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Rebalance by DW

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Deep Blue

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Re: Rebalance by DW

PostMon Feb 24, 2014 2:36 pm

Legulysse wrote:You are right, they share the same bug.
Incidentally they will share the same fix ;)


great. A new fear roll with an increased value might be interesting altough i think that the mask of Gandhar (+2 fear on wolven) should be buffed to 3 as you can target only 1 unit , compared to the aura which affects all - even for 1 turn(i can't believe im saying the aura is more powerful :D )
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Dragon_Warrior

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Re: Rebalance by DW

PostMon Feb 24, 2014 3:37 pm

currently its bravery that should be buffed or changed to rerol (would be imo better for scaling FEAR/WILL than +20%)

although all Fear skils will be devastating latter on - while even Lions are easy scared - all other factions will run for ther lifes against Wolfens :P
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Rebalance by DW

PostMon Feb 24, 2014 3:42 pm

Dragon_Warrior wrote:currently its bravery that should be buffed or changed to rerol (would be imo better for scaling FEAR/WILL than +20%)

although all Fear skils will be devastating latter on - while even Lions are easy scared - all other factions will run for ther lifes against Wolfens :P


Ram has generally a much higher fear rate than wolven...beside i dont think lion strenght should be changed otherwise it will be like fanaticism...
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Dragon_Warrior

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Re: Rebalance by DW

PostMon Feb 24, 2014 3:57 pm

maybe you are right about fanaticism but rerol is much better than +20% to be honest. Especialy in case of dealing with low Fear enemy.
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Re: Rebalance by DW

PostMon Feb 24, 2014 9:25 pm

Dragon_Warrior wrote:maybe you are right about fanaticism but rerol is much better than +20% to be honest. Especialy in case of dealing with low Fear enemy.


I think that lion has a much better life than wolven to resist fear... Basic wolven unit = WIL 6 vs swordmen/archer WIL 8 + bravery. The only Lion unit which sucks in terms of WIL is the lion - good flavor wise but terrible as it can get feared very easily...but still not as easy as the wolven :D

I've the feeling i won vs the fang zerg armies only thanks to my grave guardian scaring the s**t out of them.
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Re: Rebalance by DW

PostTue Feb 25, 2014 10:18 pm

Definetly main issue now are:

major
- Fangs (+5 ap) Crossbowmans (back to 0.10, mov -1=5)
- Sparkling heal abuse (healing up cost up to 20ap, or healing 5hp or unit can be healed once per turn)
- Elites (and their skills) should be brought back to 0.11 costs (with Pob -1TOU nerf <from 0.11 not current version>)

minor
- Golem -1TOU
- useless skills review
- don't remember right now ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Almanro

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Re: Rebalance by DW

PostTue Feb 25, 2014 11:06 pm

I would like to add in the major issues:

- solve the "rabbits" problem (i.e., people that starts running from the 4th turn till the 14th with only a heavy wounded unit) changing the draw system

Then about the poor Golem, I would simply move the -3 dam ability as its 5 lvl one, so that it can not be used anymore in the 400AP range, and probably eliminate completely the +1MOV ability, but its stats are ok as they are (with its AP value, if you manage to kill it you won the match and -1TOU will be heavy on him who doesn't have anything else!)
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Deep Blue

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Re: Rebalance by DW

PostWed Feb 26, 2014 12:51 am

Almanro wrote:I would like to add in the major issues:

- solve the "rabbits" problem (i.e., people that starts running from the 4th turn till the 14th with only a heavy wounded unit) changing the draw system

Then about the poor Golem, I would simply move the -3 dam ability as its 5 lvl one, so that it can not be used anymore in the 400AP range, and probably eliminate completely the +1MOV ability, but its stats are ok as they are (with its AP value, if you manage to kill it you won the match and -1TOU will be heavy on him who doesn't have anything else!)


another golem fix as i said might be to put rapidity and hardboiled on the same tier so that players are forced to choose. This would allow to play him in the 400 AP bracket and be more manageble. I think legendaries should be played in the 400 ap format as it gives more possible builds.

@dw: i agree but i dont get what you mean with the crossbowmen? they got already the MOV reduced to 5. I would simply like an increased AP cost (as in the past) with a slight increase of their DAM....making a crossbowmen effectively cost 70+ AP instead of a mere 51.
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Dragon_Warrior

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Re: Rebalance by DW

PostWed Feb 26, 2014 7:31 am

dw: i agree but i dont get what you mean with the crossbowmen? they got already the MOV reduced to 5.

yes and its good - but 0.10 hav 6 so after reverting back to 0.10-1=5 ;)
im not shure if close range shouldnt be -1 for the 0.10 ones but im not sure of that ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Re: Rebalance by DW

PostWed Feb 26, 2014 10:46 am

Dragon_Warrior wrote:Definetly main issue now are:

major
- Fangs (+5 ap) Crossbowmans (back to 0.10, mov -1=5)
- Sparkling heal abuse (healing up cost up to 20ap, or healing 5hp or unit can be healed once per turn)
- Elites (and their skills) should be brought back to 0.11 costs (with Pob -1TOU nerf <from 0.11 not current version>)

minor
- Golem -1TOU
- useless skills review
- don't remember right now ;)


I add also other major issues (for me)

- Rune guardian middle way should be cast once per game.
- Exausting touch cannot be recast if the target gets rid of it (pre-patch was like that i think)
- Lonewolves are out of control as well as fangs and crossbowmen. Regen is always a must and the basic magical attack hits like a truck (3 lonewolves can oneshot any non-elite unit every turn - with a 100% chance + hide to cover. Rune guardian magical attack is fine as it needs faith + doesn't hit like a truck).

as of today: 75% wolven are on top 20, 25% lion 0% ram. I'm pretty sure there is a problem (and i say that mainly as a wolven player). Top 10 is made by 9 wolven teams and 1 lion. I think the numbers speak by themselves.
Closed beta tester - Ram & Wolf player

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