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Old 06-18-2009   #1
 
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Balance Issues

Since people love to post balance issues in the bugs thread, I decided to create a balance issues thread. You can always start new threads of course as well.
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Old 06-18-2009   #2
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Re: Balance Issues

The Master Warriors in version .86 have heavy armor and are an indomitable force even in the hands of marginal players. In the hands of a good player, it becomes impossible for any other force to prevail, except through luck or stupidity. Or possession of an equivalent force of master warriors.

The Centaurs are probably the only potential counter to this due to magic damage, but they are too vulnerable and expensive to be reliable.

A potential solution would be to revert range form MW armor to medium, or increase the price to around 300, and increase the manpower cost to 300. I've played many games of .86 and each time have either dominated or been pwned by MWs. I utilized various combinations of melee (Riders, Ents, C-Ents and Wendigoes) and support units, as per my usual strategies, and tried to leverage some of the new mechanics, but nothing worked. Even a force of C-Ents backed up by centaurs with a numerical advantage and equivalent upgrades got rocked on the open field (this should never happen.)

Simply put, MWs == OP. NERF!


I like the idea but there are no means of reacting quickly to different weapon/armor combos, and generalizing too much results in either annoyingly extended gameplay (2+ hours), or significant random advantages to people who get lucky in their base selection.

Keep up the good work, King Leo!
 
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Old 06-18-2009   #3
 
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Re: Balance Issues

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Originally Posted by r00rBA View Post
The Master Warriors in version .86 have heavy armor and are an indomitable force even in the hands of marginal players. In the hands of a good player, it becomes impossible for any other force to prevail, except through luck or stupidity. Or possession of an equivalent force of master warriors.

The Centaurs are probably the only potential counter to this due to magic damage, but they are too vulnerable and expensive to be reliable.

A potential solution would be to revert range form MW armor to medium, or increase the price to around 300, and increase the manpower cost to 300. I've played many games of .86 and each time have either dominated or been pwned by MWs. I utilized various combinations of melee (Riders, Ents, C-Ents and Wendigoes) and support units, as per my usual strategies, and tried to leverage some of the new mechanics, but nothing worked. Even a force of C-Ents backed up by centaurs with a numerical advantage and equivalent upgrades got rocked on the open field (this should never happen.)

Simply put, MWs == OP. NERF!


I like the idea but there are no means of reacting quickly to different weapon/armor combos, and generalizing too much results in either annoyingly extended gameplay (2+ hours), or significant random advantages to people who get lucky in their base selection.

Keep up the good work, King Leo!

YO dude have you ever played tft ba?
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Old 06-18-2009   #4
 
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Re: Balance Issues

noorfba play tft ba 1st then you can come here and complain, also 295 for cents?
cents can barely solo now so idk what you talking about..and i think 295 isnt expensive
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Old 06-18-2009   #5
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Re: Balance Issues

Compared to Master warriors, the 300 manpower and 295 price are very expensive. I'm a veteran RoC player and have a pretty good understanding of when things are off kilter. As this is a major change, I would think that substantial revisions are expected, and MWs seem to be one of them. I'd guess that .86 to .87 or even higher will see lots of stat juggling until the balance is struck again.

This thread is (I'm assuming) about balance issues, not blind acceptance of the current revision in some sort of faux obeisance to King Leo or TFT or wtf/e it is that apparently rocks your boat.

Do King Leopold proud and actually test out all the new stuff he introduced, and if something isn't quite right, let people know. Also, have ranged weapon upgrades been reduced in cost?
 
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Old 06-18-2009   #6
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Re: Balance Issues

All upgrades prices have changed, and wtf does it matter if hes on roc or tft they are all most the same now.

You are thinking the wrong unit is op, master warriors seem fine compared to other units. So they have heavy armor which makes them good vs 1/2(peicing) the rang troops and extramly weak vs the other 1/2(magic).

I could see a problem with master warriors and the mages because of both peicing and magic damage. Mages would beable to rip thought mele(seeing how most(not all) have heavy) and master would kill rang seeing how most (not all) have light. The main thing that would put up a fight would be normal armer troops.

Have not seen in use yet, but assassians most likly are gona need a nerf due to the fact they jsut got buffed when unarmered took like 200% damage.
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Old 06-18-2009   #7
 
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Re: Balance Issues

i know and am expecting that there will need to be a decent amount of armor/unit changes for various units as .86 was a major change. The whole system was created to encourage diversifying your units, this way you have to prepare for different contingencies.
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Old 06-18-2009   #8
 
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Re: Balance Issues

Also, you know those defenders that purple has? their defend ability makes them almost indestructible! Any ranged you have is completely useless against them, and they can overpower most melee units. Lower the amount of damage the defend blocks from ranged at least?
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Old 06-18-2009   #9
 
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Re: Balance Issues

there is no longer a difference between tft and roc, everything has been standardized in .86, please play it everyone before commenting on balancing
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Old 06-18-2009   #10
 
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Re: Balance Issues

i didn't say anything about tft!

But the defenders are still megapowerful.
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Old 06-18-2009   #11
 
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Re: Balance Issues

stubby in manpower u need to combo bases. ofcourse any range alone is a suicide vs champions. BUT Any good meele can fight champions. Combo range + meele or kodos and u will kick labilias ass.
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Old 06-18-2009   #12
 
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Re: Balance Issues

i did. and i lost horribly. every time.
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Old 06-18-2009   #13
 
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Re: Balance Issues

furbolg elder shammys have fortified armor and magic damage as of now. With rejuv, theyre too durable.
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Old 06-18-2009   #14
 
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Re: Balance Issues

send me replay and i can tell u what u did wrong @stubby.
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Old 06-18-2009   #15
 
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Re: Balance Issues

All heavy ranged units should have the piercing attack type. Any heavy ranged unit with the magic attack type is currently imbalanced. Most of the heavy ranged units should also have medium armor so they are weak against melee.

Magic attack type should exclusively go to casters and maybe some medium ranged units. A 175% bonus is too much to give to the heavy ranged but it can be acceptable if you give it to the casters which regularly do only negligible damage.

Heavy ranged units SHOULD be used and act as SUPPORT UNITS and thus they SHOULD NOT be able to decimate an army of corrupted ents/wendigoes and ents/ogre lords when equally matched in terms of numbers.

Right now, it just looks like the armor and weapon types were nonsensically scattered throughout the spectrum of units.
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Old 06-18-2009   #16
 
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Re: Balance Issues

Quote:
Originally Posted by Lohengrin View Post
All heavy ranged units should have the piercing attack type. Any heavy ranged unit with the magic attack type is currently imbalanced. Most of the heavy ranged units should also have medium armor so they are weak against melee.

Magic attack type should exclusively go to casters and maybe some medium ranged units. A 175% bonus is too much to give to the heavy ranged but it can be acceptable if you give it to the casters which regularly do only negligible damage.

Heavy ranged units SHOULD be used and act as SUPPORT UNITS and thus they SHOULD NOT be able to decimate an army of corrupted ents/wendigoes and ents/ogre lords when equally matched in terms of numbers.

Right now, it just looks like the armor and weapon types were nonsensically scattered throughout the spectrum of units.
that is exactly what i am trying to avoid. I do not want all units of a certain type to be the exact same. I want a diverity of units present, in order to create different ways to counter depending on bases.

what ranged units are you talking about, and what armor types did they have
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Old 06-18-2009   #17
 
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Re: Balance Issues

hi every1 i make these post bcause the new.86 ver is unvalanced ...cents have 2 mutch atack (40) at begining and they do magic dmg ..what means they do 170% more 2 heavy armor (almost every mele) i had ents army with better ops,more men,fewogres so i had bloodust,ihad wards,had 3 auras...and i got raped at open field... was just very gay lol..none mele can beat cents if they turtle ...o and y? u did beter his mages..if ogres already pwn ...now u gona make their range pwn 2?..hope u listen 2 me ..in mean time im gona keep hosting .85b
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Old 06-18-2009   #18
 
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Re: Balance Issues

centaur sorcers have light armor, this means piercing damage rapes them, if you send a bunch of heavy armored units agains them with say normal damage, you will lose, this is the whole point of having different armor types is so people have to counter, not just spam whatever they feel like
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Old 06-18-2009   #19
 
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Re: Balance Issues

lol We are combinating units he just said he combinated ogred and ents and still got raped...=he used difference bases instead of spamming ents. How can u know someone is spamming cents? Not Untill they come and then its to late. Its retardet to say combinated meele cant win alone vs spammed cents. Manpower made to make us combo diff units thats cool but that we need to play ALL armor/attack types IN Manpower with 1000 manpower and slow generating to win is...madness
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Old 06-18-2009   #20
 
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Re: Balance Issues

and ogre lords and ents both have heavy armor, he just built 2 units that are essentially the same and neither have piercing damage, thats idotic combo to beat cents. he didnt seem to have any meaningful diversity
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Old 06-18-2009   #21
 
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Re: Balance Issues

nooo i didnt had ogrelords i had ents and ogre mages (bcause bloodust) anyways ..cents are prety unbalanced since we have 2 get lot of bases 2 beat them while the owner of cents just have 2 mass.. not fair
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Old 06-18-2009   #22
 
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Re: Balance Issues

well one thing is, ents have siege damage, they are no longer the tanks they used to be
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Old 06-18-2009   #23
 
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Re: Balance Issues

o and also had pallys lol
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Old 06-18-2009   #24
 
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Re: Balance Issues

and did you have any piercing damage?
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Old 06-18-2009   #25
 
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Re: Balance Issues

no lol ..but ... if i counter and b ready for cents ...and old school player that just got (ents for example) could ec rape me bcause units that own cents are bad vs strong meles ... my point is that if i dont get cents then i have 2 bitch twice than the person who got cents(he have complete adv over the rest who have 2 mass **** units 2 beat cents and after that get good units 2 kill players who just mass strong units like ents or ogres and stuff)
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Old 06-18-2009   #26
 
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Re: Balance Issues

I was the one with the cents and I barely microed throughout the game.

Almost fell asleep.

Lulz, at rank 5, cents do 60-105 damage to heavy-armored units. What I'm suggesting won't kill diversity since the ideal army would still be melee+heavyranged+casters.

Part of the problem is that the damage and armor types aren't distributed properly. There are way more heavy ranged with pierce than heavy ranged with magic and there are even way more melee with heavy armor as opposed to medium. You can't balance the game by having units that have unique armor and weapon type combinations. They at least have to have a good number of identical counterparts.

Get what I'm saying?

Say the only heavy-ranged in BA are Troll Warlords, Centaur Sorcerers, Snipers, and Ogre Magi.

If Centaur Sorcerers have the Magic weapon type and the rest have Pierce while every one of those four units have light armor then that alone makes Centaur Sorcerers imbalanced because they are unique. The unit is in short abundance and whoever gets Centrax already has the initial advantage because ideally, heavy-armored units are what people use to get their first base burns. If the rare occasion that one doesn't score any good heavy melee occurs then that person would probably spawn a siege unit and a heavy ranged unit, one with the piercing weapon type probably. In this situation, Centaurs could be dealt with but because this situation happens only rarely and only in times of desperation, whoever gets Centrax or another base with heavy-ranged with magic has the initial advantage.

In general, Heavy-armored melee units outnumber the amount of ranged units that could stand alone and kill bases while having a piercing attack and light armor/medium/heavy. As a result, starting with Centrax means that you already countered like 70% of the players in game.

So let me make up imaginary numbers from my playing this version for the first time.

This is how things look like:

Percentages:

Heavy-range with Magic: Um, 20%?
Heavy-range with Pierce: Um, 80%?
Heavy-melee with Heavy armor: Um, 100%?
Heavy-melee with Medium armor: Um, 0%?

Okay so forget my previous post and my initial point in this one. You can keep your armor/weapon type diversification thing but only if you balance the presence of each armor/weapon type combination.

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Old 06-18-2009   #27
 
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Re: Balance Issues

your argument seems to be that people do things one way and because of that they lose. yes this is true, but ths can be remedies by doing things differently

with the new system they need to do things different. there is no reason people should just be getting heavy armor melee without considering what others get.

you just dont get the concept of countering....then dont get heavy melee unit first. if someone choose to get pierce then theyd defeat centaurs.

im aware, the distribution isnt perfectly balanced yet. it is a first version, specific comments on which bases seem to be lacking is what is useful

wendies have medium armor and piercing damage btw, defenders of celen and aboms have medium
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Old 06-18-2009   #28
 
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Re: Balance Issues

Yes get pierce units first and get raped by heavy meele. You cant know if cents are near u unless u got mh or got the colour dg.
wendies are meele and have normal attack.
You cant counter fast enough with manpower yes get several bases, but heavy meele are no tanks against cents they just disapear that could make people mass range again.
what about give cents piercing attack and medium armor?
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Old 06-18-2009   #29
 
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Re: Balance Issues

Quote:
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your argument seems to be that people do things one way and because of that they lose. with the new system they need to do things different there is no reason people should just be getting heavy armor melee without considering what others get
Yes, I'm saying they do those things but do you know why? Because nearly every heavy-melee that costs over like 250+ gold has heavy armor. You claim you want diversification and yet the class of heavy melee is dominated by heavy armor. On the other hand, the class of the heavy ranged is dominated by piercing with a few number of units with magic.

Probability-wise, when people do consider other peoples' weapon and armor types, those that start with the heavy-armored, heavy melee have a better chance of winning than those that start with what would counter units like Centaurs. Why? Because the chance that other people start with piercing heavy ranged or heavy-armored heavy melee is greater than that of people starting with heavy-ranged with magic or heavy melee with another type of armor.

It's not out of mere habit but because these units are the best at burning bases. If, at first, you manage to scout a centaur-using player and you decide to counter by starting off with a piercing weapon type unit then burning bases at the beginning will be harder for you since you take extra damage from towers if you have light armor (which most heavy-ranged units do) but you will also do decreased damage to the units in whatever base your trying to burn. Centaurs, on the other hand, have only one of these disadvantages when it comes to base burning.

I'm not arguing for you to make every heavy-ranged have pierce anymore, I'm arguing that you should balance the amount of heavy-ranged with pierce and heavy-ranged with magic as well as the amount of heavy-melee with heavy armor with the amount of heavy-melee with medium armor.
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Old 06-18-2009   #30
 
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Re: Balance Issues

there are good amount of heavy melee units with medium armor - wendies, aboms, border guardians, champions, im sure there are others. there are also some that are unarmoured like maulers
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Old 06-18-2009   #31
 
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Re: Balance Issues

I shall investigate these here matters. I may have generalized since I did only play this version twice now.

However, the problems that exist that I know for sure couldn't possibly be intentional... are that Aboms have Chaos damage, Knights of Milan have Hero damage, and the Mountain King Hero has either Normal or Light Armor and Normal attack.
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Old 06-18-2009   #32
 
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Re: Balance Issues

Yeah i can imagine how you gonna overrun a pro massing cents
with border guardins,
#King Leo

why cant you let cents have piercing attack or magie less % bonus
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Old 06-18-2009   #33
 
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Re: Balance Issues

aboms and knights intentionally have those damages

mountain king ill check...his armor was wrong, but damage is right

empire that isnt the way you counter them ideally. please stop commenting on this thread, your comments don't demonstrate you understand what countering is and they are starting to get on my nerves. doing this remake of the armor to get everything the same on TFT and ROC took a long time. I'm not in the mood to take **** from you
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Old 06-18-2009   #34
 
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Re: Balance Issues

Diversity is great, but not always. The more diverse a game, the more advantage goes to the pro, I just hope ba doesnt turn into an elitist game like europa or that risk-y shogun game. I always liked how TFT BA was void of foreign armor concepts and systems, but whatever. Balance will come... hopefully. But this is a fact, BA players all have somewhat of a new slate. We all have to relearn BA... or the armor specs at least.
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Old 06-18-2009   #35
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Re: Balance Issues

king well you wanted people 2 react to armer so now you got it :P.

Lohen made the point i was trying to make to you befor you added this system. Ba is not like castle fight, your first fight is A in the open or in someone else base or B in your base. It its A and you lost badly you have like 5 mins to counter. If it is B well your dead all ready. You dont have time to counter so bases need more units are weaker units need buffs.

Apollo it sounded like you wanted a system like this (maybe not so extream on the damage % tho)

You must know that its becomes hard to hold 3 bases and crazy hard to hold 4. So basicly you need to be able to have 2 base maybe 3 have a good combo that cant realy be countered.

Maybe you could have outposts fix this??
like human light mele outpost, human heavy mele, human magic outpost, and a human rang outpost. Then have 4 for each race, human, orc, chaos orc, undead, NE, high elf, wild/creeps
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Old 06-18-2009   #36
 
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Re: Balance Issues

one ec way 2 balance is 2 decrease the % that magic dmg do on heavy armor...and the rest ..same has said lohen ...exactly the same
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Old 06-19-2009   #37
 
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Re: Balance Issues

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nooo i didnt had ogrelords i had ents and ogre mages (bcause bloodust) anyways ..cents are prety unbalanced since we have 2 get lot of bases 2 beat them while the owner of cents just have 2 mass.. not fair
i got crushed by lohengrin yesterday when i had cents and he doomguards.
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Old 06-19-2009   #38
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Re: Balance Issues

are doom gaurds normal armer? or heavy
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Old 06-19-2009   #39
 
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Re: Balance Issues

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i got crushed by lohengrin yesterday when i had cents and he doomguards.
That's because I'm awesome and armor and weapon types don't apply to my godliness.

Wahahah.

No but seriously, you were just heavily outnumbered.
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Old 06-19-2009   #40
 
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That's because I'm awesome and armor and weapon types don't apply to my godliness.

Wahahah.

No but seriously, you were just heavily outnumbered.
true i was heavily outnumbered weakened by ogres and tauren against my cents but it was great timing on your part didnt expect dooms to do that good but they also have dispel.
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Old 06-19-2009   #41
 
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Re: Balance Issues

i just played a ba with icelock lost my main against ogre& zulgash and labilia & kodos was ffa but at telen from both sides. i had blitz left capped cents and made walls in skeletion base i had 3/0 range. they had 7/8 meele. and i raped there armys.

Really 175% is to much for cents. not like they were not good enough or sth.
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Old 06-19-2009   #42
 
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Re: Balance Issues

lol empi i was zulgash and capture ogre, and your main in telen(wendigo) was full of champion and kodo( red army), but your army dead i just kill all army in telen ! after you capture centaure, i burn labilia and kodo and come to you to say hello proud of my superiority (mass of ogre and zulgash with spell caster and magican ogre) but, i cant defeat you in my 2 waves because i thought it was just a stupid base... but it was not!! i have bad challenge my attack thats why i loos my 2 waves ( and because of your wall and tower canon)
---> never think the enemy is bad or dead !!
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Old 06-19-2009   #43
 
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Re: Balance Issues

lol it was like u have 3 times bigger army and i had much weaker upgs.
yea his kodos and labilia was inside it 5 mins ago too but i had 5 supplys so his army just disapeard...would have done it again.
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Old 06-20-2009   #44
 
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Re: Balance Issues

Hellmouth is a very good counter to cents with purge anticasting on sludgies and also piercing attacks on sludgies and spitters just gotta find the right combo I am having trouble with the new system too its just something you have to learn and figure out people
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Old 06-20-2009   #45
 
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Re: Balance Issues

The price of Centaur Impalers NEEDS to be raised. They cost only 195 gold and yet they own rangers, rifleman, ice archers, royal archers, etc, etc, etc.

These guys get nearly the same damage as Centaur Sorcerors and the fact that they have piercing attack means that Centaur Impalers can counter the Piercing/Light units that would be able to counter the Centaur Sorcerors.

Also, as far as I'm concerned, Searing Arrows ignore armor values and types thus the Centaur Impalers do even MORE damage than Sorcerors up against certain kinds of units.
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Old 06-20-2009   #46
 
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Re: Balance Issues

In that game where i got massacred by border guardians, I'll tell what happened.

I had a large spawn of dwarven snipers and war machines, with several upgrades each. Purple comes charging with ~5 units of them and one of archers. My war machines try and hold the line while my snipers slowly pick off a few of the border guardians, who have defend activated. Once the war machines died, (it didn't take long) My snipers got massacred. 12 of them had to do 2 volleys at one of the border guardians to kill him. A border guardian only had to hit on of the snipers once or twice to kill him.

I think i might have had a chance if Defend was less powerful.
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Old 06-20-2009   #47
 
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Re: Balance Issues

Lol, I see. Well, it's kind of true... With the weapon/armor system, defend is now even more powerful.

Champions of Labilia and Heavy Infantry both have heavy armor, add defend in to that equation and every unit that has piercing attack type only inflicts 20% of their usual damage.

This is assuming you mean Champions or Heavy Infantry; Border Guardians don't have defend, only an on-hit activating buff that grants them +10 armor.
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Old 06-20-2009   #48
 
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Re: Balance Issues

spirit wolves should by no means have divine armor. They have roar ffs. and theyll obviously come with a free shaman per round. Not balanced if u ask me. It makes for too mean a start. If no armor takes more than 150 percent damge from anything, no armor should take less than 50 percent from any type of attack, save maybe fortified armor.
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Old 06-20-2009   #49
 
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Re: Balance Issues

I don't think ranged units with moderate damage, like centaurs sorcerers and ogre magi, should get magic dmg seeing as they should be used as support units, and i think centrax could use a good melee unit that the sorcerers can support. Most people will use only 1 base despite manpower.

Also i had a thought... what if who ever had the Shredder key or the Paladin Amulet could use it to buy paladins and shredders (just make them expensive) then people wont go rushing to get 6 (or 12 if they get both key and amulet) awesome units that make for an easy start. Although this would make the later game possibly more uneven where one or 2 guys can buy awesome upped units.. unless there was a charge on the key/amulet that prevented you from buying more than a specific number.

Also, i think divine armor should only be used on dragons. mainly because you can only get one.
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Old 06-20-2009   #50
 
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Re: Balance Issues

Centrax is crasyily overpowered
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Old 06-20-2009   #51
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Re: Balance Issues

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spirit wolves should by no means have divine armor. They have roar ffs. and theyll obviously come with a free shaman per round. Not balanced if u ask me. It makes for too mean a start. If no armor takes more than 150 percent damge from anything, no armor should take less than 50 percent from any type of attack, save maybe fortified armor.
Yes wolves do have crazy dps early game with all the buffs like around 50 dps. Also if you add in the 35% damage witch would be around 1200 hp(3x). All tho I think wolves suck, 1 frost nova = all wolves ahve 100 hp. A rain of fire = a big hole in someones front line. the brownze dragon basicly killies EVERY wolf. Ravanager splash kills them in seconds. 1 mine = byebye army.

Basicly any spell kills the hole army and then the palyer with wolves is 100% ****ed.




Also dragons + divine armer = rigged
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Old 06-20-2009   #52
 
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Re: Balance Issues

why do they have divine armor tho? How do u counter divine? I know chaos does 100 percent, but evverything else does like either way less or a little less, but never more.
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Old 06-20-2009   #53
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Re: Balance Issues

its not ment 2 counter its like unarmered, THATS Y THEY GOT CRAPPY HP
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Old 06-21-2009   #54
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Re: Balance Issues

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Yes wolves do have crazy dps early game with all the buffs like around 50 dps. Also if you add in the 35% damage witch would be around 1200 hp(3x). All tho I think wolves suck, 1 frost nova = all wolves ahve 100 hp. A rain of fire = a big hole in someones front line. the brownze dragon basicly killies EVERY wolf. Ravanager splash kills them in seconds. 1 mine = byebye army.

Basicly any spell kills the hole army and then the palyer with wolves is 100% ****ed.
that dusnt make any sense...

divine armor is supposed to COUNTER magic dmg.
if they still get ****ed by spells so easily then some balancing needs to be done.
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Old 06-21-2009   #55
 
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Re: Balance Issues

magic damage is completely different from damage from spells
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Old 06-21-2009   #56
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Re: Balance Issues

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magic damage is completely different from damage from spells
ALL spells?

or SOME spells?

cuz it seems to me that spells such as chain lightning and rain of fire are magic type spells. while hammer throw and warstomp wudnt be.
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Old 06-21-2009   #57
 
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Re: Balance Issues

all spells do spells damage. magic damage is type of unit attack damage.
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Old 06-21-2009   #58
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Re: Balance Issues

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all spells do spells damage. magic damage is type of unit attack damage.
i see...

well divine armor still reduces spell dmg.
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Old 06-21-2009   #59
 
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Re: Balance Issues

eh . 86a spells do full damage to everything
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Old 06-21-2009   #60
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Re: Balance Issues

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eh . 86a spells do full damage to everything
oh

well i referred to your "new armor system thread", and it sed divine armor reduces spell dmg to 0.70 dmg.

or is that chart wrong?
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Old 06-21-2009   #61
 
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Re: Balance Issues

yea, thats how it was in .86 was changed in .86a, ill post the .86b version shortly for future reference
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Old 06-21-2009   #62
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Re: Balance Issues

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yea, thats how it was in .86 was changed in .86a, ill post the .86b version shortly for future reference
ahh ic.
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Old 06-21-2009   #63
 
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Re: Balance Issues

I got a chance to use spirit wolves today.. they are good but the knights of milan are pretty challenging for them because they have hero dmg doing 50% instead of 35% and they have heavy armor where the spirit wolves have normal damage.. i think you need to give a few more units hero damage so that theres a good spread of bases with units that can do ok against the spirit wolves. There health could be lowered a bit more too.

Also I think some more ranged units like the Lich could help(i think the dps on the lich is wrong, yeah their speed is average but i think it was after 6 or 7 ups they had a max dmg of 50, and it says the dps is max at like 19 or so).
But after playing .86 and .86b it is definately more ballanced in b.

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Old 06-27-2009   #64
 
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Re: Balance Issues

Today I played shamania and mained the greater spirit wolves,
had a greta final battle vs blackrockorc, but he blew up my entire army with 2 landmines....
I had 450 hp on my wolves and ok they got divine armors, bu they shouldnt be killed that easy by a landmine I think ....
Maybe balance this a bit more?
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Old 06-27-2009   #65
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Re: Balance Issues

is there one unit that does not get raped by mines?
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Old 06-27-2009   #66
 
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Re: Balance Issues

we, if you look at ents or abo or any other heavy melee, they are at half HP by 2 landmines, they not dead
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Old 06-28-2009   #67
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Re: Balance Issues

hmmm 1/2 hp vs a full hp unit, they are still ****ed.
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Old 07-17-2009   #68
 
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Alert Re: Balance Issues

personally i find the paladins the biggest balance issue of all in .86. furthermore you beat mater warriors like u always beat em. Its tactics like anything else all you have to do is surround them from multiple sides and stike. the mw is only powerful when attacking one front if you can full your opponent into a trap his forces are as good as dead. Now don't think this means trapping them on bridges because if their is enough of them a two front battle won't do the trick you must literally hit them from atleast 3-5 sides. I do it every time I have a mw problem with a usual success rate. Mind you most people who have mw are over confident in their units power. Besides have you thought about labilia or tradwind heavy infantry? They have defend which seriously takes away the mw power! add some rangeof ur own tot he mix and the mw is worthless.
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Old 07-17-2009   #69
 
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Re: Balance Issues

well i agree with peerowns that wovles get raped by mines but they take very little damage from all but chaos damage. also i think aboms need to have higher manpower cost like at 350 and ravs need to be lowered to 350. AND DEAR GOD BLITZ NEEDS NERFED
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Old 07-17-2009   #70
 
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Re: Balance Issues

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why do they have divine armor tho? How do u counter divine? I know chaos does 100 percent, but evverything else does like either way less or a little less, but never more.
even ogres do like 33 percent or something to wolves which i find crazy
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Old 07-18-2009   #71
 
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Re: Balance Issues

idk if anyones touched one this but heros should be able to attack dragons theres nothing more that pisses me off than that its so gay when u r basically all melee and somone as a dragon and u have a melee hero
and some heros dont even have spells that do anything to dragons
and shouldnt heros be basically your best guy in your army?
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Old 07-18-2009   #72
 
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Re: Balance Issues

buy a dragon to counter a dragon eh?
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Old 07-18-2009   #73
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Re: Balance Issues

dont mass mele then. Hero arnt ment 2 be op, even tho some are.
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Old 07-18-2009   #74
 
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Re: Balance Issues

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dont mass mele then. Hero arnt ment 2 be op, even tho some are.
cough* blitz cough
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Old 07-19-2009   #75
 
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Re: Balance Issues

ya ill join up black in the coughing.
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Old 07-19-2009   #76
 
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Re: Balance Issues

of course when u have only mele, if you cross a dragon your are quiet annoyed ^^, but maybe you dont think enough about rang unit or air before?
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Old 07-21-2009   #77
 
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Cool Re: Balance Issues

frost that made no sense but i still love u
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Thumbs up Re: Balance Issues

btw frosty that made no sense what so ever but i still love u :P but anyways greater spirit wolves r rigged in a way but also have a dis advantage. Its rigged how they ahve divine shield it gives them to much power but they only have 400 hp thats too little have about 500 to make it even. and raise the price to 290 or 300. and also mw/s r getting to good 240 gold for a spwn and 200 man power some weak units only take 200 manpower and when game starts i can easily get 20 more gold by killing sludge or towers or anything to get another spwn. and they have good range and attck and high armour. raise price to about 260 and have it be 300 man power. mw/s can get a fast lead into game right now.
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Old 07-21-2009   #79
 
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Re: Balance Issues

that made no sense frost but i love u !!
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Old 07-21-2009   #81
 
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Re: Balance Issues

lolbaisstillbeingplayedwtfisthis?alsololspammingyo urthreadsiscool
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Old 07-23-2009   #82
 
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Re: Balance Issues

the bounty of champs should be raised from 15 to 20
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Old 07-24-2009   #83
 
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Re: Balance Issues

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the bounty of champs should be raised from 15 to 20
Ew why. Any melee worth 20 gold can easily rip through them.
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Old 07-24-2009   #84
 
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Re: Balance Issues

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Ew why. Any melee worth 20 gold can easily rip through them.
they are a special type of unit because of defend. It would be rigged if any other 20g melee unit had defend.
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Old 07-25-2009   #85
 
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Re: Balance Issues

I think there are plenty of ranged units with magic type attack to render defend useless, though.
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Re: Balance Issues

only noobs think lab is a rigged base theres bases that rape it like dotar,cents,sham,dal morte. the only thing that makes lab stand out is that there one of the easyest bases to start with
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Re: Balance Issues

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btw frosty that made no sense what so ever but i still love u :P but anyways greater spirit wolves r rigged in a way but also have a dis advantage. Its rigged how they ahve divine shield it gives them to much power but they only have 400 hp thats too little have about 500 to make it even. and raise the price to 290 or 300. and also mw/s r getting to good 240 gold for a spwn and 200 man power some weak units only take 200 manpower and when game starts i can easily get 20 more gold by killing sludge or towers or anything to get another spwn. and they have good range and attck and high armour. raise price to about 260 and have it be 300 man power. mw/s can get a fast lead into game right now.
mws r fine there in the same tier with units like r achers ice achers and other range that mws would get raped by and royal archers only cost 220
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Old 07-25-2009   #88
 
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Re: Balance Issues

I think snipers need their price increased.

They are probably the best ranged units in the game and you have 3 chances to get them.
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Old 07-26-2009   #89
 
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Re: Balance Issues

make outrunners of centrax stronger there a useless unit and cents need somthing there not that great of a base anymore



and switch the armor to heavy or med for kodos i havent seen somone win with kodos in a long time
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Old 07-27-2009   #90
 
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Smiley Re: Balance Issues

Wow i think blitz is the best hero lf u get it but lf u did not it is the most powerful hero of all.blitz can rape all army the cooldown is too fast i kill the image after it it will come again.Blitz can destroy many army like wolf,champion of labila and many more.i think tried to make the cooldown longer and make the images weaker.this will make the game balance and more fun.
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Old 07-27-2009   #91
 
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Re: Balance Issues

WOW i sware if blitz doesnt get fixed soon im never gonna play BA again hes bull**** my army of mw.s got raped by blitz and the crappy thing is blitz is easy lurer andd it would suck if you had melee bc if u put ur men on hold blitz could take you out 1 by one and if u gio out to attck blitz he could rape the army so he can suck it. heres my point reduce damage and armour about 35-50 damage at most and 8 armour and reduce hp to 1000 and slower cooldown for images and less images too around 3 images NOT 5. Blitz ruins the game especially in hands of a pro it wuld be impossible to kill a base and even noobs who have blitz abusse him and if you cant kill the base they would say oh u suck or crap like that bc they think we are finding excuses about blitz...............
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Old 07-30-2009   #92
 
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Re: Balance Issues

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only noobs think lab is a rigged base theres bases that rape it like dotar,cents,sham,dal morte. the only thing that makes lab stand out is that there one of the easyest bases to start with
um cents diffently dont rape lab. AND LEO NERF BLITZS IMAGES PLZZZZZ
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Old 07-30-2009   #93
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Re: Balance Issues

Idk how many times i lost cuz of blitz raping my army, but i dont know how many times i've won cuz blitz raping armies either, and for lab, its not the easiest base to use nor is it the hardest, most people dont even get priests or seige for lab... it could be made way more rigged then it seems if used by the right person, but it could always be rendered as a sh!tty base too, it can lose to quite a few bases due to the armor type. either way it should stay the same nontheless.
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Old 07-31-2009   #94
 
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Re: Balance Issues

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um cents diffently dont rape lab. AND LEO NERF BLITZS IMAGES PLZZZZZ
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Old 07-31-2009   #95
 
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Re: Balance Issues

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um cents diffently dont rape lab. AND LEO NERF BLITZS IMAGES PLZZZZZ
your right i forgot that cents range is way lower
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Old 08-04-2009   #96
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Re: Balance Issues

early game they don't, but if u have mele with cent, lab don't stand a chance. Also late game cents mass will rape lab unless their is a crazy upgrade difference.

PS chams defend does not work vs magic attacks
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Old 08-05-2009   #97
 
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Re: Balance Issues

FIX BITLZ THIS WAY


and nerfin blitz imges isnt gonna do much hammer throw and crital can still kill a hero in like 4 secs still nerf his imges and take hammer away and make mana burn do damge or new move the biggest problem is no heros can stop him and he gets almost a free pass on your army nova blast hit piont for hit piont is almost as good as blitzs mirrors but u can kill him way easyer

.......btw alt i promise u wouldnt be able to null me with leo if had btilz best chance agasint blitz karn second hardest to target and bladestrom can do damge quickto blitz and mirrors
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Old 08-06-2009   #98
 
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Re: Balance Issues

if i want to build human towers it cost 140 gold? thats a bit much...
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Old 08-06-2009   #99
 
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Re: Balance Issues

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if i want to build human towers it cost 140 gold? thats a bit much...
damn u and ur mass towered bases u should have to spend 200 gold
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Old 08-06-2009   #100
 
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Re: Balance Issues

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damn u and ur mass towered bases u should have to spend 200 gold
eh let me say it like this i had gapbreak with trajan at ogremount and zuey tradewinds with pathas and pallys at anglar.

he attacked me 5 times and failed upg towers saved me, then i wanted build more and it was to expensive. they could have saved me if it wasnt 140 gold..
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