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PostPosted: Tue Dec 20, 2011 11:37 
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Isn't the point of a nerf or boost to make some sort of difference?

What does a minor nerf or minor boost do essentially?

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PostPosted: Tue Dec 20, 2011 12:24 
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To make holy armor a bit more annoying to cast. Human is the based race, so we are hesitant to change it too much.

Unlike human, sylvan need their spell, always. And yes, making it a race feature for sylvan would be a health boost. In addition to a new spell, it may change the race dynamics. We understand this and that is why you do not see all the non choice spells being changed at once.

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PostPosted: Tue Dec 20, 2011 17:03 
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Dante wrote:
Barb has better oop capacity, so should have more space. I think the comparison is very valid. Two races with zero op elite cas, big 2nd res cost and great long late round capacity.
Edit. But lets agree to disagree. Which race would you compare barb too? And fw?



i would compare barbs to none(maybe terranoid) and FW maybe... sylvan or shinobi?

its tough to compare races in elveron as they are all specifically unique but:

comparing diamonds to lumber and troop efficiency w/sylvan. for easiness to play FW is as easy as shinobi(IMO)

i have not played barbs but watching them grow and play they remind me of terranoids and how they both seem to be able to make incredible advances in a very short amount of time(no time in particular) with raids. the barbs extra raid is very effective at all acres and when over 900 acres a good raid target becomes a hefty amount elites or a large re-zone and construct event.

more then the races i hope people remember that the user behind the kingdom is the largest factor in how well a kingdom does.

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PostPosted: Wed Dec 21, 2011 03:26 
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quaffle wrote:
To make holy armor a bit more annoying to cast.


it sounds like the change was made just to make a change. I don't get it. The change doesn't fix anything, and wasn't necessary...so why make the change at all?

I agree that the change doesn't have that big of an effect, but thats more of a reason not to make a change rather than to make one. Save Zip the effort?


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PostPosted: Wed Dec 21, 2011 10:14 
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KOTW10 wrote:
quaffle wrote:
To make holy armor a bit more annoying to cast.


it sounds like the change was made just to make a change. I don't get it. The change doesn't fix anything, and wasn't necessary...so why make the change at all?

I agree that the change doesn't have that big of an effect, but thats more of a reason not to make a change rather than to make one. Save Zip the effort?


If the change doesnt have big effect then why do you talk so much about it? The main reason for this change was to make this spell more expensive, which means that sometimes you can have too low dust to cast it. In the previous version, it was casted on each attack and we want to have spells, that can be used or not and not spell that are used all the time. That is why we changed several spells into abilities.


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PostPosted: Wed Dec 21, 2011 11:33 
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This just makes the spell more annoying to cast. It doesn't alter it enough to make it a spell that is not used everytime. In fact most likely it will still be used every attack especially by land players who sit and wait longer periods between attacks so have the dust. So please explain to me how this is not a spell to be cast every time?

It is just more expensive now other than that it is the same spell. Which even at 3k land that would require 9k magic dust per hour which is one percent over 8 hours. It is sort of a lot if you go with it but if you are making an attack that will still save a bit of gold So explain to me how this is even an effective change in the effort to get rid of spells that are used everytime it is needed. The only time you should have to have it cast when it isn't for an attack is when you don't have the defense to keep from being attacked so maybe when you try a risky attack or suicide. So why is the change being made again?

I agree with KOTW10 this change seems extremely unnecessary. I mean hell if you are switching some spells to abilities then this one should get the same treatment shouldn't it?


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PostPosted: Wed Dec 21, 2011 12:00 
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Hmm, it seems to me that you have never had problem with dust. I remember a lot of situations when I didnt have dust for shield, for fertility, hc etc. If you make several hits in a row and you need to have fertility and magic shield 24/7, then there might be a chance that you wont have enough dust for this spell. But if the spell is very cheap as it was before, then you will probably have enough dust on each hit.

We have done this change because this spell is strong, especially for human. Human is one of the strongest races in the game and this can make him a bit weaker, if nothing else.


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PostPosted: Wed Dec 21, 2011 13:39 
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Lets face it, the change makes little to no difference to land play:)

However it makes human go from avrage to unplayable in exp which is why i have a hard time understanding this minor change aswell.


If you want to nerf human there's better ways to go about it imo.


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PostPosted: Wed Dec 21, 2011 16:20 
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So let me get this straight you have already had problems with the race and having enough magic dust, so instead of changing the spell to an altered you make it harder to play them?

I agree this does hurt human xp a great deal.

Wouldn't a better change to have been to increase the price of units and decrease cas a little bit? Then maybe coming up with a different spell? I am just curious why this didn't happen. If they are so strong why not adjust the units accordingly?

How about these spells

Call to Arms

Workers rise up and gain .5 op but have a 750% cas rate.

or

Manifest Destiny

doubles amount of land explored on an attack but reduces land loss to target kingdom

or

Divine Fervor

Increases offense by 5% and increases casualty rate by 20%

These are just rough ideas.


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PostPosted: Wed Dec 21, 2011 20:27 
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quaffle wrote:
To make holy armor a bit more annoying to cast. Human is the based race, so we are hesitant to change it too much.

Here we are 4 years later and I still think this is a horrible idea.

A race with quick return times, offense on their mages, and requiring large amounts of secondary resources makes for a silly base race. Granted, we don't have many better options since Zip is a human, but whatever.

If only Zip was a centaur...

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PostPosted: Wed Dec 21, 2011 21:40 
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I agree ^^

Also simming is fun and all but its quite pointless when we have no schedule because if people can't do OOP it changes things for your strategy... can we please get it posted.

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PostPosted: Wed Dec 21, 2011 22:07 
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Acerac wrote:
A race with quick return times, offense on their mages, and requiring large amounts of secondary resources makes for a silly base race. Granted, we don't have many better options since Zip is a human, but whatever.

If only Zip was a centaur...


hmm I kinda disagree:)

A race which makes you consider every building as an option makes for a good introduction to the game i think:)

While having one of the cheapest defenders and still being efficient enough makes for an excellent beginner race, as beginners most likely isn't going to be able to keep up with the oop feast they'll be playing catch up all round, which human is one of the better races for.

Centaur on the other hand has pretty expensive defense, so if you start to fall behind too much its gonna be tough to keep up for the inexperienced.

Shinobi is probably the only race i see as noob friendlier then human, since you even get a little reward for being invaded^^


However I do agree that centaur would be a better race to use as measurement for balancing due to the simplicity of the race.


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PostPosted: Wed Dec 21, 2011 23:55 
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The schedul is set, but we are waiting for the hero change (2 per kingdom max) to be tested before starting the round.


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PostPosted: Thu Dec 22, 2011 03:50 
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I should say I speak for myself when I consider Human Elveron's "base race." I refer to it so, because Human has been in every round since the start.

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PostPosted: Thu Dec 22, 2011 07:28 
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quaffle wrote:
GENERAL CHANGES
[*]Maximum pack size will be reduced to 4. -- Down from 6.


Im sure most of you had already seen this, but this would make relic for pure land packs harder, as most of the good relics are on 3k power, people will squabble on the less protected relics. and i am sure only xper realms and land +relicwhore realms could control the good relics.

I suggest to lower the initial relic power for everyone to have fair chances relative to the reduction of pack size.


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