Nerf the chaos autoheal

Started by: isgood | Replies: 51 | Views: 2,710

ShadowGeneralChaos
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Apr 4, 2013 5:43 PM #937419
well, ok...
uberman

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Apr 4, 2013 7:25 PM #937503
Quote from Bladed Fire
With these arguements I think now Order should get a buff instead of Chaos getting a nerf XD
1.Order miner should have 85 gold instead of 75
2.Praying miner should get 8 mana instead of 7
3.Wall should completely block all damages even when troops are just in front of it.
4.Spearton should block all damages from Flyers and bombers even when Archidon is behind him like when bombers are completely protected by Crawlers.
5.Shadowrath should instant have the first Shinobi.
6.Magikill and Medusa should not be stoned.
7.Towr spawn MUST BE FIXED.
8.Good micro MUST be used XD


What a pile of crap.
Put together a reasonable argument for these 'balances' (using the word in a very VERY loose sense) and I may offer a counter argument. Until than, I think Fr0sts response in on a more appropriate level.
uberman

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Apr 4, 2013 7:35 PM #937509
BTW - just to be clear;
If the problem is crawlers healing too fast, I'd be all for less crawler regen and more higher health unit regen.
High health regen is painfully slow, and lack of any way to improve it is one really big reason why chaos giants are hardly ever used. Whats the point of a tank who can only tank once and is then out of the game for so long its as if you threw away the gold used to buy the tank - and thats the situation when the giant lumbers across to garrison and sits there for ages to heal up. Better with a few juggers, at least they each regenerate and can run to garison and back in a reasonable time so its not quite as painful a wait.
DragonFrost
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Apr 4, 2013 9:04 PM #937558
Chaotic evil is the master of debating :O
WheresMyCheetos
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Apr 5, 2013 1:24 AM #937747
Well he is the master at well organized detailed awesome explained paragraphs XD but what Uberman/chaoticevil says is pretty much what I would say
300noob
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Apr 5, 2013 5:19 AM #937920
*Sigh*...uber, ya didn't even bother read clearly what i said in my post even though you will deny it...btw the part i said they can run back heal and resume attack is about crawl fraking ler.

to answer your last question, 3 meric and 1 Egiant vs 3 jugger and 1 giant
3 jugg and 1 giant win, since the jugg can target the meric and take hits from e giant for the giant to deal damage
Azxc
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Apr 5, 2013 5:27 AM #937924
Quote from DragonFrost
Chaotic evil is the master of debating :O


Of course :3 he is a epic teacher
he has a clean mind right?
uberman

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Apr 5, 2013 1:51 PM #938145
Quote from 300noob
*Sigh*...uber, ya didn't even bother read clearly what i said in my post even though you will deny it...btw the part i said they can run back heal and resume attack is about crawl fraking ler.

to answer your last question, 3 meric and 1 Egiant vs 3 jugger and 1 giant
3 jugg and 1 giant win, since the jugg can target the meric and take hits from e giant for the giant to deal damage


I tried hard to read and understand your post, reading it several times before and during responding.

The question I asked was not about juggs and giant, rather about jugs and wings (whos not reading the post now?).

Regarding your balance question of 3 meric and 1 Egiant vs 3 jugger and 1 giant, it may be woth playtesting that one. Three juggs on three merics would be reduced to 2 doing damage to the merics as the egiant will keep one stunned while doing damahe to one. Assume the merics are stood alittle away from the E-giant, and spead a little, so the giant cant stun more than one - so the giant attack one of the merics or the egiant.
Probably going all out on one meric so the giant and 2 juggs hit one meric, while two merics cure the target meric (third, the target meric being stunned) while egiant pounds on one jugger.

But such a simple analysis overlooks one major advantage of playing Egiants in game - range and thus damage and stun before the melee close.

thinking out loud about these groups closing and early stages of fighting;
In the initial closing to engage stages, the egiant will get a hit or two on his target jugger (being a ranged unit) as the melee units close with the merics.
Merics will move back, increasing engage time for giant and juggers, while e-giant gets maybe one more hit.
Once juggers reach a meric, all 3 are curing one meric until the giant arrives to stun the target meric. By which time, as the giant catches up to hit the merics, the first jugger is probably dead (about 5 hits by that point).
Egiant stuns/damages second jugger, so one jugger and one giant pound on one meric and keep it in stun lock, while the other 2 merics cure it and the egiant attacks the second jugger.

See how the initial range benifit reduced the actual fight to two juggers and a giant, rather than 3?
Usman
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Apr 5, 2013 3:22 PM #938193
0_0 another debate
uberman

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Apr 5, 2013 3:31 PM #938208
Quote from Horrible Death
0_0 another debate


If the meaning of 'dabate' is 'a fight or quarrel' - then no, I cant be bothered.
If the meaning of 'debate' is 'an ecxhange or clash of ideas and arguments' - then sure, I'm up for it.
GokuXx
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Apr 5, 2013 4:22 PM #938240
Okay guys you are getting off topic.
Usman
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Apr 5, 2013 5:15 PM #938289
2 one uber man
Invincitron
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Apr 6, 2013 3:11 PM #939271
Hi reader,

I actually think HEALING in Chaos should be faster...

.:Invincitron:.
GokuXx
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Apr 6, 2013 6:25 PM #939427
Quote from Invincitron
Hi reader,

I actually think HEALING in Chaos should be faster...

.:Invincitron:.


It's actually pretty slow.
Invincitron
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Apr 6, 2013 7:02 PM #939451
Hi reader (Especially GokuXx),

I know! That's why I want the healing to occur more frequently.

.:Invincitron:.