NuMetal

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  • in reply to: Dwarves #210228

    NuMetal
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    The only thing that would be accomplished by giving Dwarves Shock Weakness is it would give both High Elves and Sorcerer even more favorable matches than they already have

    Well put and true. Shock Weakness is not a solution.

    I believe the way that the game determines your starting army is that it’s given a “budget” of resources which it uses to buy soldiers. Dwarves cost more, so they’d get less/worse soldiers.

    Necromancer gets a larger budget, to balance Ghouls not being very good early game.

    So it’s all ultimately tied into cost.

    As Tombles said in theory yes but quite often not really. I started a bunch of games as Goblin with Dwarf ally and most of the times he doesn’t have less/weaker units…

    It *could* work in tactical combat because there’s only so far you can move.

    I don’t think it would work because of kiting alone.

    I suggest to increase dwarf price malus to 15 or 20%

    This is the best solution there is.
    Serrahfemme already described it perfectly: There currently is no downside to choosing Dwarves. The price increase can be disregarded almost entirely because it is so small and because the stack limit of 6 units makes it much less relevant if you have one unit less.

    So from me +1 for a higher price increase for Dwarves!

    #209938

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    #209896

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    #209869

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    NuMetal
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    Well angels are a kind of otherworldly beings similar to elementals. So maybe thats why.

    They can die and leave behind a dead body unlike elementals so I think that isn’t an explanation. Imo everything that leaves a body to be reanimated should also be ghoulable.
    It was that way at the beginning and was only changed because some people had the arbitrary feeling that they shouldn’t be affected even though it only took from the game and improved nothing.
    It was a sad day.

    #209833

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    in reply to: Your favourite race and class #209821

    NuMetal
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    Also, has anyone had luck with orc exalted martayrs?

    I did!
    This is only SP but I usually get at least three Martyrs to evolve to Exalted before turn 20.

    in reply to: Class Synergies #209603

    NuMetal
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    For Theocrat definitely Orc!

    Dwarf would be the second choice because of defensive strike on the crusaders, with Human an Draconian being thrid because of their ranged attack on Evangelists.

    Orcs are by far the best because of their +5 HP and because of Tireless on the Crusaders.
    The -1 res is mostly negated by high base res of Theocrat units but the extra HP makes a real difference because of the wonderful Martyrs and Exalted with Absorb Pain.
    Since absorbing pain and evolving martyrs into exalted with absorb pain is the main reason you use this unit (and play Theocrat at all :P) the hp is the only thing that matters about their stats. That the evolved Exalted with Absorb Pain also have extra hp is almost just as nice. (+1 melee damage and war cry are also lovely.)
    For the Crusaders Tireless is also by far the best ability from all crusader variants since it guarantees you’ll always have the defender bonus.

    Also I find that later in the game you’ll have many more races anyways to choose from and you’ll also use their stuff for ranged evangelists for example, but in general and mostly for the beginning of the game the Orcs are by far the best because of their best Martyr, best Crusader and best Exalted (which isn’t a low tech unit but because of evolve you’ll get a stack of them by turn 20 anyways).
    What I mean is that the starting race matters most at the beginning of the game and there the Orcs are even more ahead of the other races.

    EDIT: Oh and for specializations I’d go for Air Adept if you think it’s going to be a longer game in which you’ll see Tier4s because of Seeker for your Shrines. The other 2 are usually a mastery that provides a Tier3 or Tier4 Summon for me like Earth or Grey Guard. Earth is especially nice because of Earthquake for your raiding Exalted stacks. However Grey Guard is especially good against Necromancers and Summoner Classes and Cardinal Culling is just amazing in general.

    #209520

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    NuMetal
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    Angels

    What, really?
    That means the Immunity to Ghoul Curse makes even less sense!
    (I’m still sad about this… 🙁 )

    in reply to: Why are machines Spirit/Blight-immune?: A proposal #209513

    NuMetal
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    Machines have clear strengths and weaknesses, and the entire balance of them revolves around them.
    Furthermore AoW3 is a game that does handle out a significant amount of immunities to units. And as a consequence of that, there is a lot of the game balance built around the fact that except for physical damage, there will be units immune to that. And as another consequence there are a significant amount of ways to deal with units that have immunities. Immunities are a difficulty nothing more.

    So IMO reducing an immunity to a a high protection does change a significant amount of game balance. For example, there is the susceptibility to debuffs.
    And removing an immunity from a class of units, be they undead (as in the other thread) or machines in the system as it stands is a heavy paradigm shift. That would have a big impact and as a balance point require a a significant added bonus to compensate. Basically it would set back all machine unit balance to sometime during the beta stage.
    I don’t think that is a good idea, especially as the future seems to hold less patches.
    As a mod I think ti would require a lot of destructive playtesting and be a right headache to get right.

    Perfectly said! +1


    NuMetal
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    Point is, right now I think every class has so much of a chance against every other class that it isn’t really an issue. There’s a race for every class that will mitigate it’s weakness, and as long as those exist, “bad matchups” are a calculated risk you can take. It’s either doubling down on your advantage or compensating your weakness – and the first one has higher risk and reward.

    Take warlord for example. Has a hard time against Necro/Rogue generally, mostly due to Incorporeal. Now you can take a race that amplifies your strengths – for example Orc. You’re gonna have the best Melee units in there, but those matchups will be pretty bad.

    On the other hand, you can go Draconian – less melee damage, but you’ve got Fire as a common element that will roast literally every Incorporeal or Physical Protection unit you meet – except for the Elder Eldritch, which doesn’t participate in balance discussions. Rogues/Necros aren’t going to like you, and your support hurt them more than any other(including storm sisters), because they deal Fire damage themselves, AND give Fire to your Melee units. Stalkers generally beat Manticores, but now try that with Draconian Ancestry on the Manticore.

    You can do this for all classes.

    Because of the reasons above, my opinion is that this problem doesn’t exist, and when you get a bad matchup, that’s a risk you took when selecting your race/class/specialization combination. Any more opening of new elements to classes or just flatly to all players will in the end make them all more alike, and I believe there’s loads of people here who agree that this game needs asymmetric balance rather than the symmetric version.

    Very well put. I agree entirely with this. +1


    NuMetal
    Member

    mkay, I’ll have to rephrase that:

    Just because something seems to be a problem to you doesn’t mean it automatically really is a problem and therefore it doesn’t mean that something has to be changed because of it.

    You explained what you think is a problem and the majority of the people here disagreed with you and tried to explain their view. Instead of shouting “you don’t understand me” at each other we should just agree to disagree and leave it at that.

    I didn’t want to repeat what all the others before me have already said and so I’d just want to shortly agree with the others that there isn’t a problem at all.

    However I am very grateful for your polite answer!


    NuMetal
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    Pretty sure that’s the case as converted T4’s don’t count for Paragon either.

    Is there any Tier4 unit besides the Frost-, Fire- and Stone-Giant that doesn’t have Mindcontrol Immunity?

    in reply to: Your favourite race and class #209501

    NuMetal
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    Favorite Race: Goblins (followed by Frostlings)

    Most disliked Race: High Elves

    Favorite Class: Theocrat (followed by Necromancer, Arch Druid and Sorceror)

    Least favorite Class: Warlord

    Strongest Race: Dwarf (with High Elves being very very close second)

    Weakest Race: Orc (with Goblins being very close second)

    Strongest Class: Arch Druid

    Weakest Class: Warlord


    NuMetal
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    sigh… just because it’s a ‘problem’ for you, doesn’t mean it should be changed.

    +1

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    #209308

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    in reply to: (Possible) new tournament #209299

    NuMetal
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    Also, everybody stop playing Dwarves…

    I thoroughly enjoyed that video.
    Thanks to Abed! 🙂

    #207805

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    #207799

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    #207778

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    #207772

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    in reply to: Underground issues #207720

    NuMetal
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    I wasn’t aware of this so I will definately use it now.

    On the cloth map it’s diplayed as a fat Arrow that points both up and down 🙂

    in reply to: Frozen Flames #207719

    NuMetal
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    b) it’s useless when you get an elder as a quest reward since it only works on draconians.

    This.

    in reply to: Underground issues #207716

    NuMetal
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    Yeah, I always zoom out to the cloth map to find any entrances.
    Making them stand out more would be great! +1


    NuMetal
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    In general, it would be nice to be able to minimize rewards and be able to select them later, like with quest offers. It’s also important to know whether the choice of candles or gold from a treasure site will give enough candles to speed research up by a turn, or make no difference.

    Very true indeed!

    in reply to: Theocrat endgame #207525

    NuMetal
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    Then you are against it? I’m not sure how to interpret it otherwise.

    Ok, I didn’t formulate that too well so again but short and unequivocal:

    Imo the stacking effect should never have made it into the game and should go. 😉

    in reply to: Theocrat endgame #207506

    NuMetal
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    Would you guys oppose removing the stacking effect of it? In effect +3 healing from 1 engineer, not more not less.

    I wouldn’t. But I am also not one of the persons that were in favor of it in the first place.

    However either way I am not convinced that Dreadnaught is OP in any way and I don’t think it needs to be nerfed at all.

    PS: Damn, those gigantic quoted smileys creep me out!

    in reply to: Theocrat endgame #207497

    NuMetal
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    What will a small tournament prove? It’s too small a sample to tell us anything meaningful; and the player skills vary so wildly within that small sample, too.

    In fact, I believe both BBB and the winner of the last tournament warned against making any definitive balance conclusions for these very reasons after the last tournament.

    That is entirely correct. However it might help some people understand that there really are different playstyles and that maybe they are just using something wrong and should learn how to use it instead of asking for it to be changed to work for their wrong usage.

    The tournament won’t prove much but it will still provide more proof than Zaskow’s claims for example 😉

Viewing 30 posts - 31 through 60 (of 1,601 total)