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View Poll Results: Vote on the following items
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Hammers should be removed
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26 |
39.39% |
Hammers shouldn't be removed
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37 |
56.06% |
Dousing Rods should be removed
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29 |
43.94% |
Dousing Rods shouldn't be removed
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31 |
46.97% |
Gem Gens should be removed
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50 |
75.76% |
Gem Gens shouldn't be removed
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14 |
21.21% |
Bonus 30%+ Sites should be removed
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28 |
42.42% |
Bonus 30%+ Sites shouldn' be removed
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33 |
50.00% |
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December 2nd, 2010, 04:30 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Vote
Well nations like TNN/Van would need two things post 1.7:
A. Adapt to different play style. Thugs are economically good for PD raiding. For anything more than that the player would need to pay much more hence tough decisions. So with thugs getting minor role post 1.7 a nation like TNN would have less reasons to take ubber bless and more reasons to take a more diverse pretender + better scales, I'm not sure it's that bad but it ain't enough so:
B. Some form of compensation would be required for such nations. Maybe buff their recruit-able thugs a bit, maybe more starting gems, maybe better starting equipment on thugs.
Like give TNN thugs a frost brand and make them cost 100g more.
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The Following User Says Thank You to WraithLord For This Useful Post:
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December 2nd, 2010, 05:34 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Vote
Quote:
Originally Posted by WraithLord
Well nations like TNN/Van would need two things post 1.7:
A. Adapt to different play style. Thugs are economically good for PD raiding. For anything more than that the player would need to pay much more hence tough decisions. So with thugs getting minor role post 1.7 a nation like TNN would have less reasons to take ubber bless and more reasons to take a more diverse pretender + better scales, I'm not sure it's that bad but it ain't enough so:
B. Some form of compensation would be required for such nations. Maybe buff their recruit-able thugs a bit, maybe more starting gems, maybe better starting equipment on thugs.
Like give TNN thugs a frost brand and make them cost 100g more.
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At the moment glamoured thugs can do more than just PD raiding. Properly equipped they can take down SCs. At the same time, they are fragile. A single casting of drain life will waste the investment in them. And fighting a nation like Jotun late game they suffer a horribly high attrition rate between flying, magic attack blood summons and skratti's casting life for a life or claws of kokytos or just killing them in melee (aside from the usual counters like mind hunt).
I'd be pretty sad to have my favorite part of the game resigned to raiding PD due to increase in forging costs and nerf to brands (in particular the non-AP frost brand).
As far adapting to a different play style, one of the big advantages Van has over TNN, and especially Eriu, is that they have other options. Obviously one of those options, blood magic, took a big hit with 1.7. But assuming a dousing bonus is in the works that would still be viable. But I'm not sure what Eriu can adapt to. Sure, they can go for great scales but I don't see that as being a winning proposition against other nations that favor good scales but also have excellent troops, cost effective researchers, good non-cap mages, access to D/S/B, etc. What they've got is their thugs. I think in this case you really need to add some more options to the nation. Reducing the thugging potential of the nation without providing alternatives is painful. Note: Zeldor mentioned things already being in the works so perhaps this is already being addressed.
Also, I think one reason to replace built-in gear with forged gear is so that a casting of destruction/iron bane doesn't ruin your thug's day. Assuming a built-in frost brand was susceptible to those spells (haven't tested it) I wouldn't want to pay 100 more for an already expensive 280 gold unit.
Lastly, rdonj mentioned he expected to see more thugs relative to SCs. It's an interesting question (I'd expect the opposite) but aside from the ratio of thugs to SCs it seems reasonable to assume the absolute number of both will decrease. Given that, I think it's reasonable to increase the cost of mind hunt from 2 to 3 gems (don't have the game in front of me so if that's already the cost in 1.7 then ignore that suggestion).
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December 3rd, 2010, 06:37 AM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
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Re: Vote
Quote:
Originally Posted by WraithLord
B. Some form of compensation would be required for such nations. Maybe buff their recruit-able thugs a bit, maybe more starting gems, maybe better starting equipment on thugs.
Like give TNN thugs a frost brand and make them cost 100g more.
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Funny thing, I had the same idea Thus I of course think WraithLords idea is excellent
__________________
There are three kinds of people: Those who can count and those who can not.
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December 3rd, 2010, 11:25 AM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: Vote
I voted to remove all 4. *shrug* if a strat/nation needs those things to be competitive then the nation itself isn't competitive seeing how all nations potentially have access to the same things...all those things (cept the sites of course) create micro and don't increase my enjoyment of the game.
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December 3rd, 2010, 12:42 PM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
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Re: Vote
Quote:
Originally Posted by Slobby
I voted to remove all 4. *shrug* if a strat/nation needs those things to be competitive then the nation itself isn't competitive seeing how all nations potentially have access to the same things...all those things (cept the sites of course) create micro and don't increase my enjoyment of the game.
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Vanheim and Helheim can make use of both blood and thugs. By removing access to both, you take out two of their tools to win. I wouldn't call either strong, but they could definitely compete with other nations without the nerf. I don't think they can without. So imo they move from competitive to loser status in CBM 1.7. On the other hand, Agartha or Eriu weren't competitive anyway but that's not a reason to make them worse.
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December 3rd, 2010, 02:18 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
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Re: Vote
Quote:
Originally Posted by LDiCesare
Vanheim and Helheim can make use of both blood and thugs. By removing access to both, you take out two of their tools to win. I wouldn't call either strong, but they could definitely compete with other nations without the nerf. I don't think they can without. So imo they move from competitive to loser status in CBM 1.7. On the other hand, Agartha or Eriu weren't competitive anyway but that's not a reason to make them worse.
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With the removal of hammers and rods they can still thug and blood hunt. The issue is quantity, and it's not just the mid/weak nations that are affected but all.
For me mad skills in this game does not equate to being able to make 100s of clams/hammers/rods for the win. And if anything those items restrict gameplay more than open things up as everyone is racing for the same thing.
Example,
If I have earth mages I make hammers. If my nation doesn't have earth well I'll put earth on my pretender to make hammers. I never choose to go without some way to make hammers and always laugh when someone asks to trade for hammers. Now I ask why do I do this? Why to be competitive! Because if everyone else has hammers and I don't well they've got a leg up on me. Take away hammers and all of a sudden the above situation no longer applies atleast for me.
I view hammers/rods/etc much like tarts and how endgame is dominated by D and S (wish) nations. LB has since made EDM (ty!) and all of a sudden more choices! Yay! Choice is good!
I view these changes by QM as the same. And now there's word that QM will be buffing nations, also good. I can't wait for the next CBM update.
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December 3rd, 2010, 02:37 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
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Re: Vote
If choice is good how can you approve of crippling Van and Eriu?
I think this of all things limits, or even more eliminates some choices for them.
All are affected, true, but some much more that others. Van on the other hand for example had pretty expensive blood hunters to begin with, add to that they just lose half of their blood income, and got a pretty lousy deal on their thugs. Higher item costs, lower brend damage.
I agree with Valerius on every point, their thugs are incredibly fragile,and the only thing they had going for them is that they were cost effective and could sneak in. Now they can just sneak in and raid provicnes.
The idea of increasing gold cost as to add brends or some other item to them at the start is plain terrible imo. That will only result in overpriced-underpowered mages that you wont even to able to mass in any meaningful number for a real battle rather than just thug them out.
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December 3rd, 2010, 04:47 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: Vote
Once again I fail to see how removing hammers breaks Van and Eriu in terms of their ability to thug when every other nation is under the same limitations.
And if anything thugs might actually be seen earlier without hammers since no one would be waiting around to have hammers to kit out their thugs.
To me hammers are not a prereq for thugging.
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December 3rd, 2010, 05:00 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
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Re: Vote
Under the same limitation? Yes, affected the same by the same limitation? No.
It breaks the effectiveness of their thugs. A hammers 25% forge bonus is not always just a 25% forge bonus. Take fire brend for example, their price went from 6 to 10, that a 40% increase in gems. As did rainbow armor. Frost brend isn't much more expensive but is less valuable given that is isn't even AP and had a reduction in damage and son on...
I fail to see how it doesn't screw them up royally given they pretty much have to rely on thugs since they can't really depend on national mages with great paths or excellent troops.
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December 3rd, 2010, 05:05 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
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Re: Vote
Because Van and Eriu especially rely on thugs much more heavily. They use them where many other nations use troops and/or battle mages.
They're also non-capital thugs. A nation using capital-only thugs is still going to be limited by thug production more than by gear forging. Van/Eriu are limited only by how much gear they can forge, so they'll be fielding many less, while others won't be handicapped as much.
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