Alright, now that a good amount of you have tried out elementals, or fought against them, so I would like your opinions about them. About everything for them. Also, don't forget. DETAILS! Plenty of god damn details.
Do you think one unit looks ugly? Do you think a unit is bad, etc. So yeah, opinions, go go go.
Elemental Opinions
Started by: Tecness2 | Replies: 42 | Views: 4,081
Mar 30, 2014 8:18 PM #1181838
Mar 30, 2014 8:41 PM #1181840
I'll shoot straight. All in all, I find the whole empire a lil rough to use.
The attack range is really poor. Earth unit punch speed is slow enough to allow crawlers free cheese. Fire/air attack range is short compared to that of an archidon or wing. The latter units can actually kite backwards out of the fire/air forward attack range.
Fires, a critical part of their play for use of Charrog, the unit vaguely resembling a spear but used much in the same way, are the most expensive unit. This forces the ele player to gather lots of gold to acquire what necessary amounts of fires needed, both for backrow support as a ranged unit and frontal assault becoming a Charrog.
Due to these needs, elementals are very susceptible to early unit pressure (swords/crawlers), and can even get squashed from these in midgame. I force Elemental players into submission with Order from simple sword/archidon builds, requiring nothing but gold. Because the attack speed/range is so slow for elementals, the swords are quick meatshields while I put on the pressure with archidons. I don't even bother to use spears, an elemental air unit would eat one up fast anyway, and they come up slower.
On this subject, their start game is very poor. Many starts will get tossed aside from a word archer combination, and while the castle air is strong, it works just as well as a chaos dead. Targeting 1 unit, you can just continue to abuse swords/archidons to create a force that's easy to sweep with. And let's no talk about the water +fire blast. That's 800g. Let me know when you can save for that, and then time it to hit all these units with a clap.
But the empire does have some weird strengths, yet they are proposing problems. Trees are still an issue. They are just too strong. Just look how many options it covers in deathmatch. It holds position, creates an army in little to no time, and they're free disposable units for any form of suicidal mission for every spawn. Waters are cheap and can easily restore these and Charrogs, whichever you're amounting a force with. My suggestion is switch cost of fires and waters. Fires are more in need anyway.
Last but not least, that Charrog bug is still there. Happens when using burn around the same time as digging.
The attack range is really poor. Earth unit punch speed is slow enough to allow crawlers free cheese. Fire/air attack range is short compared to that of an archidon or wing. The latter units can actually kite backwards out of the fire/air forward attack range.
Fires, a critical part of their play for use of Charrog, the unit vaguely resembling a spear but used much in the same way, are the most expensive unit. This forces the ele player to gather lots of gold to acquire what necessary amounts of fires needed, both for backrow support as a ranged unit and frontal assault becoming a Charrog.
Due to these needs, elementals are very susceptible to early unit pressure (swords/crawlers), and can even get squashed from these in midgame. I force Elemental players into submission with Order from simple sword/archidon builds, requiring nothing but gold. Because the attack speed/range is so slow for elementals, the swords are quick meatshields while I put on the pressure with archidons. I don't even bother to use spears, an elemental air unit would eat one up fast anyway, and they come up slower.
On this subject, their start game is very poor. Many starts will get tossed aside from a word archer combination, and while the castle air is strong, it works just as well as a chaos dead. Targeting 1 unit, you can just continue to abuse swords/archidons to create a force that's easy to sweep with. And let's no talk about the water +fire blast. That's 800g. Let me know when you can save for that, and then time it to hit all these units with a clap.
But the empire does have some weird strengths, yet they are proposing problems. Trees are still an issue. They are just too strong. Just look how many options it covers in deathmatch. It holds position, creates an army in little to no time, and they're free disposable units for any form of suicidal mission for every spawn. Waters are cheap and can easily restore these and Charrogs, whichever you're amounting a force with. My suggestion is switch cost of fires and waters. Fires are more in need anyway.
Last but not least, that Charrog bug is still there. Happens when using burn around the same time as digging.
Mar 30, 2014 9:31 PM #1181846
The new version has got nearly the same problems as old version,except the tree nerf.
My suggestion for elemental is to buff cycloid and return inferno as the previous version
Cycloid is at a high cost, 700 gold and 100 mana, which is more expensive than eclipsors and albowtross
However, it is short range attack, it can be killed by eclipsors or albowtross simply by kiting. No method is left for elemental player to stop eclipsor mass.
And consider the additional cost for tornado spell and the cool down, I suggest its damage to increase.
For inferno, it is even more expensive, 850 gold and 100 mana(adds up as 950), more expensive than magkill,500 gold and 400 mana(adds up as 900)
But all spells of magkill can hit air units, while inferno's fire rain needs to get upgraded but still cannot hit air units. So I suggest it to return back to the old version one.
And furthermore, blind gate is 550 gold, more expensive than miner wall and turret, but no one would use it due to its usefulness and very short lasting time.
I suggest it to behave like the same as miner wall, which has a health bar for it, and is long lasting. The cost can be more expensive, like three units to combine .
Finally, I got the same opinion as Wyz about the start, the safest way to open is focus more on economy. So something need to be done on that as well
My suggestion for elemental is to buff cycloid and return inferno as the previous version
Cycloid is at a high cost, 700 gold and 100 mana, which is more expensive than eclipsors and albowtross
However, it is short range attack, it can be killed by eclipsors or albowtross simply by kiting. No method is left for elemental player to stop eclipsor mass.
And consider the additional cost for tornado spell and the cool down, I suggest its damage to increase.
For inferno, it is even more expensive, 850 gold and 100 mana(adds up as 950), more expensive than magkill,500 gold and 400 mana(adds up as 900)
But all spells of magkill can hit air units, while inferno's fire rain needs to get upgraded but still cannot hit air units. So I suggest it to return back to the old version one.
And furthermore, blind gate is 550 gold, more expensive than miner wall and turret, but no one would use it due to its usefulness and very short lasting time.
I suggest it to behave like the same as miner wall, which has a health bar for it, and is long lasting. The cost can be more expensive, like three units to combine .
Finally, I got the same opinion as Wyz about the start, the safest way to open is focus more on economy. So something need to be done on that as well
Mar 30, 2014 9:44 PM #1181848
I don't clycloids should be meant for a main build. I only use 1/2 to defend my airs. They're not dps units.
Nothing is wrong with inferno though. I don't I've noticed it not hitting air units. The Medusa puddle does though, so I guess why not.
On the subject of blind gate, I've already addressed this many many times, but I'd like it to be real fog of war: if enemy units can't see past it, they can't fire projectiles past either.
Nothing is wrong with inferno though. I don't I've noticed it not hitting air units. The Medusa puddle does though, so I guess why not.
On the subject of blind gate, I've already addressed this many many times, but I'd like it to be real fog of war: if enemy units can't see past it, they can't fire projectiles past either.
Mar 30, 2014 10:36 PM #1181854
Trees are still overpowered, you may wanna fix that. Essentially, trees are the only way elementals can beat any other empire. They're completely over-centralizing the meta.
The rest of elemental's units are mediocre.
The rest of elemental's units are mediocre.
Mar 31, 2014 7:28 AM #1181971
Trees. 'nuff said. All my fellow clan members have basically said the gist of it.
Mar 31, 2014 5:17 PM #1182082
every Elemental unit looks cute :3
They kinda reminds me of a kindergarten/nursery school.
Next would be something like make fire units 300g like archers.
New abilities for chargos: Chargo growth 1 & 2
They kinda reminds me of a kindergarten/nursery school.
Next would be something like make fire units 300g like archers.
New abilities for chargos: Chargo growth 1 & 2
Mar 31, 2014 6:09 PM #1182092
Quote from WyzDMMy suggestion is switch cost of fires and waters.
Hmm, as it may work...there is still the problem that people would be able to get an early Earth+Fire...then just use them to kite for a little while then combine...which can be used to charge that tank (Charrog) into their base with the "burn" activation (Main point being, the Earth+Fire can kite down early units, then combine to charge the base)
Mar 31, 2014 7:03 PM #1182096
Quote from BuddyLucky2Hmm, as it may work...there is still the problem that people would be able to get an early Earth+Fire
Fair point. I would say tackle it the same as an early spear (use them swords), but with the amount of health it currently possesses this wouldn't work. Maybe decrease the health a little bit. Tree health could use reduction as well. Either that, or again lower the amount of health from waters. They can be extremely powerful.
Close to death? lol nope back to 3/4s.
I wouldn't mine upping mana cost for some combinations, seeing as a lot of spells or unit powers don't require a mana cost (or if so, it's very low). I tackle like 3 on mana, gather all my resources needed along with passives and then just send them to gold. With order/chaos, you need a continual stream of mana for more units and resources. I don't find myself in much of that need with elementals. It's all for gold.
Apr 4, 2014 6:15 PM #1183879
Quote from WyzDMI don't find myself in much of that need with elementals. It's all for gold.
And that there causes Elementals to lose late game as the gold runs dry but mana keeps coming, the late game that far in is rare, but Elementals suffer in it badly while other Empires can go mana heavy comps.
Apr 4, 2014 9:18 PM #1183921
If they get that late in the game you don't have enough trees
Apr 5, 2014 3:28 AM #1184001
Quote from IHATETHISNAMEIf they get that late in the game you don't have enough trees
Clearly something is misplaced. Like earths and waters.
Apr 14, 2014 3:42 PM #1186651
Does Order work against Elemental?
I'm back by the way :P
I'm back by the way :P
Apr 16, 2014 12:32 AM #1187110
All empires can beat each other; I don't know about you, but this isn't a rock-paper-scissor game, where Order is good against Chaos, Chaos is good against Elementals, etc.Quote from IcyWhisperDoes Order work against Elemental?
I'm back by the way :P
All you need to do to fight elementals and chaos is to know their units, abilities, and counter.
Anyways has there ever been a game where both players in EvE early-tree rushed against each other? :P
Apr 16, 2014 12:37 AM #1187113
Yeah, try every single EvE game.