All global spells being balanced

Started by: daltonwarrior | Replies: 21 | Views: 1,228

DragonFrost
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Jul 2, 2013 12:43 AM #1024121
Wait wtf, global spells is out?


P.s. I (obviously) haven't been here in a while.
awesomebloc
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Jul 2, 2013 12:54 AM #1024129
Quote from DragonFrost
Wait wtf, global spells is out?


P.s. I (obviously) haven't been here in a while.

Sadly no but were just talking bout it and all unlock able spells will be earned through EXP earned though battle
Xyit

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Jul 4, 2013 5:38 AM #1025844
Damn guys, if this update screws the ratio- strategy is better player to person who spends more time is better- we all just lost a wonderful game.
gam35
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Jul 14, 2013 6:13 PM #1035514
Quote from Galeforce
In my opinion, higher ranked spells should be better. Players who have put in the time to unlock them deserve something for it.


Quote from daltonwarrior
As far as I know, I'm no moderator or anything, but I believe that you UNLOCK new spells with experience points, but you're not allowed taking more than 2 with you to battle. I'll assume you start with 2 spells.

So, I'm thinking, if the new unlocked spells are, well, better, I guess, than others, than the game would become unfair. I think spells should be balanced, like if there are 2 AOE damage spells, one deals more damage than the other, than it should have a longer cooldown.

Or I'll rage-quit, xD.


hm idk wat 2 say its hard 2 pick a side i do think people that work hard should get rewards but i don't want it to be unfair hard 2 pick a side huh i guess ill go with making them fair strategically but still its nice 2 have something to show for that gives u an egde over other after a lot of hard work........idk
40fy
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Jul 15, 2013 4:01 AM #1035896
Hmm, I don't know if increasing cool downs is balancing. Example- there are two explosion spells. One does 3x damage and has a 3x longer cool-down then the other. Now, lets say there is a long battle between fast units. The two armies are the same- for simplicity, 10 spears each. Now, if the person with the faster cool-down is smart, he will micro manage his units all over the place. Now each explosion from the person with the long cool-down can only hurt one unit in a long period of time, while the faster cool-down can spread out his blows to where they are useful. Also, if the person with the long cool-down misses, he has a disadvantage that is 3x larger than the person with the short cool-down.

However, maybe this is perfect. People can start out with the long-cool-down explosion, and people with more experience get the fast cool-down spell. If the beginner truly is better, then he will still win. If he is not, the more experienced person will win. If that's not fair, I don't know what is.
daltonwarrior

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Jul 16, 2013 11:12 PM #1037566
Quote from 40fy
Hmm, I don't know if increasing cool downs is balancing. Example- there are two explosion spells. One does 3x damage and has a 3x longer cool-down then the other. Now, lets say there is a long battle between fast units. The two armies are the same- for simplicity, 10 spears each. Now, if the person with the faster cool-down is smart, he will micro manage his units all over the place. Now each explosion from the person with the long cool-down can only hurt one unit in a long period of time, while the faster cool-down can spread out his blows to where they are useful. Also, if the person with the long cool-down misses, he has a disadvantage that is 3x larger than the person with the short cool-down.

However, maybe this is perfect. People can start out with the long-cool-down explosion, and people with more experience get the fast cool-down spell. If the beginner truly is better, then he will still win. If he is not, the more experienced person will win. If that's not fair, I don't know what is.


Just an example, don't worry.
awesomebloc
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Jul 17, 2013 12:38 AM #1037632
Blast: 50% + damage 50% + cool down 75% - blast radius
Starter blast: explosion buff said
Blast 2: 50% - cool down 25% + radius 75 % - damage

Every one starts with starter spells and EXP could be earned on how well you did in a match like
Enemy units killed
Upgrades buaght
LOSER: time lasted
WINNER: time to defeat opponent
Units saved: still alive/ total created (not counting tower spawn or builds)
ECONOMY: the thing shown at the stats at the end of each match
ARMY: how big your army is in the finale (also shown in the bar graph at the end)


CJ if he chooses to use my idea does not have to use each EXP gain