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Rain
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Posted: Fri Jul 20, 2012 00:22 |
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Joined: Mon Jun 19, 2006 21:58 Posts: 1200 Location: Pirate. Yarrr
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Jcinnz wrote: Not a fan of the Vamp lich change, simply because I hate losing mages/spys on offence/defence.
Better just to remove lichs dp and add like 1 point of dp to another unit or something =p
As is now, they have 0 cas, and thus they do not die, on offence, nor defence. Quote: But yeah black ops need a boost. The farm one is bit overpowered imo. Instead just make it reduce farming output by -10 or -20% for x amount of hours. Like what NG said it's sounding like utopia. Especially the plague idea (worked different in utopia but the idea of it spreading is the same).
Spires can be left the same. Maybe little bit too strong but a small reduction is fine. Forcing the top guy to run 5% spires if his main opposition has 1-2 guys running high spa/mpa. Also Rain we know how badly it can effect a round. That is why we want it. But you also don't understand that according to you it would stop fast strats. No it wouldn't. If someone ran 10%+ towers so early in the round to kill a runaway, that's seriously hurting themselves and it is like what we saw in dominion. Not many people did it that early, and we still had runaways. Only thing that would change it is overpowered black ops.
Mmh, no sane player who intends to compete for the win will be doing black ops anyway. A dedicated bopper though, someone who's sole purpose in his round is to hurt others, can easily run 20% towers relatively early on and be fine. His only goal, after all, is to stay in range of the top and inflict pain. It requires some activity and attention, but it is NOT hard. There is no arguing it will hurt fast strats more than slow strats. Is the goal here to make black operations viable for legit land players? If so, thats impossible, as far as I am concerned. All you will do is make whoring stronger, and personally I'm not all that big a fan of people whoring from the get-go.
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Acerac
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Posted: Fri Jul 20, 2012 01:49 |
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Joined: Mon Mar 15, 2004 19:43 Posts: 4651
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The boost to shin is purely cosmetic and is very little of an actual boost, especially given that their dominant strat doesn't create many sylphs in the first place. There were some numbers run on the dev forum by quaffle, I could bring them over if you're skeptical. That said the race could use a nerf, and the 7/7s are the logical place to start.
Zorbs are fine. They've been around for quite a long time and have had many broken strats figured out and removed. Fall behind early and your round is over.
4/4 liches are invincible, so no worries about casualty rates there. Just free offense.
Rain knows about Black Ops... why you gotta call them hoes though? I was considering playing a mage account next round solely for kicks. :)
_________________ Zehahaha
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quaffle
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Posted: Fri Jul 20, 2012 03:31 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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My math was pretty simple. A current shinobi with 15% of their defense as shadowsylphs would lose ~1.986% of their raw defense when getting invaded. If shadowsylphs were immortal, the same shinobi would lose ~1.836% of their raw defense. 0.15% difference. I've never heard of a Shinobi running 100% CAs eventually depending only on Shadowsylph as defense. I never considered CAs as defense because they are 470gpp used this way. CKs are 214.3gpp. Using CAs as defense is completely different and frankly, as Guinness would say, BRILLIANT! But expensive. Someone should do the math. I'll give some starting points. - With pure CAs as defense, you gain 0.2% defense every time you are hit.
- A Shadowsylph costs ~1.43 CAs.
- Compare it to strategies that use CKs as defense.
- Shadowsylphs do not take up population space, so they technically earn some gold/h by the means of saving it?
My guess is using CKs as defense is significantly more viable. Some lazy math of my own, it takes ~39 hits before a CK's value drops below 3 points.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri Jul 20, 2012 03:42, edited 2 times in total.
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hiraishin
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Posted: Fri Jul 20, 2012 03:34 |
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Joined: Fri Jul 30, 2010 01:38 Posts: 83
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ok, for the vamp lich change, i think it is too powerful. having 4/4 with 0 cas.DW would seem somewhat outdated and i would imagine xpers wreaking havoc  a good strat would probably to run GQs with them. i suggest to maybe add cost and add casualties.
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Acerac
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Posted: Fri Jul 20, 2012 03:38 |
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Joined: Mon Mar 15, 2004 19:43 Posts: 4651
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Methinks you underestimate what 20% land lost does to one's chances of competing.
Cheap is good. Never forget that.
_________________ Zehahaha
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hiraishin
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Posted: Fri Jul 20, 2012 04:00 |
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Joined: Fri Jul 30, 2010 01:38 Posts: 83
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Acerac wrote: Methinks you underestimate what 20% land lost does to one's chances of competing.
Cheap is good. Never forget that. aha i agree, cheap is good. I am just concern that this may be on a border of being too powerful. 
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Acerac
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Posted: Fri Jul 20, 2012 04:26 |
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Joined: Mon Mar 15, 2004 19:43 Posts: 4651
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hiraishin wrote: Acerac wrote: Methinks you underestimate what 20% land lost does to one's chances of competing.
Cheap is good. Never forget that. aha i agree, cheap is good. I am just concern that this may be on a border of being too powerful. ;) Every change I suggested this round has had that theme. if everything is bordering on broken that makes for a fun type of balance where any round could be ridiculous. :)
_________________ Zehahaha
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Jcinnz
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Posted: Fri Jul 20, 2012 05:15 |
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Joined: Tue Jun 05, 2012 04:47 Posts: 38 Location: New Zealand
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I know what power black ops can do especially a full time one. I've run the simulations for it. But you are wrong that 20% towers in the first day or two can make them keep up. Keep up for maybe 3 days, and that is only because the range is 67%. Increase the range. Also that 3 days means only 2~ wars and being at war with top op. So the whole pack would need to be behind it or fail behind themselves. But anyways. War needs a nerf. Black ops are best way to go about it. It will be the same as dom as it is here. You will always get the lame guys like suiciders who will go out of their own way to ruin someones round. But largely it never happens. It is just one of those things. We still had runaways in dom even after the guy got black op'd to hell. It's about watching and being prepared. Also if your that worried about it hurting fast guys early. Not sure if its a rule already. But delay war till 24-36hours oop or something? Or in dominion we had you could war oop but black op's only enabled after the first week. Oh and didn't see the no casualties on lich  and had a chat to someone about frostzorb so I remove my statement about them
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Acerac
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Posted: Fri Jul 20, 2012 06:35 |
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Joined: Mon Mar 15, 2004 19:43 Posts: 4651
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People typically wait a bit to build up the towers if they expect to stick around. The top runners often change that early as well, I'd think any mage starting earlier than 10 days in is being silly.
_________________ Zehahaha
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MrCrosby
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Posted: Fri Jul 20, 2012 11:16 |
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Joined: Mon Jun 11, 2012 15:03 Posts: 40 Location: England
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Also.. I'd like to see this set completed  I've been collecting them all round & just found out that some of the parts don't exist  Gauntlets of the Powerful Greaves of the Nimble Greatsword of the Faith
_________________ If you keep your feet firmly on the ground.. You'll have trouble putting on your pants!
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Rain
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Posted: Fri Jul 20, 2012 12:33 |
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Joined: Mon Jun 19, 2006 21:58 Posts: 1200 Location: Pirate. Yarrr
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Jcinnz wrote: I know what power black ops can do especially a full time one. I've run the simulations for it. But you are wrong that 20% towers in the first day or two can make them keep up. Keep up for maybe 3 days, and that is only because the range is 67%. Increase the range. Also that 3 days means only 2~ wars and being at war with top op. So the whole pack would need to be behind it or fail behind themselves.
You mistake what I mean by early. You will certainly not run 20% towers in the first day or two! You'd hardly know who to blackop anyway. What I'd do - on top of my head - is run a fast strat myself, likely with specs to try to punish some early competition in the normal way, then I'd GQ off of ~1600 land. Mages with military (preferably defense) would help. Then I'll slowly start allocating land to towers, whether by r/r or lbs or conventional growth, I don't know yet ^^,
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MrCrosby
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Posted: Sat Jul 21, 2012 01:30 |
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Joined: Mon Jun 11, 2012 15:03 Posts: 40 Location: England
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Black ops definitely suck too much  I've had the last 3 anarchy cast bounce,.on someone with no reflected hero + 1% spires. It hurts me more to cast than the damage done overall.. You surely should be able to @ least make your target do 'something' to defend ops. Such a fail rate is a joke for a 80k per shot spell... @ least with war active??
_________________ If you keep your feet firmly on the ground.. You'll have trouble putting on your pants!
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Jcinnz
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Posted: Sat Jul 21, 2012 02:28 |
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Joined: Tue Jun 05, 2012 04:47 Posts: 38 Location: New Zealand
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Heh yeah that is the most logical way to go about it. But if that's the case. It isn't 'that' much of a nerf to fast attacking. Besides think of the carnage later round if there is no runaway and like 10 realms bust out all black ops on everyone  But yeah it will be a slight nerf to runaways. But at the same time it also isn't. All depends on the guys who want to have a change to ruin their own round or at least slow themselves down to stop a given guy. Same with suiciding really. But as I said before. Just increase the range of black ops if it's largely considered too much of a nerf
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Philip
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Posted: Sat Jul 21, 2012 03:12 |
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Joined: Fri Apr 27, 2012 19:33 Posts: 87 Location: outer Mongolia
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As usual, you're all talking over my halo.
Maybe, we should just get a Relic with administrative rights and rule the game!
That way, we wouldn't have to kick the dog on our way to work. Just 'cripple' some poor dupe that just spent their last 3 days waiting for their troops to mature only to find corruption at 3% and they couldn't send out enough offense to 'get even' with their foe(s). I think if someone wants to commit 'Hari Kari' then, 'Laissez faire'; I mean, 'Throw that 'flameburst' on me and I'll make you think twice next time'.
Even so, I am sure there is an excellent rationale behind the fact that one cannot send all of their troops out if they want to- maybe they could just get bounced in debtor's realm with the other misfits and try to work their way out, this way, they would be forced out of their realm with their realmies, and no one could take advantage of the situation because they wouldn't be in 'protection' for the error of their ways, but would be in a derelict community where they probably should have been all along. But, what do I know, 3rd round and all.
_________________ Boas~ The Age of the: 'Golden Rule'
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stanley
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Posted: Tue Jul 24, 2012 12:12 |
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Joined: Thu Jul 29, 2004 08:10 Posts: 94
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what the large number of new players(this was the most ideal player base possible ie Dom) felt about the round should weigh heavy on changes, maybe take extra time to make changes for next round so as to be sure you have enough time to get the most feedback from this round.
as many know this round was hurried to be as welcoming as possible to many knew players.
on that note, who wants to here what they will have to say as elveron enters the seven day count down. will kingdoms play "loose" or will kingdoms play "tight"?
_________________ just finger it out.. we all sucked when we started.
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