I've been experimenting with albowtross builds lately. I'm still working on some of the strategy and it can be pretty powerful. But what I figured out is that it's rather hard to get the initial albow. Not impossible, but harder than it should be. They simply take a bit too long and their upgrade is too expensive. I still have much room for improvment with the certain micro and macro needed but my point still stands.
My suggestion is to reduce blazing bolts cost to 300 or maybe 350, 400 is too much. And reduce que time to around 20 seconds. Initial cost is okay.
What do you guys think?
Albowtross cost discussion
Started by: nutsophast | Replies: 57 | Views: 6,979
Dec 19, 2015 4:39 PM #1423990
Dec 19, 2015 8:00 PM #1424025
Blazing bolts was fine before Burn nerfed it. Just undo that nerf.
Dec 19, 2015 9:41 PM #1424045
Quote from SkeletonxfBlazing bolts was fine before Burn nerfed it. Just undo that nerf.
Explain how burn actually nerfed albows?
Dec 19, 2015 10:15 PM #1424049
Quote from WyzDMExplain how burn actually nerfed albows?
They do less damage when there are 2+. Think about them doing 100% of their potential damage before whereas now they do 90% + 20% in burn. When two are attacking a unit the burn doesn't stack so cumulatively they just do less.
Dec 19, 2015 10:16 PM #1424050
I agree albows a blows overall... the upgrade is insanely expensive, the unit is super slow and expensive, and it takes forevs to train them...
Dec 20, 2015 2:03 AM #1424090
Make burn cumulative I guess. I still think it's way too hard to get albows into the field. Albows themselves are pretty okay besides the damage.
Dec 20, 2015 2:54 AM #1424094
Quote from nutsophastMake burn cumulative I guess. I still think it's way too hard to get albows into the field. Albows themselves are pretty okay besides the damage.
Burn being cumulative would be overkill. Give it more damage and less burn?
Dec 20, 2015 3:59 AM #1424112
I don't really care that much, just fix the way it deals damage lol.
Dec 20, 2015 10:49 AM #1424227
Quote from AsePlayerBurn being cumulative would be overkill. Give it more damage and less burn?
What about instantly inflicting half the remaining dmg of burn when an arrow hits a target already inflicted with burn?
Dec 20, 2015 3:12 PM #1424255
Quote from SkeletonxfWhat about instantly inflicting half the remaining dmg of burn when an arrow hits a target already inflicted with burn?
So if an albow hits a unit with 39% time of burn left, it will get inflicted with another 39%s worth of burn damage?
Dec 20, 2015 3:36 PM #1424260
Really I don't have much of a problem with damage and I don't think it's the big issue. Maybe increase the initial bolt's damage on burning targets and eliminate the burn. This way you don't waste burn because you have no burn and you can deal more damage in exchange for no DoT.
Dec 20, 2015 6:41 PM #1424280
Speed up the training cost of albows, maybe lower blazing bolts to 300, and cost of albows to 400 and maybe I'll consider using them.
Dec 20, 2015 7:00 PM #1424288
400 gold seems fair to me. Coupled with slightly decreased training time and I agree entirely on hash's proposal.
Dec 20, 2015 8:21 PM #1424302
Quote from AsePlayerSo if an albow hits a unit with 39% time of burn left, it will get inflicted with another 39%s worth of burn damage?
If there's 39% burn damage left to inflict that burn will be reset from the new arrow and 19.5% of that total prior burn damage instantly inflicted as raw damage. Thus albows could then synergise in a fancy way with Magikill blast and they'd have a sort of 'lighting up' system that should undo their nerfs previously and cement them into a slightly more spellcaster sniping role than before.
Dec 20, 2015 11:04 PM #1424349
Personally think albows are fine the way they are in OvO, a couple can eat through spears very quickly
I don't see how reducing their cost will make them any more viable in OvC or OvE
I don't see how reducing their cost will make them any more viable in OvC or OvE