|
Thread: TotE balance changes to Inferno | This thread is pages long: 1 2 · «PREV |
|
Doomforge
Admirable
Undefeatable Hero
Retired Hero
|
posted June 05, 2007 08:49 AM |
|
|
Magic proof is intended to help against destructive, but warlocks halve the protection anyway, dealing 75% damage, which is still an awful lot after 4-5 weeks of powercreeping.
And the succubi were never the target of mind spells; devils were (and still will be, since arch demons are still not mind immune)
I fear inferno will still be crushed by dark magic in the expansion.
|
|
LiZaRdMeN
Disgraceful
Known Hero
The king of Grimheim
|
posted July 27, 2007 06:41 PM |
|
|
Nival should not change anything-this town is very balnced
|
|
HartZa
Known Hero
watchout graveyards!
|
posted August 17, 2007 10:29 PM |
|
|
Quote: Nival should not change anything-this town is very balnced
says man who hasnt been agaisnt light&dark magic user heroes(wizard, knight)...
You know what happens when your devils turn against you and none of your troops cant shoot or retaliate anymore. After mass weakness& suffering even nerco troops damage is better than your inferno troops.
|
|
The_Gootch
Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
|
posted August 17, 2007 11:32 PM |
|
|
Inferno's heroes, aside from Deleb, Marbas, and Grok, need to be fixed badly. ZombieLord pointed this out. For example, there is no reason why Alastor shouldn't start with Dark Magic.
Yes Puppet Master sucks. If you're playing against someone where it's a legitimate concern don't take Deleb. Take Marbas, Luck w/ Magic Resistance, and the MR slippers and try your luck. Or try Jezebeth and Light Magic. Yes your Mage Guild won't support a level 4 or 5 Light spell and your chance for a cleanse is spotty at best. So what? Teleport is available as TP assault and with your low spell power, Ressurection isn't a realistic option. There will be, however, magic shrines and other towns to fill your low level light spell gaps.
Funny thing about that Light Magic and Inferno troops. Haste is a percentage boost. Inferno has high initiative creatures. Get the picture? With Gating you're going to have a massive, swarming army. Mass Haste, Divine Strength, and Endurance terribly effective here.
Oh...changes? Right.
1. Heroes and their starting skills need to be addressed.
2. Remove the Battle Frenzy requirement for Excruciating Strike. This gives more flexibility for your Attack Tree and allows for Tactics w/ Power of Speed.
3. Make the Succubi available the first week. Isn't this supposed to be a Rush Town? Why does Inferno have to wait until Week 3 to have any decent Range support?
4. I'd still like to see incorporated into Gating that Gated Troops can replace lost creatures after a battle to some degree. Also, I think it's fair that for Inferno to lose a battle all of its creatures, including the gated ones, have to be destroyed. Don't get smart and mention summoned elementals and Phoenixes. Those are a different ball of wax.
|
|
alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
|
posted August 18, 2007 12:51 AM |
|
|
Quote: 1. Heroes and their starting skills need to be addressed.
Hmmm ... if we want them to do something about this - perhaps not for TotE, but then for patch 3.1 - could someone make a complete list of what would be reasonable starting skills and abilities for all the Inferno Hero - then we could actually send this to Nival as a suggestion.
Quote: 2. Remove the Battle Frenzy requirement for Excruciating Strike. This gives more flexibility for your Attack Tree and allows for Tactics w/ Power of Speed.
Skill trees will change in TotE ... Think some things will be turned upside-down on that part.
Quote: 3. Make the Succubi available the first week. Isn't this supposed to be a Rush Town? Why does Inferno have to wait until Week 3 to have any decent Range support?
Ehm ... there is a week between week 1 and week 3, as far as I recall. Can't you get Succubi in week 2?
Quote: 4. I'd still like to see incorporated into Gating that Gated Troops can replace lost creatures after a battle to some degree. Also, I think it's fair that for Inferno to lose a battle all of its creatures, including the gated ones, have to be destroyed. Don't get smart and mention summoned elementals and Phoenixes. Those are a different ball of wax.
Wow ... that's controversal to say the least. I think it would be overpowered, but perhaps it could be done ...
____________
What will happen now?
|
|
The_Gootch
Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
|
posted August 18, 2007 02:31 AM |
|
|
Quote: Hmmm ... if we want them to do something about this - perhaps not for TotE, but then for patch 3.1 - could someone make a complete list of what would be reasonable starting skills and abilities for all the Inferno Hero - then we could actually send this to Nival as a suggestion.
Does Nival actually read any of this? Wow.
Hey. Nival. I want to kiss the foot of whoever pushed for simultaneous turns. Send'em over and I'll pucker up.
In all seriousness we would have to wait and see what changes are going to be implemented for TotE. If the skill trees are being revolutionized then we're going to have to hold our collective breath and do some experimenting.
Quote: Ehm ... there is a week between week 1 and week 3, as far as I recall. Can't you get Succubi in week 2?
Well of course there is, . Initial block of succubis to be recruited is 5 though. 5 doesn't cut it. Day 1 of Week 2 and having 10 succubis to recruit makes it better, as opposed to 10, 12, or 15 at the beginning of week 3.
Quote: Wow ... that's controversal to say the least. I think it would be overpowered, but perhaps it could be done ...
I don't know if it is overpowered. The 1-4 levels are pretty wimpy in terms of hit points. Almost none of them can kill a stack of creeps without being put at risk the way that say, Blood Maidens or Master Hunters can.
It's a bit frustrating to be forced to upgrade to familiars just to be able to creep effectively early.
____________
|
|
roy-algriffin
Supreme Hero
Chocolate ice cream zealot
|
posted August 23, 2007 12:52 AM |
|
|
im not very experienced with the faction i admit but heres some suggestions
give the demons dwarven luck (rename it though) they deserve it way more then the dwarves id say
make a perk that makes undead vulnerable to mind-affecting spells (like 50% duration)
i think soulfire should very definatly be improved to something on the lines of "always kills at least one creature"
instead of ritual pit give a building that increases creature growth by about 5% which only one city can have
increase demons chance to get defense and add a perk to increase defense by 2 (cant remember its name)
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
|
|
|