Changes that the Table demands

Started by: Phaxtolgia | Replies: 51 | Views: 4,852

Phaxtolgia
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Feb 26, 2015 9:22 PM #1316521
So as there hasn't been an update in a while, we've also been discussing what needs to be balanced. The intention of this table is to gather everything we've discussed in the past as well as now, and put it all in this table here. If there's any important or notable suggestions i missed, tell me and i'll put it in.

So poke back into some older threads or posts and see if you can snatch anything out of there. Also if the idea is not yours, please put the link on where you found it. c:

Keep in mind I may add some of my personal ideas, marked with $ (and no, in not putting in any 4th empire idea,) but if it receives negative or no feedback, I'll take it off quick.

Note that most of what's said in the Changes/Misc. columns are issues that we don't have specific idea on how it should be handled.






























Order Chaos Elementals Etc.
Buffs/Additions

  • Reduce MANA or GOLD cost of Albows OR
  • Reduce cost of Blazing Bolts research


  • Decrease Earth to Chompler animation to 2 seconds
  • Decrease Earth gold price to 100
  • Slightly amplify Earth base damage
  • Reduce water cost to 300
  • Increase Air attack speed
  • Reduce Fire cost to 400?
  • $Amplify Tree mana cost? (should cost of waters be reduced that is)
  • $Give research that will augment their range mid-late game

Nerfs/Removals

  • Increase Earth quene time to 6s.
  • Make Earth transformation cost 50g
  • Decrease Earth attack stun time.
  • Decrease Air base damage

Changes/Misc.

  • Reconsider mana combination prices.
  • Castle Air???
  • Blind Gates?
  • $Switch Ele's research cost of mana and gold


  • DM imbalance???
  • Pressing H on a miner cancels auto-mine
  • Add kiting and micro to tutorial
  • $Chaos and Elementals are missing the "speed-up" button when facing an AI.



Scrapped Ideas:
Suggestions that were once on the table but were removed

[spoiler=]

  • Increase dead gold cost by 50?
  • Increase base range of Air and Fire

[/spoiler]
Skeletonxf
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Feb 26, 2015 9:42 PM #1316537
Okay then. Here's plenty
Quote from Skeletonxf
Okay I've had a group of ideas (most of them have been mentioned by others at some point but together they might just work)
Any ideas?

The plan: To make ele early game more engaging for both players

Earth queue time raised to 6 sec
Earth morph time halved to 2 sec
Earth stun duration nerfed
Earth attack speed buffed
Earth cost buffed to 100 gold
Transform nerfed to 50 gold (50 gold to make a chompler from an earth)
Air/Castle Air attack speed buffed
Air/Castle Air damage per attack nerfed

With all of these together, ele is less able to bring out huge earth armies, but the earths it can bring out for fighting with are cheaper and can actually stun opposing units, so stun locking will be a real thing, ele will be able to recycle earths for fighting without such huge losses if a retreating earth gets sniped, and most importantly ele won't be able to spend as much gold in the early game. This will mean ele can build up gold faster into the match to bring out fires and airs - much like order gradually going from sword spam against chaos to having an eco that can support sworcher.

The suggested air changes will 1) mean archers don't get insta deded under ele's castle
2) airs will be more reliable at sniping archers without them dealing better damage on archers. This way a 1:00 to 2:00 micro game of earth+air versus archers will be worth trying for ele because the airs will be able to land bolts more reliably.

Taking away ele's ability to spam chomplers as fast and nerfing the CA's insta ded archer will take away defensive power from ele in early game, but the earth and air changes should allow ele more reward for fighting - attacks will connect and fighting earths will be cheap so able to act as fodder more easily in those initial stages of the game.

'Oh but this will crush ele's eco!'
Hopefully not, because the 50 gold for chomplers that will be spent on retreating earths will be a delayed cost on the earth, ie, the 50 gold you need for the chompler will be paid later into the game when you have an eco more able to cope with the gold costs. By delaying that 50 gold ele is encouraged to use the earth before making it into a miner because delaying the gold cost means ele can pay the cost later when the cost is a lower % of gold income/sec.
Phaxtolgia
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Feb 26, 2015 10:05 PM #1316554
Quote from Skeletonxf
Okay then. Here's plenty
I didn't exactly like the idea of increasing air attack rate, because it would be harder for bombs to reach them. Yet Chaos can waste more bombs trying to kill an air than an archer, due to Air's 400 gold cost. X_X

Also I already got most of yours. :P
Skeletonxf
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Feb 26, 2015 10:47 PM #1316574
Quote from Superterry
I didn't exactly like the idea of increasing air attack rate, because it would be harder for bombs to reach them. Yet Chaos can waste more bombs trying to kill an air than an archer, due to Air's 400 gold cost. X_X

Also I already got most of yours. :P

Chaos already struggles to kill off an air.

With one air I can kite the manual bomb detonation as the current attack speed is already. I've never seen bombs vs airs as anything more than stall or something to send alongside other tactics even with airs as they are now

On the flipside, chaos has more gold income than ele at that point in the game and can afford to send in a few bombs that won't do anything but die. Also, leading the bombs in with a crawler makes it hard for air snipes and actually I don't think an air attack speed buff would make much difference, as it would be wasted on the crawler.

I know there's manual targeting for airs but that adds delay which means the air stands still with bombs running at it - not particularly good for the air unit
spino

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Feb 26, 2015 11:36 PM #1316610
No chaos buff?


No on the petition!
Spino

Alright legits now.

Way to try and look cool and engaged in the game (more jkz)

It does have several things we spoke about on the forums and such so debates are goods. Keep your eyes open and adds stuff.

@Skele IMO Earths be fine :p
Dazzy

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Feb 27, 2015 5:44 AM #1316786
Decrease Earth to Chompler animation to 2 seconds
Decrease Earth gold price to 100

> grats on making ele eco even more op.

Threads like this don't work because varying skills, understandings and playstyles will all inevitably crash.
59saintdane

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Feb 27, 2015 6:12 AM #1316797
Quote from DragonArcherZ
Decrease Earth to Chompler animation to 2 seconds
Decrease Earth gold price to 100

> grats on making ele eco even more op.

Threads like this don't work because varying skills, understandings and playstyles will all inevitably crash.


Those suggestions also came along with ideas to raise the queue time of Earths to 6 seconds and introduce a 50 gold cost of transforming to a chompler. That means the time and cost of ele miners is the same as before, it's just that earths used for fighting would be cheaper but take longer to build.
funnyfingers
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Feb 27, 2015 6:22 AM #1316804
I think a time reduction on the upgrade rage could would be nice as it is only good for early game, after wards almost useless ,of course it is my fault they raged right into bombs, but if feel rage upgrade is just so under used maybe you could debuff its length of use if you put a time reduction on getting it out sooner.
MasterKaito
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Feb 27, 2015 7:12 AM #1316824
Quote from funnyfingers
I think a time reduction on the upgrade rage could would be nice as it is only good for early game, after wards almost useless ,of course it is my fault they raged right into bombs, but if feel rage upgrade is just so under used maybe you could debuff its length of use if you put a time reduction on getting it out sooner.


no. it's underused because it's underrated.
HashBrownTrials
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Feb 27, 2015 11:42 AM #1316962
Rage is good the way it is. In OvC it can rekt deads if the chaos user doesn't bring bombs.
MasterKaito
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Feb 27, 2015 12:33 PM #1316992
In DM, a certain order player also completely annihilates chaos with his Archer + Sword + Healer + Spear.
He spams archers/swords with a bunch of healers, and then a tank or two. He's completely mastered it. The swords go rage and deal a hell of damage and then it's gg. Even if his opponent brings bombs, it doesn't matter because his ground force still gets crushed. And the player also easily transfers to an archer mass every time. His normal rating is 2k, but I would give his OvC 2.3k+
WyzDM
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Feb 27, 2015 3:40 PM #1317093
smh at this thread. Nothings gonna come about this...
HashBrownTrials
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Feb 27, 2015 4:14 PM #1317109
Quote from WyzDM
smh at this thread. Nothings gonna come about this...


Just a summary of everything we've been wanting for a while.
Skeletonxf
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Feb 27, 2015 4:45 PM #1317121
Okay, nothing useful with come from lobbing loads of contradictory ideas in together but what the hell.

Some of my older suggestions and other things someone definitely said at some point

Stop the attack button canceling v possess
Stop airs derping when manually ordered to attack units
Make cycloid protect spell remove debuffs
Nerf infernoe meteor spell damage
Make blind gate block projectiles
Swap fire and water costs
Make fires cost mana
Make Vs more mana heavy and less gold heavy
Gold refunds for combining units to reduce result cost
Make waters not run into combat automatically (like merics)
Make an option on the ui to convert earths to miners if and only if they idle after purchase
PUMU
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Feb 27, 2015 5:20 PM #1317134
Nerf infernoe meteor spell damage? No. It's fine as is. Bring a ninja and keep your archers out of pool.
If youre turtling, suck it up. you deserved the miner cripple 3 ca wall spammer.
Swap fire and water costs?
Make waters cost 450?
and fires 350?
do you even charrog rush bro?
make fires cost mana.... no.
V's are fine. they can hardly rush into the fray to use their melee. stealing a spell caster is nice.
gold refunds for combining will cause tree spam to be oh so painful as scorps cost nothing.
waters running isnt a problem. gives me an alert sometimes when i dont see something my water decides to auto target.
say you rush a single water to middle and it doesnt move when i single archer comes into range. if one doesnt play with volume (like myself) the water would disappear and i will have probably discovered this too late to save. think that through some more.
idle earth trans? and if you try to hold tower with earths for more than a few seconds ya have chomplers? its like capping tower with a sole miner. ya dont do these things. just use the hotkeys.