Patch 12.9 first impressions
Posted: Fri Mar 14, 2014 8:55 am
Ok i finally had time to play...i did about 10 matches in the 400 AP bracket facing experienced playres (or so thought the matchmaking). I apologize for a post again about the new patch but the previous ones became a flame war and weren't very constructive.
My overall opinion about this patch is...I LIKE IT but it could be improved as some ideas are nice but badly implemented.
The PROs:
- i like the new deployment system as in a way it keeps the game fresh and it is very hard if not impossible to go for a draw in a deathmatch.
- I like the new multiple dominion map and that you consider the AP of one unit.
- i like having a chance to get some reward at the end of the match.
- I like the new sparkling and primal attacks
- I like the new warrior-mages/monks
- I like that we have 3 brackets only
- I like that elites cost less altough i wonder if the skills price is still ok.
The CONs:
- The new deployment system sometimes can be terrible as some units have the chance to hit you right from the beginning. NOTICE: i'm reporting something that another player said as to me it never happened
- Im ok with having smaller maps (well not too small) but please put CLEAR borders. Even some different colored hexagons will do!
- Dominion map should be revisited a little : i dont like that is possible to gain points CLOSE to the deployement zone as sometimes the game revoles around -> i try to snipe some of your units (ie: casters) then i retreat to my area.
- Dominion map starting tooltip is also WRONG. This led me to lose my first game as i trusted in the tooltip in the beginning (never trust tooltips in DoW btw! ) which said you needed 2000 AP NOT 500 - just a little difference, right?
- Dominion map is becoming a draw festival. Had today this situation -> remaining units 1 priest (127 AP) + 1 pala (107 AP) full life vs 1 Worg (217 AP) at 10 HP. Yeah i had more AP than him + his worg was heavily wounded -> draw. Reasonable right? AP should be calculated with the remaining health. Unfortunately he retreated with the Worg which managed to get to the dominion zone while my pala couldn't have managed to enter or to be in contact with it...meaning i might even have lost the match. So..a draw is gained every time both players reach 500 simultaneously? this has to go at least...maybe give a 10-15 AP range but when i obtained 70+AP than the enemy i shouldn't get a draw.
-250 AP bracket shouldn't have legendaries running around. Really you are destroying the new player base by acting like this.
- I'm still a bit unsure about some AP prices, especially for elite skills and for the light! which is a nice skill in theory but a bit too kamikaze like (and is made only for the golem, lets be honest!).
- Insensitive on the flesh golem has to go. 50% chances are terrible and destroy any tactical aspect as it is unpredictable the outcome. For example i finally managed to kill all flesh golem's escort and my black paladin has to cast exausting touch in contact with the golem. It boils down to -> 50% chance to win or lose the game as the next turn my paladin will be obliterated. This of course can be applied to many other spells (celestial scourge, putrefaction etc...). The same can be applied to ring of the mist/ice. My suggestion -> remove insensitive from the golem + add a charge on ring of ice/mist that prevents 100% the damage of one arrow/spell (a reversed bad omen, kind of ). Obviously only one wolven can be affected at the time and the buffs disappears if the caster is dead.
all in all i feel this patch improved the game but certain aspects has to be adjusted. Lion players shedding tears aren't super justified. I agree that valks should be back pre-patch but the sparklings are ok now. People apparently forgot that they can also attack and yes they are very annoying. I think that nuker mage strategy is still viable it just appears to be weaker due to the new positioning system and map's scale...and yes it requires a bit more skil.
My overall opinion about this patch is...I LIKE IT but it could be improved as some ideas are nice but badly implemented.
The PROs:
- i like the new deployment system as in a way it keeps the game fresh and it is very hard if not impossible to go for a draw in a deathmatch.
- I like the new multiple dominion map and that you consider the AP of one unit.
- i like having a chance to get some reward at the end of the match.
- I like the new sparkling and primal attacks
- I like the new warrior-mages/monks
- I like that we have 3 brackets only
- I like that elites cost less altough i wonder if the skills price is still ok.
The CONs:
- The new deployment system sometimes can be terrible as some units have the chance to hit you right from the beginning. NOTICE: i'm reporting something that another player said as to me it never happened
- Im ok with having smaller maps (well not too small) but please put CLEAR borders. Even some different colored hexagons will do!
- Dominion map should be revisited a little : i dont like that is possible to gain points CLOSE to the deployement zone as sometimes the game revoles around -> i try to snipe some of your units (ie: casters) then i retreat to my area.
- Dominion map starting tooltip is also WRONG. This led me to lose my first game as i trusted in the tooltip in the beginning (never trust tooltips in DoW btw! ) which said you needed 2000 AP NOT 500 - just a little difference, right?
- Dominion map is becoming a draw festival. Had today this situation -> remaining units 1 priest (127 AP) + 1 pala (107 AP) full life vs 1 Worg (217 AP) at 10 HP. Yeah i had more AP than him + his worg was heavily wounded -> draw. Reasonable right? AP should be calculated with the remaining health. Unfortunately he retreated with the Worg which managed to get to the dominion zone while my pala couldn't have managed to enter or to be in contact with it...meaning i might even have lost the match. So..a draw is gained every time both players reach 500 simultaneously? this has to go at least...maybe give a 10-15 AP range but when i obtained 70+AP than the enemy i shouldn't get a draw.
-250 AP bracket shouldn't have legendaries running around. Really you are destroying the new player base by acting like this.
- I'm still a bit unsure about some AP prices, especially for elite skills and for the light! which is a nice skill in theory but a bit too kamikaze like (and is made only for the golem, lets be honest!).
- Insensitive on the flesh golem has to go. 50% chances are terrible and destroy any tactical aspect as it is unpredictable the outcome. For example i finally managed to kill all flesh golem's escort and my black paladin has to cast exausting touch in contact with the golem. It boils down to -> 50% chance to win or lose the game as the next turn my paladin will be obliterated. This of course can be applied to many other spells (celestial scourge, putrefaction etc...). The same can be applied to ring of the mist/ice. My suggestion -> remove insensitive from the golem + add a charge on ring of ice/mist that prevents 100% the damage of one arrow/spell (a reversed bad omen, kind of ). Obviously only one wolven can be affected at the time and the buffs disappears if the caster is dead.
all in all i feel this patch improved the game but certain aspects has to be adjusted. Lion players shedding tears aren't super justified. I agree that valks should be back pre-patch but the sparklings are ok now. People apparently forgot that they can also attack and yes they are very annoying. I think that nuker mage strategy is still viable it just appears to be weaker due to the new positioning system and map's scale...and yes it requires a bit more skil.