I know this isn't probably the biggest problem with ele but it is a big structural problem. Gold is needed for all of ele base units while mana is only need for combinations and abilities. The amount of mana you need with ele is minimal compared to Order and Chaos.
All the units have high gold costs but low mana costs the reason the mana costs are low is because the gold costs are so high to demonstrate my point looking at units only.
Tree 500g 100mana
Charhog 600g 100 mana
Cycloid 750g 100 mana
Infernos 850g 100mana
V- 1350g 100 mana
The flat 100 mana rate is very boring and also looks very odd on some of these units figures such as 1350g and 100 mana seem strange. This has also partially led to elementals problems with tree's as they are clearly the cheapest and best value unit for ele.
If you look at the other empires who are different empires at the end of the day they use mana much more than ele you might only buy a combination once in while when Chaos would frequently buy deads eclispsors and tech into later units that require more mana as the game goes on. Order does the same buying spears then teching into merics and magikills.
Im curious to what players would do about this and what ideas they had. Or is this structure fine is it a nice change that elemental has a high gold low mana system maybe its a tribute to SW1. (or just a bad game mechanic)
Maybe putting a mana cost on airs and fires reducing their gold cost. we could then increase the mana cost of the combinations. Maybe this would lead to more tress. what if we put tress back the way their were on release but massivly increase their mana cost like 250 mana for a treature. This would make Tress a late (later) game unit where they would not be overpowered as they would be against spear archer or jugerknight and deads. This would enable tress to carry a supportive role to the ele army. Using the tress for protection stunning units but it would be a fair fight because of the pressure of tier 2 units. (thou tree hp nerf would still be in order)
Putting a mana cost of airs and fires could damage elementals early game. but fire and air start is not a good idea anyway from what I have heard. Chaos and Order only have two early game fighting units. (cost only low amount of gold) they are bombs crawlers swords and archers. why should ele have accesss to 4 also the fact they can start with a flying a unit and a unit that does passive damage right of the bat maybe could be argued is not right for game balance.
This could create a system of Earths and water being your early game units. airs fires your early mid game ranged support. Combinations for extra tankyiness and spell caster support.
My ideas are probably bad and im sure their are many flaws with them and I am more interested in what other people have to say than myself
Thank you for reading my comment
lewislewis
Elementals over reallaince on gold
Started by: Sevarus | Replies: 23 | Views: 2,108
Aug 2, 2015 8:24 AM #1390570
Aug 2, 2015 9:17 AM #1390589
Bad game mechanic (due to lategame starvation). I think you'll find the whole community agree that ele is too gold heavy. I mean, Chaos is more mana heavy than Order, but it's subtle and not a huge difference. Order needing more gold than Chaos by a slight bit doesn't ruin Order lategame - possibly because those units are still gold efficient. Ele fails on gold efficiency too.
It's the solutions to this problem that the disagreements come in.
It's the solutions to this problem that the disagreements come in.
Aug 2, 2015 11:55 AM #1390610
what would you do?
mana for airs and fires?
Change mana prices anyway?
Gold refunds when you combine?
mana for airs and fires?
Change mana prices anyway?
Gold refunds when you combine?
Aug 2, 2015 12:23 PM #1390613
Quote from lewislewis
Gold refunds when you combine?
Oh no, my fire and earth are almost dead, let me just quickly combine to get some gold out before they die.
Aug 2, 2015 12:45 PM #1390618
Quote from ZomarOh no, my fire and earth are almost dead, let me just quickly combine to get some gold out before they die.
It only costs, 250 mana. Which u now need for everything else.
Aug 2, 2015 12:54 PM #1390621
I don't think gold refunds would be a good idea Im just repeating stuff that I have heard. Im not saying everything should cost 250 mana either but 100 mana flat rate is boring. (im not saying a 250 mana flat rate is interesting either)
Aug 2, 2015 2:16 PM #1390650
Quote from lewislewisI don't think gold refunds would be a good idea Im just repeating stuff that I have heard. Im not saying everything should cost 250 mana either but 100 mana flat rate is boring. (im not saying a 250 mana flat rate is interesting either)
V would cost 400 mana :P
Infernos, 400 or 300 also.
Aug 2, 2015 2:45 PM #1390663
Quote from spinoV would cost 400 mana :P
Infernos, 400 or 300 also.
If that happens fix the slow cast range and retarded medusa/marrows
Aug 2, 2015 2:56 PM #1390670
Quote from TheLegendofKaitoIf that happens fix the slow cast range and retarded medusa/marrows
this is if gold return was applied
wtf is slow cast range anyway
Aug 2, 2015 3:26 PM #1390685
Quote from spinothis is if gold return was applied
wtf is slow cast range anyway
sorry I am tired
mean that vastolis takes too long to cast; easily dodged
Aug 2, 2015 3:47 PM #1390689
I believe that the mana is the way it is not to necessarily annoy the user or to see how the developers can bore you and leave you feeling with a lack of entertainment but instead to make it easier for the ele user to conform to whatever action the opponent is doing at that point in time.
The abilities of the units relative to the cost of then unit would make it horrible to have to wait until any more than 100 in mana to spawn a tree or V especially considering how fragile the late game unit is to begin with. Ele has no structure that is really of any practical use so trees are pretty much the go to in almost every situation early on. Charrog is doable to but i myself prefer trees with their ability to re spawn scorps and poison. Not to mention, trees also have 2 upgrades that also cost mana, albeit a one time purchase. Infernoes costing any more mana than they do is pretty silly with their relatively slow spells and ability to be prioritized by every unit with its slow movement speed and what not as compared to the V who can run pretty damn fast XD. Cycloids with higher mana costs is disgusting to imagine without buffs to this unit.
Both ranged units costing mana? Lets apply this to archers and see how the game goes.
The gold heavy nuance of elementals is what makes them differ from that of chaos and order. It makes and breaks the game for ele if the opponent can manipulate the gold income by correct pressure. Causing ele to have to rely heavily on both of their ranged units, having no other early game option once their health becomes an issue when compared to lets say... an order player with 3 archers kiting you at max distance. You would like to charrog? nope, costs 250 mana now. good luck stalling into that. Trees to stall and spawn scorps to push those 3 archers away? nope those archers can sit at a distance to where they can suppress the scorps before they can cluster, costs 250 mana now, and your only method of making those scorps effective to deal with those 3 archers (most likely seven archers by this point) is 200 additional mana and gold for just the health upgrade, and ANOTHER 200 mana and gold for a DOT.
V...
1350 gold and 400 mana. hm...
The ability to possibly melee with clones that would cost mana to create at will and to upgrade twice. Possess costing further mana to obtain a magikill possession perhaps which will further cost mana to use its abilities other than blast. If you manage to not get prioritized by shadowrath and one punch KO'd by the unit, you have a very short window before the opponent wises up and goes after the V. It's such a glass cannon that if you managed to gather 1350 gold and 100 mana to get it sniped by a shadow, imagine the pain of having to gather 1350 gold and 400 mana.
The abilities of the units relative to the cost of then unit would make it horrible to have to wait until any more than 100 in mana to spawn a tree or V especially considering how fragile the late game unit is to begin with. Ele has no structure that is really of any practical use so trees are pretty much the go to in almost every situation early on. Charrog is doable to but i myself prefer trees with their ability to re spawn scorps and poison. Not to mention, trees also have 2 upgrades that also cost mana, albeit a one time purchase. Infernoes costing any more mana than they do is pretty silly with their relatively slow spells and ability to be prioritized by every unit with its slow movement speed and what not as compared to the V who can run pretty damn fast XD. Cycloids with higher mana costs is disgusting to imagine without buffs to this unit.
Both ranged units costing mana? Lets apply this to archers and see how the game goes.
The gold heavy nuance of elementals is what makes them differ from that of chaos and order. It makes and breaks the game for ele if the opponent can manipulate the gold income by correct pressure. Causing ele to have to rely heavily on both of their ranged units, having no other early game option once their health becomes an issue when compared to lets say... an order player with 3 archers kiting you at max distance. You would like to charrog? nope, costs 250 mana now. good luck stalling into that. Trees to stall and spawn scorps to push those 3 archers away? nope those archers can sit at a distance to where they can suppress the scorps before they can cluster, costs 250 mana now, and your only method of making those scorps effective to deal with those 3 archers (most likely seven archers by this point) is 200 additional mana and gold for just the health upgrade, and ANOTHER 200 mana and gold for a DOT.
V...
1350 gold and 400 mana. hm...
The ability to possibly melee with clones that would cost mana to create at will and to upgrade twice. Possess costing further mana to obtain a magikill possession perhaps which will further cost mana to use its abilities other than blast. If you manage to not get prioritized by shadowrath and one punch KO'd by the unit, you have a very short window before the opponent wises up and goes after the V. It's such a glass cannon that if you managed to gather 1350 gold and 100 mana to get it sniped by a shadow, imagine the pain of having to gather 1350 gold and 400 mana.
Aug 2, 2015 4:42 PM #1390706
Do you think it is a issue that ele has 4 spell casters
Cycloids
Tress
V
Infernos
and im classing a spell caster as something that doesn't fight physically or fires a weapon it uses some sort of spell to fight
@Pumu
Gold prices would be lowered I belive I make that point somewhere in my post but if I did not I make it now.
Mana prices are only so low because gold prices are so high. Im saying incresase mana prices and reduce gold prices the only way we could reflect this in combinations is changing the prices of the base units and the only way to do this is reduce their gold out right or keep their prices similar by giving them a mana prices.
but we couldn't have every base unit costing mana lol what would ele open with. theirfore I suggest Earths and Waters stay gold only increase the mana price so they can come out later where they can become a support unit if you like supporting a army with scopions and stunning units and using their hp to support low health units units.
Another question id like to ask evryeone is what role would you like tress to have in a ideal balanced version of SE what role would Tress perform and how would they perform. (using current abilities nothing crazy you can only work with what you have)
Cycloids
Tress
V
Infernos
and im classing a spell caster as something that doesn't fight physically or fires a weapon it uses some sort of spell to fight
@Pumu
Gold prices would be lowered I belive I make that point somewhere in my post but if I did not I make it now.
Mana prices are only so low because gold prices are so high. Im saying incresase mana prices and reduce gold prices the only way we could reflect this in combinations is changing the prices of the base units and the only way to do this is reduce their gold out right or keep their prices similar by giving them a mana prices.
but we couldn't have every base unit costing mana lol what would ele open with. theirfore I suggest Earths and Waters stay gold only increase the mana price so they can come out later where they can become a support unit if you like supporting a army with scopions and stunning units and using their hp to support low health units units.
Another question id like to ask evryeone is what role would you like tress to have in a ideal balanced version of SE what role would Tress perform and how would they perform. (using current abilities nothing crazy you can only work with what you have)
Aug 2, 2015 6:55 PM #1390791
You really wanna know what I'd do?
I'd play around with a load of stat changes and small tweaks listed here and then pay really close attention to what happens afterwards and then balance the game gradually around the meta shifts I'd cause. Hell, I don't think Ele is even close enough to enjoyably, interactably, healthy, fair and viable for the game that I could predict the impact of half the changes I'd like to see happen to it. There's too many things that would make predicting effects of changes possible. I'd try this anyway and see what happens though, but I'm not the dev and these suggestions aren't even close to a cure all. Maybe I'd even run into more problems with this sort of Ele and find myself forced to adopt Wyz's total restructuring ideas.
This fictional changelog is a work in progress and I don't expect to ever get it close to right or done because Ele in the state it is now is too hard to apply surgical tweaks to without huge knock on effects.
Voilà:
I'd play around with a load of stat changes and small tweaks listed here and then pay really close attention to what happens afterwards and then balance the game gradually around the meta shifts I'd cause. Hell, I don't think Ele is even close enough to enjoyably, interactably, healthy, fair and viable for the game that I could predict the impact of half the changes I'd like to see happen to it. There's too many things that would make predicting effects of changes possible. I'd try this anyway and see what happens though, but I'm not the dev and these suggestions aren't even close to a cure all. Maybe I'd even run into more problems with this sort of Ele and find myself forced to adopt Wyz's total restructuring ideas.
This fictional changelog is a work in progress and I don't expect to ever get it close to right or done because Ele in the state it is now is too hard to apply surgical tweaks to without huge knock on effects.
Voilà:
huge fictional change log of perhaps no improvement (Click to Show)
Aug 3, 2015 6:48 PM #1391198
nice ideas im sure you much further ahead than CJ is :)
I argree with the ideas about earths that would be good. thou couldn't ele still out produce order and chaos in miners any way as when one earth is transforming you can stil queue another thou I guess this is balanced by the fact earth and miner are in same queue. then going to into airs as the game gets older. I see you would give fires a mana cost that could work and is a interesting idea. but one thing I don't get is this if your making airs as the game goes on why would switch to firest surely the fact airs can hit anything is worth it. Thou the air upgrade is a very good idea.
With all the changes you made wouldn't elemental be getting tress all the time? with mana increases for other combinations. While tress are still cheapest option thou I guess charhogs are also easy to use as their is no combine cost
Giant charhog also is good would they still burn and burrow like normal charh
the extra armour idea for cycoids is good but what about changing their ie so they only attack units in their range unless instructed.
All the other ideas are common sense apart from tress being reduced to 7 pop as I belive they are already 7 population
I argree with the ideas about earths that would be good. thou couldn't ele still out produce order and chaos in miners any way as when one earth is transforming you can stil queue another thou I guess this is balanced by the fact earth and miner are in same queue. then going to into airs as the game gets older. I see you would give fires a mana cost that could work and is a interesting idea. but one thing I don't get is this if your making airs as the game goes on why would switch to firest surely the fact airs can hit anything is worth it. Thou the air upgrade is a very good idea.
With all the changes you made wouldn't elemental be getting tress all the time? with mana increases for other combinations. While tress are still cheapest option thou I guess charhogs are also easy to use as their is no combine cost
Giant charhog also is good would they still burn and burrow like normal charh
the extra armour idea for cycoids is good but what about changing their ie so they only attack units in their range unless instructed.
All the other ideas are common sense apart from tress being reduced to 7 pop as I belive they are already 7 population
Aug 3, 2015 10:01 PM #1391232
Oh good spot on Tree pop, I'll edit it to 6
Yes ele could still make slightly more miners if it didn't need earths. Thing is, because turtling into treatures would have been nerfed quite a lot, and offensive options buffed, ele would need to be making those earths. It would be kinda like the slight miner income offset in early game OvC. It doesn't matter because Chaos has to jump an early gold/mana hurdle to get into ranged units, which sets its eco back in progress just enough to let Order catch up. Ele is going to have to tech into Airs early which will cost a bit of starting mana and will then be costing a lot of gold for those Air streams around what I expect would be the 3 min mark. Ele would also have less gold income relative to prior changes due to Earth queue changes and offensive fighting taking away from miner Earths so getting Tree masses setup is going to be more costly than before relative to Ele's eco position in game.
You're right that I've scarcely nerfed trees. However I don't think they need more direct nerfing. Indirect nerfs by making turtling far less rewarding and attrative, and for sure making ele gold eco early game less productive is going to make trees less attractive, because you need a lot of them to push out with, and the mana costs on scorplings are now also going to be competing with mana costs on fires and increased costs on teir 2 units.
I think the Giant Charrog on implementation would be able to burn and burrow if my guess about the way it is coded is correct. If not then it shouldn't be too much work to make it do so anyway.
All melee units attack units further away from them though? I think the only unit Cycloids shouldn't be trying to attack like that would be Walls, which I've said should be removed.
Yes ele could still make slightly more miners if it didn't need earths. Thing is, because turtling into treatures would have been nerfed quite a lot, and offensive options buffed, ele would need to be making those earths. It would be kinda like the slight miner income offset in early game OvC. It doesn't matter because Chaos has to jump an early gold/mana hurdle to get into ranged units, which sets its eco back in progress just enough to let Order catch up. Ele is going to have to tech into Airs early which will cost a bit of starting mana and will then be costing a lot of gold for those Air streams around what I expect would be the 3 min mark. Ele would also have less gold income relative to prior changes due to Earth queue changes and offensive fighting taking away from miner Earths so getting Tree masses setup is going to be more costly than before relative to Ele's eco position in game.
You're right that I've scarcely nerfed trees. However I don't think they need more direct nerfing. Indirect nerfs by making turtling far less rewarding and attrative, and for sure making ele gold eco early game less productive is going to make trees less attractive, because you need a lot of them to push out with, and the mana costs on scorplings are now also going to be competing with mana costs on fires and increased costs on teir 2 units.
I think the Giant Charrog on implementation would be able to burn and burrow if my guess about the way it is coded is correct. If not then it shouldn't be too much work to make it do so anyway.
All melee units attack units further away from them though? I think the only unit Cycloids shouldn't be trying to attack like that would be Walls, which I've said should be removed.