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  #41  
Old 06-15-2012, 09:07 PM
daikl daikl is offline
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Aramsm you have worker units that can fight fire,i think the mistake was on your part.The part where you say we need something to protect the adviser+some units you might refere to a keep(like dagbor has) and that would mean a redesign of current strongholds.Don't get me wrong,i'd like to see that,a much more complex castle would lead to more interesting sieges.
Yeah i agree,towers and trents(siege engines that can latch to walls) should be more resistant to arrows but more vulnerable to fire.
Btw it would be cool if some units(1 is enough) had some kind of rope mecanic so they could climb walls.
Regarding balance that could easily be fixed here's a list for orc,can't speak for other races yet:
>more stamina for slayers
>drop the 100 health penalty on Rage ability(used by berzerkers and main hero)
>add Howl ability to orc cavalry and maybe up the armor a little
>more damage(maybe even crush damage) for marauders
Hopeing i will eventualy be able to pvp so more feedback then.
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Last edited by daikl : 06-15-2012 at 09:21 PM.
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  #42  
Old 06-16-2012, 12:07 AM
aramsm aramsm is offline
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Well elven workers cant fight fire. It dont need to be something complex, I just want that my enemy first have to break my walls before start killing all my troops. Maybe the fact that elves have their fire shots bugged, so it make defensive bolt throwers pratically useless, make some difference in my gameplay.
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  #43  
Old 06-16-2012, 12:18 AM
KurokawaMizaki KurokawaMizaki is offline
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aramsm I agree with you on most parts.

Bladestorms i really like them fast unit and do alot of dmg but is abit weak on armour side and hp, its all fine with me. cause you need tactics like the one konstantin said. thereare some problems with hide ability in pvp that could be adjusted. and that your bladestorms needs to be stationary too do the whirlwind

Formations for elvens is not something i use at all for my elvens as both formations makes the units unmovible and unable to cancel the formations. lost alot of units when siegeing npc town and i tried both formations.

Seige equipment for both attack and defense i think should be 100% resistance towards normal arrows. but be vurnible against melee/seige units/flameing arrows and of course hero units

The reason you lost that fight was cause you didnt manual use downpour from your wardens. that is one of the draw backs with elvens as its need to be used manualy while Humans and Orcs can do it on auto if they set some workers on firefighting
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  #44  
Old 06-16-2012, 02:41 AM
aramsm aramsm is offline
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Oh so that is what "Downpour" mean. Sorry for that.

Yeah now that Konstatine said I tried that and it "worked": my units were cloaked but the player could see me, I was comming from behind so he saw me comming and instead of retreat he tried to attack me, because he didnt know about whirlwind probably. But it worked fine.

I did some pvp just right now (4am here) and I have to say that its more balanced than before. I played against human and my GM didnt own him, I lost some fights too, wich wasnt happening so often in the past. I think this is because of the nerf that GMs had and also because of the fix of skill reset bug since most ppl didnt know about it and probably went to fight with no skill points spents.

My concerns about the siege could be because of the fire shots that are bugged for elves, so its harder to defende ourself. But I think boost towers and threants are still valid.

Ill play more to look deeper into balance stuff. Hope I could attack daikl tomorrow.

Is there a way to stop cavalry, when they are charging, with lancers/sentries?
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