    gg

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    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.

  4. #4
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    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..

  5. #5
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    Quote Originally Posted by Anatak1989 View Post
    Also, to the above post, all merchant can ToG, but they lose a passive income bonus. Seems balanced enough to me.
    +40-80% income per tog, per tick, far outweighs gross income bonus (unless tog/rune/mana management is done very poorly)

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    Quote Originally Posted by Anatak1989 View Post
    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.
    No smart undeads buy their elites anyway so it does not really matter.
    I have never spent a gold coin on them.

  7. #7
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    Quote Originally Posted by Avalanche View Post
    +40-80% income per tog, per tick, far outweighs gross income bonus (unless tog/rune/mana management is done very poorly)
    '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.

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    Ps:
    Please bring back rogue double td effectiveness

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    Quote Originally Posted by Avalanche View Post
    Ps:
    Please bring back rogue double td effectiveness
    Strong this.

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    Quote Originally Posted by Avalanche View Post
    Ps:
    Please bring back rogue double td effectiveness
    I agree as well. I don't even play rogue, but thieves in my kingdom constantly complain about their losses when trying to blanket riots.

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    Quote Originally Posted by tiggis View Post
    No smart undeads buy their elites anyway so it does not really matter.
    I have never spent a gold coin on them.
    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.
    Last edited by Anatak1989; 11-03-2014 at 20:30. Reason: spelling

  12. #12
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    Homes: Increase population by 10

    No more birth rate bonus on homes?

  13. #13
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    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.

  14. #14
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    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.

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    Quote Originally Posted by Anatak1989 View Post
    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.
    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.

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