Yeah, 3% to the Troglodyte's life will be a significant boost :D :D :D. Maybe it should be the other way around? ;)
Зима 2011-12.
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Yeah, 3% to the Troglodyte's life will be a significant boost :D :D :D. Maybe it should be the other way around? ;)
Did you read the post above from Vik?
Did you read the post above from Vik? There is a point in increasing the range of starting heroes, or even not just starting ones, but so there would be someone to switch to. Here I agree with him - I'm already sick of these Miners in reports.. That's why we need not an increase but a "decrease". After all, there are plenty of great heroes like Das, Alkin, Clancy and others.., and we'd like to use them, kind of like with Vale, who is taken because of the archers, but then they often jump to more promising ones.
Maybe my solution itself isn't great, but as a direction for thought it might work.. it's just that Brogh ruins the whole picture)) Maybe for that bastard, we should just remove the 25% entirely as an exception? Then he'd be a regular good hero but not imbalanced.
That specialists need to be nerfed is 100% certain.
I suggest the following system: instead of 25% for everyone, we set 1 health for level 1, 2 for level 2, and so on. So Mary will have a bonus of 4 health, and Brogh - 6. This would logically nerf the two main specialists while not shortchanging the others.
Regarding Rashka, Sinka, Clancy and Fafner - I completely agree with Dvavdet - they need to be buffed. The heroes are promising, but such trash skills that it's painful to even look at.
I would give Logistics specialists a permanent bonus of 10% instead of 5.
I haven't read Vic's posts for a long time.
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Yeah, I wouldn't read them either if I were you :DWlk777
The Behemoth will still be the starting creature. And people will still switch to Das or Crag as soon as possible; the Troglodyte's HP bonus has little effect on this. But adding 3% to them is a joke. From 0 to 16% the result will be zero =)
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I wrote just above that the idea is raw, especially when it comes to the numbers.. I agree that 3% is nothing, but you can sit down, calculate, and figure out the right number. And calculate %% not for a single Troglodyte, but for the entire stack.
Did you read Vika’s post above? It makes sense to increase the range of starting heroes, or even not starting ones, so there would be someone to switch to. I agree with him – these Miners are already getting on my nerves in the reports. Therefore, what is needed is not an increase, but a “decrease.” After all, there are many excellent heroes like Das, Alkin, Clancy, and many others, and I would like to use them, like with Vale, who is taken because of her bows, but then they often switch to more promising heroes.
Regarding Russia, China, Clancy, and Fafnir – I completely agree with Javdet – we need to improve them. The heroes are promising, but the skills are so poor that it's painful to even look at.
Standard scenario for MM6: on the first something like 50 goats, on the second something like 100+ and any Dragon Utopia is ours, along the way all Griffin Conservatories/Dragon Fly Hives, who else can do that on BT???
Who said Inferno is mediocre on WT? :confused:
On WT Inferno has clearly been reworked, it competes on par with Swamp, even ATG said so!
Standard scenario for mm6: about 50 goats on the first, about 100+ on the second and any Dragon Utopia is ours, plus all Griffin Conservatories/Dragon Fly Hives along the way, who else can do that on WT???
Inferno's patch, unit cost reductions, significant ones at that, as well as the lack of a GM2 building for Pit upgrades and the imbalanced Marusya do their job, and really, if this town were played decently, we'd be thinking about fixing it sooner than Swamp and Brogha.
Personally, I like the IDEA of WT, but I don't like that a strategy game has been turned into a linear version... finally, I agree with the posts by Lider1, Dirty_Player, Javdet, NomOne, and Satira.
1) ATG is right to say that, because it's a skill. I don't know who else could say that and I would agree with them.
2) Readme (censored) is wrong about 50 goats on the first week in MM6; any experienced player knows this. Besides the fact that cutting goats on the first week is quite debatable, in my opinion it's often a losing move, although there are different situations.
3) Don't forget that Inferno's offensive power on the first week is quite average. Unless Fiona is standing firm: Marius only needs 3-4 ranged units and things get very bad.
In my opinion, Inferno is a normal Castle, not overpowered, and perhaps one of the most interesting ones today on any map.
You probably know something about Inferno that I don't :). Please teach me how to get 50 demons on the 1st week and 100 on the 2nd (at least in 1 out of 10 games). Because I don't know how.
If anything, I'm ready to provide Inferno and any other faction to anyone who wants in future games, and I'll take something more sensible for myself. Since there's such a group of Marius fans here :).
If on week 1 for Inferno you could grind out 50 demons in at least 20% of games, people would buy it for crazy cash, ignoring all sorts of schmucks like Brogh, Gosha, etc.
External dwellings and empty secondary heroes are radically insufficient for this. You can just calculate by hit points — 50 demons is 1750 HP. The starting army is about 900 HP. An average edible secondary hero is another 150-200 HP (if not built up). If you build them up, then a bit more.
Plus an adjustment for the variance in grinding and losses on neutrals (almost inevitable with such a puny army as Inferno's). I'd roughly estimate this variance at 20-50% depending on the spawn. So all in all, gathering 50 demons by week 1 may be possible, but only in some megabonanza, or through a Pandora's box with demons.