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Faction & Era Development • Re: Which Cyclop advancement tree do you prefer guys? WOTG vs AE

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The main issue of combining always 80% hit chance with slow is that you literally make something that is undefeatable at ranged, particularly if combined with XP mod strikes. Even excluding XP cheese, that unit cannot be defeated with lv2's if it's placed in at least 50% defense (hills) because of having slowing ranged and massive 8-4 impact melee, which is really good for a ranged unit in lv3. That unit had to be revamped because in EOMA (it's original era) players were only spaming cyclops with ranged evo and troll warlocks when using the barbarian faction.... that was HOW GOOD was that unit.

While in gameplay, nuking high dmg + high accuracy is meta for dmg , so the unit doesn't need a second strike at all because it takes so few dmg from retaliations, specially if it kills at 1st or 2nd strike. Which is not fun when you're fighting againist that unit.

All this goes to WOTG version because the other while being less simpler is much fairer in almost all aspects. So I vote for AE version, you will probably need to increase XP at lv2-lv3 cyclops to make that fair with that same stats. But if you ask me, lv3 is probably much better than lv4 because 8-4 melee is brutal melee while 9-4 on lv4 is almost the same.... so lv3 is the one that feels OP . Lv4 can easily be defeated with enemy lv3's if cyclops is at 50% hills defense, but lv3 cannot be defeated at all using only lv2 enemies if cyclops is at 50% defense.

The one with tree looks fine and much worser than the other cyclop with ranged, why would someone pick goliath if the other has 80% slowing ranged? xd

Statistics: Posted by IPS — Today, 12:03 am



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