Search found 61 matches
- May 30th, 2011, 9:28 am
- Forum: Multiplayer Development
- Topic: Ghost buff
- Replies: 32
- Views: 6182
Re: Ghost buff
just wanted to correct myself earlier. If ghosts were changed from 4-3 to 3-4, their daytime damage vs ulfs will actually change from 3-3 to 2-4, 1 damage worse. Dawn/Dusk damage would be unchaged at 3*4 or 4*3 = 12. Night time damage would go from 5-3 to 3-4, which is in fact a nerf, but arguably a...
- May 23rd, 2011, 10:26 am
- Forum: Multiplayer Development
- Topic: Ghost buff
- Replies: 32
- Views: 6182
Re: Ghost buff
I don't understand why 4 hits is way too many. How does it follow that ghosts getting 4 hits would make them better than skeletons? Would UD stop recruiting skeletons if Ghosts suddenly start doing 3-4 instead of 4-3? I don't think so, especially since arcane is a weak dmg type. Yea. I did. 3-4 tur...
- May 23rd, 2011, 10:10 am
- Forum: Multiplayer Development
- Topic: Ghost buff
- Replies: 32
- Views: 6182
Re: Ghost buff
NO, 4 hits are way to many. You forget that the main melee character in undead are the skeletons and they only have 3 strikes if I recall correctly. It is also extremely too much considering it has drain whereas other units need the extra strike. Its not only about changing this. If you change this...
- May 23rd, 2011, 9:50 am
- Forum: Multiplayer Development
- Topic: Ghost buff
- Replies: 32
- Views: 6182
Re: Ghost buff
You make a good point: Ghosts are not units you ever need too much of. I proposed lessening the cost more as a weak buff - so you have more g to spend on other units. Ok this is what I really want: 4 hits. Increase resistance to fire to 20%. Cost stays at 20g. There are many ways to go about improvi...
- May 23rd, 2011, 9:35 am
- Forum: Multiplayer Development
- Topic: Ghost buff
- Replies: 32
- Views: 6182
Re: Ghost buff
If you choose to see them as as scouts, then they are the slowest with least combat capability but most expensive. In many situations their survivability is worse than that of a conventional elf scout or orc wolfrider, arguably on par with foot pads, and definately worse than cavalry. I find it hard...
- May 23rd, 2011, 7:09 am
- Forum: Multiplayer Development
- Topic: Ghost buff
- Replies: 32
- Views: 6182
Ghost buff
I'd like to repeat my petition for a buff to Ghosts. I feel they do too little for their cost and while I'd like to see a more substantial buff, I'd like to propose a cautious change so people will get behind it: 20g > 19g 4-3 arcane > 3-4 arcane The latter damage change has the effect decreasing da...
- April 12th, 2011, 7:33 am
- Forum: Multiplayer Development
- Topic: Balance Ideas (Unit Changes)
- Replies: 186
- Views: 35336
Re: Balance Ideas (Unit Changes)
I think that at this stage we've reached a consensus on the fact that Cavs are overpowered(whether to a great extent or only alittle bit, we can differ). I think it's time to consider more seriously the kind of changes we should make to it. I am personally still in favor of its role as a heavily arm...
- April 8th, 2011, 12:43 pm
- Forum: Strategies & Tips
- Topic: How to play - Drakes vs The undead - By Huumy
- Replies: 13
- Views: 4103
Re: How to play - Drakes vs The undead - By Huumy
You would need too many ghouls to cover up all your other units. If you have a ghoul on your village, I as drake will simply ignore it and go for your softer targets. If you over-recruit on ghouls you will end up in a very bad place when drakes snipe your DAs and then are able to pick off your ghoul...
- April 8th, 2011, 4:49 am
- Forum: Strategies & Tips
- Topic: How to play - Drakes vs The undead - By Huumy
- Replies: 13
- Views: 4103
Re: How to play - Drakes vs The undead - By Huumy
I agree with the crux of Huumy's points. Augurs are not useless against UD, especially if the UD player recruits ghouls, but I would not recruit more than the initial augur I always get if I didn't know my opponents faction. Also, a compelling argument can be made that ghouls are sub-optimal against...
- March 19th, 2011, 11:35 am
- Forum: Strategies & Tips
- Topic: Balance Suggestions re:Ghosts, Cavalry, Ghouls
- Replies: 10
- Views: 3061
Balance Suggestions re:Ghosts, Cavalry, Ghouls
Is everyone satisfied with the balance of these 3 units? TL;DR version: I think Cav arcane resist should be reduced to -20% to make them weaker gainst UD. Ghost price should be reduced to 19 or even 18g. Ghoul price reduced to 15g. I think Cavalry are currently slightly op, while Ghosts and Ghouls a...
- December 26th, 2009, 3:29 pm
- Forum: Strategies & Tips
- Topic: Principles and Doctrines
- Replies: 27
- Views: 5997
Re: Principles and Doctrines
Hello Velensk. How would you formulate the need to have your units be able to reach each other so as to defend each other when attacked? A kind of group cohesion that determines whether you should say, attack that elf archer in a forest with drake fighters, depending on how much nearby backup it has?
- July 2nd, 2009, 6:44 am
- Forum: Strategies & Tips
- Topic: Drake vs Drake is boring and needs overhaul
- Replies: 18
- Views: 4645
Drake vs Drake is boring and needs overhaul
This matchup basically boils down to 3 units, The clasher, augur and skirmisher. It makes more or less 0 sense to recruit burners and gliders, and fighters are typically only recruited if you started with a few of them in the beginning. There needs to be some tweaks to make all units useful in race ...
- June 9th, 2009, 6:43 am
- Forum: Strategies & Tips
- Topic: The "strong" and "dextrous" traits, and you.
- Replies: 49
- Views: 14304
The "strong" and "dextrous" traits, and you.
The strong trait gives a unit capable of melee +1 hp and +1 damage per hit . Dextrous is a trait that only elven units possess, but it gives the same effect to their ranged attacks. The +1 damage effect can become EXTREMELY good due to modifiers(bonuses and penalties from Time of Day and resistances...
- June 9th, 2009, 5:04 am
- Forum: Strategies & Tips
- Topic: Has anyone tried to finish the Siege fo Elensefar on hard?
- Replies: 12
- Views: 3831
Re: Has anyone tried to finish the Siege fo Elensefar on hard?
The campaign levels are not designed to be played individually without you finishing the previous levels in an optimum manner, i.e. Having a good roster of leveled units and finishing each level reasonably quickly as to get a decent gold bonus.' If you cannot see yourself possibly completing this le...
- April 12th, 2009, 2:48 am
- Forum: Legend of Wesmere (single player)
- Topic: 16 - The Chief must die
- Replies: 47
- Views: 40592
Re: Scenario Review: LoW 16 - The Chief must die
1) What difficulty levels and what version of Wesnoth have you played the scenario on? 1.6; hard. (2) How difficult did you find the scenario? (1-10) 3, it was frustrating to figure the hidden rules of "invisibility" but once I did it was easy and boring. See below. (3) How clear did you f...