Page 16 of 22 FirstFirst ... 61415161718 ... LastLast
Results 226 to 240 of 318

Thread: Age 66 potental changes

  1. #226
    Regular
    Join Date
    Aug 2014
    Posts
    92
    Swap OME from Human race and Warrior personality so Humans get OME DURING WAR and Warrior gets OME all the time?

  2. #227
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by TommyB View Post
    Only if you're willing to run more than 20% of them all the time.
    Uh no...
    Running 5% libraries with 2x library effectiveness bonus AND having +25% innate science effectiveness is already more than +40% science effectiveness...

  3. #228
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by kwijybow View Post
    Swap OME from Human race and Warrior personality so Humans get OME DURING WAR and Warrior gets OME all the time?
    I thought the same thing, but then human feels entirely too weak and warrior feels entirely too strong.
    Personalities don't have drawbacks (besides not being another personality or granting something a race already provides) and so having a +20% OME all the time w/o a crazy nerf like -20% gains is nasty :/

  4. #229
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by smercjd View Post
    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
    Can I plus 1 myself? Doing it mostly for war hero +1 ospec.
    Really think that would answer a LOT of problems.

    Would also like to add to those changes a suggestion to increase paradise based on size.
    Not much. Like a very very small increase actually...but when you're 5k acres and dice for 3 -8 acres per spell...

    Something around +1 acre per every 500-1000 acres ISH
    Last edited by smercjd; 26-08-2015 at 10:13.

  5. #230
    Post Fiend
    Join Date
    Aug 2009
    Posts
    286
    on your changes, avian is weak, ork is also weak. Hiving halfer vermin gives vermin also to faery which they don't need.

  6. #231
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by nameisis View Post
    on your changes, avian is weak, ork is also weak. Hiving halfer vermin gives vermin also to faery which they don't need.
    Please include why you say those races are weak.
    Avian would be stronger than this age (+1 gen, +20% br, and cheaper elites)
    Orc were too strong this age and needed a nerf. They are still incredibly strong. Removed clear sight which also removed it from faery and dropped elite cost... (Human also needed nerf and got such)
    Faery gains vermin and chastity, but loses clear sight, mage's fury, and invisibility...
    Last edited by smercjd; 26-08-2015 at 13:22.

  7. #232
    Post Fiend
    Join Date
    Sep 2008
    Location
    Michigan, USA
    Posts
    279
    I genuinely like most of the changes, and the only post that made some sense for the admins to consider was that all the personalities gives their respective science category a boost.

    Merchant - +50% alchemy
    Warrior - +50% military
    Tactician - +50% tools
    Cleric - +50% food
    War hero - +50% military (?)

    I think that faery will never be an option for an attacker. Given all the bonuses, the top 3 attackers have a 150% bonus to attacking than the faery, and that's assuming the faery is dedicated solely to attacking. That said, I don't know what would change that. I tried giving them the +1 offensive spec, and it seemed to be overpowering. I'd maybe suggest giving them a +10% OME in war. They would still be the worst dedicated attacker, but at least on par with the avian in terms of strength.

    I still think Human is too strong, they are the best attacker, beating out Orcs and Undead offensively by the numbers. I suggest changing their elite to a 6/2.

    War Hero should gain some dragon slaying ability. *2 is too powerful, but a +1 to each troop sent would be okay. Also think 30%-50% less honor loss when attacked would be beneficial.

    Sage should be lowered to 30%, especially if cleric is. You can't tell me that cleric was more powerful than sage.

  8. #233
    Newbie
    Join Date
    Dec 2014
    Posts
    6
    Don't know if its been mentioned previously, but i see lots of talk about avian requiring a more active player to be able to shine. But arent those arguing that overlooking the fact that you can add up to 4 hours attacktime for extra gains? So when you have those 9hr attack times in war you can just add hours to counter any activity issue. So basicly by picking avian you get choose wether to utilize that speed or get ~15% higher gains. That and extra general is pretty neat when chaining someone deep.

    Should avian get attacktime nerf because of it? No, this just makes them more versatile and playable by ppl limited to logging in twice per day. They still suffer from having a medoicre max opa compared to the other attacking races.

  9. #234
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by calamity View Post
    I genuinely like most of the changes, and the only post that made some sense for the admins to consider was that all the personalities gives their respective science category a boost.

    Merchant - +50% alchemy
    Warrior - +50% military
    Tactician - +50% tools
    Cleric - +50% food
    War hero - +50% military (?)

    I think that faery will never be an option for an attacker. Given all the bonuses, the top 3 attackers have a 150% bonus to attacking than the faery, and that's assuming the faery is dedicated solely to attacking. That said, I don't know what would change that. I tried giving them the +1 offensive spec, and it seemed to be overpowering. I'd maybe suggest giving them a +10% OME in war. They would still be the worst dedicated attacker, but at least on par with the avian in terms of strength.

    I still think Human is too strong, they are the best attacker, beating out Orcs and Undead offensively by the numbers. I suggest changing their elite to a 6/2.

    War Hero should gain some dragon slaying ability. *2 is too powerful, but a +1 to each troop sent would be okay. Also think 30%-50% less honor loss when attacked would be beneficial.

    Sage should be lowered to 30%, especially if cleric is. You can't tell me that cleric was more powerful than sage.
    The science per personality suggestion is something I've been pushing ever since Rogue/Mystic got theirs.
    Merch + 70% Alchemy
    Warrior + 40% Military
    Tactician +60 Tools
    War Hero +50% Housing
    Cleric +100% Food
    Rogue + 90% Crime
    Mystic +80% Channeling
    Sage +40% ALL
    (Not necessarily those numbers, but something along those lines)

    Human is best OME, yes. But -20% Gains is particularly terrible...ESPECIALLY when pitted against orcs. Get an Emerald Dragon advantage on the Orc team and who cares what offense the humans have.

    Dwarf is the one one IMO that should be nerfed to 6/2 Elite

    If War Hero would get +1 O Spec that would solve everyone's problems. Faery COULD get that bonus but they'd be forced to play War Hero -- which is partially why +1 O Spec would be strong on their race bonus because they could still go mystic/rogue/sage. It would also allow much more versatility for War Heroes in general.

    If the other personalities gain science effectiveness boosts...sage doesn't need to be nerfed at all. Just depends. I personally don't think they need to be nerfed...look at the popularity pick
    there are nearly 800 clerics on the server and only 500 sages. That doesn't necessarily mean that Cleric is more powerful...as I've mentioned to someone else...it's about the strategy you're running. Warring kingdoms would benefit from Cleric over Sage most of the time.

    Merchant/Tactician are the low picks so forcing ToG as a Merchant only and ideally CS as tactician only, I think, is a good thing.
    Dwarf/Halfling were the low picks for Race...I think Dwarf only because they were easily overshadowed by Humans/Orcs/Undead because they weren't much different than the previous age, so I felt giving them 35% BE might be that extra nudge. Halfling was considered by most to be overwhelmingly weak this age...giving them back their +50% TPA is probably enough, but +20% population and even cheaper elites would make them VERY attractive though still unlikely to be a top pick.

  10. #235
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by fuge View Post
    Don't know if its been mentioned previously, but i see lots of talk about avian requiring a more active player to be able to shine. But arent those arguing that overlooking the fact that you can add up to 4 hours attacktime for extra gains? So when you have those 9hr attack times in war you can just add hours to counter any activity issue. So basicly by picking avian you get choose wether to utilize that speed or get ~15% higher gains. That and extra general is pretty neat when chaining someone deep.

    Should avian get attacktime nerf because of it? No, this just makes them more versatile and playable by ppl limited to logging in twice per day. They still suffer from having a medoicre max opa compared to the other attacking races.
    It's a good point to make! Though keep in mind that using the +/- options on attacks yields higher military losses as well...which is already a relatively giant problem for the current avian in war - that is...any fast attack time strategy suffers from the military loss problem. Still, I'd be worried to war against a KD of Avian/Tactician Core, they could get in and get out before you even realized what happened! They could get in 8-12 Uniques (potentially 8-12 full chains, or 8-12 waves of max gains), then WD. War loss...but took all the acres and honor @_@

    Someone made a suggestion about giving tactician the first 1hr of the +/- option as no negative effects (same military losses as a regular attack w/o using it). I really liked that idea, TBH
    Last edited by smercjd; 26-08-2015 at 13:57.

  11. #236
    Post Fiend
    Join Date
    Sep 2008
    Location
    Michigan, USA
    Posts
    279
    Quote Originally Posted by smercjd View Post
    The science per personality suggestion is something I've been pushing ever since Rogue/Mystic got theirs.
    Merch + 70% Alchemy
    Warrior + 40% Military
    Tactician +60 Tools
    War Hero +50% Housing
    Cleric +100% Food
    Rogue + 90% Crime
    Mystic +80% Channeling
    Sage +40% ALL
    (Not necessarily those numbers, but something along those lines)

    Human is best OME, yes. But -20% Gains is particularly terrible...ESPECIALLY when pitted against orcs. Get an Emerald Dragon advantage on the Orc team and who cares what offense the humans have.

    Dwarf is the one one IMO that should be nerfed to 6/2 Elite

    If War Hero would get +1 O Spec that would solve everyone's problems. Faery COULD get that bonus but they'd be forced to play War Hero -- which is partially why +1 O Spec would be strong on their race bonus because they could still go mystic/rogue/sage. It would also allow much more versatility for War Heroes in general.

    If the other personalities gain science effectiveness boosts...sage doesn't need to be nerfed at all. Just depends. I personally don't think they need to be nerfed...look at the popularity pick
    there are nearly 800 clerics on the server and only 500 sages. That doesn't necessarily mean that Cleric is more powerful...as I've mentioned to someone else...it's about the strategy you're running. Warring kingdoms would benefit from Cleric over Sage most of the time.

    Merchant/Tactician are the low picks so forcing ToG as a Merchant only and ideally CS as tactician only, I think, is a good thing.
    Dwarf/Halfling were the low picks for Race...I think Dwarf only because they were easily overshadowed by Humans/Orcs/Undead because they weren't much different than the previous age, so I felt giving them 35% BE might be that extra nudge. Halfling was considered by most to be overwhelmingly weak this age...giving them back their +50% TPA is probably enough, but +20% population and even cheaper elites would make them VERY attractive though still unlikely to be a top pick.
    I like the idea for war hero with the +1 spec actually, nice touch. I do disagree a little with your halfer assessment. I think they were raped this age, and the bonuses they received were just getting them back up to par with the rest of the races. That said, if you take away their +1 spec and give it to war hero, they fall below avian strength wise, and slightly above faery, which bleeds into my other argument where certain races just simply can't be effective attackers.

    Also, correct, if science is added the other categories, sage doesn't need to be nerfed, but like you, I do believe cleric being nerfed makes no sense, just based on demographic. Attackers in warring kingdoms pick cleric because they are in a warring kingdom and have access to pitfalls.

    The problem with saying human isn't overpowered offensively because they can be countered with a specific group of orcs or undeads, is that you can do that anyways. Some counters just work, but in the majority of kingdoms, this setup just isn't there. I think there needs to be a minor enough penalty to force humans to opt for more defense, and frankly, they don't have to compared to an orc or undead currently.

  12. #237
    Regular
    Join Date
    Aug 2013
    Posts
    56
    The +1 off spec for War Hero is a good suggestion, and makes the personality a lot more usable for all races.

  13. #238
    Post Fiend
    Join Date
    Feb 2013
    Location
    South of the North Pole
    Posts
    180
    I still think sages could use a tiny nerf to 30-35%. I've played sage over the past few ages (bank and attacker) I've been able to keep my self extremely op proof and its kinda silly. If the server reverts to human/dorf sages again we should just keep everything the same as age 63/64 or whatever it was.

  14. #239
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by calamity View Post
    I like the idea for war hero with the +1 spec actually, nice touch. I do disagree a little with your halfer assessment. I think they were raped this age, and the bonuses they received were just getting them back up to par with the rest of the races. That said, if you take away their +1 spec and give it to war hero, they fall below avian strength wise, and slightly above faery, which bleeds into my other argument where certain races just simply can't be effective attackers.

    Also, correct, if science is added the other categories, sage doesn't need to be nerfed, but like you, I do believe cleric being nerfed makes no sense, just based on demographic. Attackers in warring kingdoms pick cleric because they are in a warring kingdom and have access to pitfalls.

    The problem with saying human isn't overpowered offensively because they can be countered with a specific group of orcs or undeads, is that you can do that anyways. Some counters just work, but in the majority of kingdoms, this setup just isn't there. I think there needs to be a minor enough penalty to force humans to opt for more defense, and frankly, they don't have to compared to an orc or undead currently.
    Thanks about the stuff you liked!! Hope it gets implemented!!

    You don't think halfling with +20% pop (had +15%), +1 stealth (already had), +50% tpa, and -50% thief cost(already had), and even cheaper elites is enough of a buff?? And if they picked war hero, they would get the +1 o spec (with 20% pop they could hybrid AT pretty well).

    I personally did think cleric was too strong this age, but it could be as you say... Due to overplayed and war necessity. Which is why noticing some key things: halfling w no hospitals, human with less gains, off with more kills, and if undead off losses were needed back to -50%...cleric suddenly because buffed. And emerald dragons, which again buffs clerics because they become the only static -mil loss besides undead. Additionally, removing of from dwarf gives cleric another tiny boost.

    Hmm...I get what you're saying about humans. And unfortunately, I'll have to just say I can't really decide until I see it in action...I think that humans will be high preference in warring kds and less so in whoring...but I really don't k is so I'll back out of this debate lol. :)

  15. #240
    Forum Addict smercjd's Avatar
    Join Date
    May 2014
    Location
    Oviedo, FL
    Posts
    1,163
    Quote Originally Posted by boxerz View Post
    The +1 off spec for War Hero is a good suggestion, and makes the personality a lot more usable for all races.
    Thanks. Hopefully the acceptance and favor of the community will yield implementation!! :D

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •