Elemental Opinions

Started by: Tecness2 | Replies: 42 | Views: 4,081

WyzDM
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Apr 16, 2014 12:42 AM #1187114
Quote from jerrytt
Yeah, try every single EvE game.


This.

The EvE match up sucks wicked hard right now because of how nothing is viable against trees from having a lack of defense. Castle airs are not strong enough. for something as simple as swordwrath rush or scorp rushes. It's quite sad.
Skeletonxf
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Apr 16, 2014 2:17 PM #1187302
Is it impossible to counter tree rush by water freezing the tree and using the remaining 150 gold your opponent wasted on the tree to take it down? And perhaps the better question is can that be made possible for EvE matchups in the future?
Moo78

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Apr 16, 2014 2:29 PM #1187310
Imo the problem is that elementals units are not cost efficient.
They are all waaaaaay too expensive, making early game extremely disadvantageous since whatever you start, any other orders can beat it for a far less price, making all trades on enemy's favor. They don't need a lot of mana, but so much golds...
Start as elementals are kinda weak, so weak that it's impossible to actually be aggressive. 2 swordwrath, for slightly less golds than a earth, can easilly beat 3 earth, which make a simple sword/archer start nearly unbeatable, like said before.
Also, even later on the game, the only goods damage deal options you have involve fire elemental, that is also the only real ranged unit, and a really expensive one that ofc make the offensive Combination Units extremely expensive (850 Gold 100 Mana for an infernos, the weakest caster in the game imo, that's a lot).

All this make mass treature the only real option you have since it is the cheapest combined unit, the only one that you can make early in the game and it still scale later on.
I think there are 2 options to solve this: make the units stronger to worth their price, or make them cheaper to worth their price.

That being said, i think that elementals are extremely cool, are an extremely good concept, extremely fun, and extremely interesting to play.
But atm, even if it's my favorite empire, i just can't pick it cause i know that i have far less chance of winning while playing this.
jerrytt
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Apr 18, 2014 5:26 AM #1187790
-Cycloids should have their damage setting back to being OP on giants. That was pretty much their only redeeming factor.
-Tower spawn 2 needs a larger hit box, more HP, more damage, should not be stunned by charged and bashes, ect. Maybe make it permanently burning too.
-Waters need a price increase. this will solve two of elementals largest issues, Tree mass and water healing.
-Infernos should have a damage increase for their dragon spell. iirc it does the same damage as a magikill used to do with blast, but is pathetically easy to dodge. Taking into account that fires and airs are the most expensive base unit, and each inferno costs 950 gold, they need to be buffed.
Mystery

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Apr 18, 2014 5:49 AM #1187793
Quote from jerrytt
-Cycloids should have their damage setting back to being OP on giants. That was pretty much their only redeeming factor.
-Tower spawn 2 needs a larger hit box, more HP, more damage, should not be stunned by charged and bashes, ect. Maybe make it permanently burning too.
-Waters need a price increase. this will solve two of elementals largest issues, Tree mass and water healing.
-Infernos should have a damage increase for their dragon spell. iirc it does the same damage as a magikill used to do with blast, but is pathetically easy to dodge. Taking into account that fires and airs are the most expensive base unit, and each inferno costs 950 gold, they need to be buffed.


agree with all your suggestions , I still remembered the time when elemental empire was first released, cycloids got a special ability that they were extremely useful to deal with tree mass and giant mass due to their tornado additional damage.
But now cycloid can only be used as a shield.

For inferno, I suggest that the burning comet pools should be able to hit air units, which deal with albow mass or eclipsor mass. It is just weird that medusa 's venom flux can hit air units, but burning pool cannot hit air unit.
59saintdane

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Apr 20, 2014 10:46 PM #1188531
Why not just increase Infernos casting speed? Increased damage won't do that much if the spell never hits anything.
Perhaps Cycloids could have another spell (or at least a better Tornado) I want more than a low damage stun for 750 gold and 100 mana.
jerrytt
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Apr 21, 2014 2:55 AM #1188577
Well its main purpose right now is shielding air elementals by casting shield on itself. But the problem with this is that by combining air elementals into cycloids and getting more bulk, you're sacrificing your damage output.
Chiang
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Apr 21, 2014 1:37 PM #1188695
How about replace the "Wall" that wastes a Lightning and an earth...

Not once have I found it useful, and I fail to see why it was created. I mean, it even offers a way for ppl to OOS; just make the create time of the wall instaspawn, so when you click it, it OOSs.

They really should replace it.
Nyarlathotep

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Apr 21, 2014 2:17 PM #1188713
Quote from jerrytt
Well its main purpose right now is shielding air elementals by casting shield on itself. But the problem with this is that by combining air elementals into cycloids and getting more bulk, you're sacrificing your damage output.


Mass Cycloid is actually really good for taking out units. Besides that, there's cycloid+V which essentially kills everything. You got the V clones which do ridiculous amounts of damage, steal units with V, shield V from shinobi with cycloids, and using tonnes of hurricanes to kill everything besides giants. (which can be V'd anyway)
BuddyLucky2
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Apr 21, 2014 6:03 PM #1188775
Quote from IHATETHISNAME
Mass Cycloid is actually really good for taking out units. Besides that, there's cycloid+V which essentially kills everything. You got the V clones which do ridiculous amounts of damage, steal units with V, shield V from shinobi with cycloids, and using tonnes of hurricanes to kill everything besides giants. (which can be V'd anyway)


Well this can be quite difficult to micro, as with the clicking of specific units then spell-casting for all of them...could work though.

The only thing I feel the elementals need right now is the "Burning Meteors" of Infernos to hit Air units, and secondly a possible replacement unit or change (Buff) to the "Blind Gate".

Another "Off-Topic" thing I feel they should do is reinstate the blasts of Bombers and Mages to their original "Initial Damage" and make the Burn effect do a very slight amount of bonus damage after
Nyarlathotep

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Apr 21, 2014 6:42 PM #1188784
Right now the magikill blasts and bomber blasts do more than they did before because of the burn. If we were to make them burn and do more damage that would get hillariously overpowered.
Phaxtolgia
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Apr 21, 2014 7:49 PM #1188799
Here's two buffs I thought up for the blind gates:

- Ranged units cannot shoot past Blind Gate due to the FOV (field of view,)(fairly sure many others have suggested this as well.)
- Any units that run past it will even have their field of vision cut down by half. This debuff wears off when the enemy retreats back behind the blind gate, or when the blind gate is destroyed.

IDK if it's just me but I feel like the second buff could be either somewhat OP or really OP. ;/
WyzDM
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Apr 21, 2014 7:56 PM #1188803
Naw. It just needs true fog of war. That's all.

I'd give that up for complete invulnerability from the cycloid. Being impervious for even seconds make them so easy to cheese and approach with.
ShadowGeneralChaos
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Apr 22, 2014 8:55 AM #1188950
aye guys, have a suggestion for eles: you shoulda be able to click a place where they gonna get combined. For now, you only click explosion (fire+water), the eles ran towards each other and boom. But, wouldnt it be better if you first click the combination and after it click a place where they gonna combine? I thought it would be better to controll the explosion of water and fire...
JohnsonMichaels

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Apr 22, 2014 1:10 PM #1188990
Am I the only person here who believes the Fire Elements kite a little too fast ? They deal so much damage...