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Multiplayer Development • Re: Afterlife Rated 1.18 Statistics

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here are my points

1. "I believe +10 xp cost (or something similar that gives a round number as a result) and + 1 gold increase is enough as first step". I think this is a better idea

2. I feel that there is a disadvantage for northerenrs in general. But it is not so much after the intro of leader. In my opinion, orcs vs elves really comes down to the map only. If there are far few trees in the map, orcs can win easily. I find the strategy where keeping 2-3 leaders at lvl1 and 1 leader at lvl 3(usually the intelligent one) decently effective against elves. Maybe it is good to just reduce the lvl 2->3 xp only. or give +10/+20 arcane resistance to assasin might also help

3. I like the idea of saurians with cold resistance. It will encourage players to pick more skeletons to counter

4. i dont like the idea of increasing xp cost for thunderers. It wont be effective. even 1 thunderer with 2 stikes can kill any drake unit, which you can get with an intelligent dwarf. It is especially difficult because of the melee damage which is blade. So saurians become ineffective. We need a fundamental redesign. For example, if we reduce the melee of thunderer to 4-1, 5-2, 7-2 (at different levels) then it will be difficult to lvl him up against saurians/thrasher combo and they can kill him faster. Same with loyalists, halbs/javelineer can kill them faster too (kinghts can kill them also without worrying about miss/counter charge damage)

reducing xp requirement for guard is a very good idea too. But keep in mind that it is also an underrated unit against loyalists. not easy to counter it

Statistics: Posted by blizz — Today, 1:23 am



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