About the game
News
Sign in
Register
Top Players
Forum
21:39
4612
 online
Authorization required
You are not logged in
   Forums-->General game forum-->

[Update] Changes in the balance sheet


1|2|3|4

Author[Update] Changes in the balance sheet
for Meshy:
To be fair 8 speed has limited use for dark, there is little point to charging before debuffing. On the other hand, infected strike has some crazy potential and hyena have an extra 10% ini for more debuffing. I think they did a noce work in trying to shift the focus away from ogres though I wouldn't expect it come up balanced out of the box.

Also, nice upgrade to Evil Eyes of DE, I hope its not too "Broken".

Tamer is already the best PvP faction and they just increased its flexibility.

Im wondering how the Scaling is for Meteor Rain of Dark Cyclops, probably not too "High", I suppose. Somewhat like LoreKeeper of Wizzies?

The other stack with meteor is demons and it's pretty underwhelming. I wouldn't expect much out of it.
I am still not planning to use the Hyena
-1 hp , -1 speed, shadow can't charge forward
Shadow still no shooter

I don't expect to use the shadow
But on the other hand

+3 wolf +1 orcs (or) +1 ogre +1 orcs for normal barbarian :)
-6 Trappers -1 wyvern -1 warlords -2 enforcers

I dont feel too great about this change , especially with upcomming changes to shaman lightning, which probably nerf them too.
Nice update, No more copy paste creatures between factions I guess which took 4 yrs to fix it.
I speak for Tribal since that's my Primary.
Here's why Tribal will now be mince meat for Shadow Barbarian.

1. Infected Strike not only lowers Defense/Offense but also give -90 Tribal Spirit. So every hit from Hyena is like a big blow.

2. If given full potential, in 1 Turn a Barb can Cast...
Mass Disrupt + Disrupt (From Ogre) + Disrupt (From Roc) + Infected Strike.
That's a potential 20+ Defense Reduction per turn (At Full Potential).

3. Ogre has Dispersion, which means my Delay can be taken away at the end of combat where I'm trying to kill Ogre with Shaman.

4. Meteorite Rain is more or less useful to clear blocker stacks. I can no longer Split Shamans into 25+3, since 3 will go down 1st turn thanks to Meteor.

5. Hero now has faster chance of casting thanks to Magic Art changes.

These are some evident problems. I'm sure once I play against one, I'll get a better idea.

As for the DE changes, it only does Shroud of Darkness on Melee. So it's pretty much effective only Late Game where you'd want to cast delay and run with troops or hit with all troops. I don't see it being that effective otherwise, Venomous Spiders and Harpies are still the best choice.
2. If given full potential, in 1 Turn a Barb can Cast...
Mass Disrupt + Disrupt (From Ogre)
+ Delay (From Roc) + MAss Disrupt + Infected Strike.
That's a potential 20+ Defense Reduction per turn (At Full Potential).
Not even talking about much better damage of these new ogres :s
While we talk about Barbarian and DE...

Hellfire update is by far the BEST UPDATE from the list. Hell Fire Demon with Last Stand is going to be outrageously good. If I'm not wrong, this physical damage from Hellfire Ignores Defense.
for AKA:
I hope not. The nerf was to make it less insanely good. Switching from fire to physical ignoring defense would make it even more powerful as there are quite a lot of fire immunities around.

4. Meteorite Rain is more or less useful to clear blocker stacks. I can no longer Split Shamans into 25+3, since 3 will go down 1st turn thanks to Meteor.

It's very weak, though all it takes is not to concentrate your shamans...
If I understand new hellfire talent right, then it behaves as common physical attack (amount of unreduced damage is counted from spell power) and it can be influenced by weapons enchants. E.g. 5x10 weapon would add 40% elemental damage to it and also 10% of defense is reduced.
For sure, the output damage from hellfire must be decreased by defense stats and also some armor protections from physical attacks. I guess that fire elemental enchants of jewelry don't affect this damage anymore. Also only D armor enchant should help you to decrease this damage I think. Bows with ranged damage bonus could increase the damage for mistresses.

I could be wrong in something but this is logical to me
GG shadow barb, the king of defensive build.
Shroud Of Darkness works on the Ranged Attack of Shadow Eyes as well.
The description needs to be updated then.
It's very weak, though all it takes is not to concentrate your shamans...

9 Cyclops can kill 2 Shamans easily, just needs 70+ damage.

Usually when you play Sky Shaman build, both shaman stacks need to be next to Trappers.
Anyone ppls share a battle with new barb troops ::DD
Usually when you play Sky Shaman build, both shaman stacks need to be next to Trappers.

Usually if you want to win you must adapt your setup to the ennemy.

Anyone ppls share a battle with new barb troops ::DD

https://www.lordswm.com/war.php?warid=860944979
Usually if you want to win you must adapt your setup to the ennemy.

When did I say I won't buddy. I was giving a before after scenario. The passive aggression is not required here.
for Meshy:
It's just annoying to deal with. In most cases I won't mind being hit by a small stack of boars, but it's different with hyenas.

Anyway, the most important troop for shadow barb is new ogres, so let's compare them.

Stats compared to ogre magi at spirit 0: +1 att, -1 def, +2 min dmg, -10hp, +1 ini.

Spirit 1 bonus for new ogres: 5 att, 5 hp
Spirit 2 bonus for new ogres: 1 speed, 2 min-max dmg
Spirit 3 bonus for new ogres: 2 ini, 5 def

Spirit 1 bonus for old ogres: 15 hp, 5 def
Spirit 2 bonus for old ogres: 5 att
Spirit 3 bonus for old ogres: 3 min-max dmg, 2 ini

Overall stats difference after spirit 3 compared to ogre magi:
+1 att, -1 def, +1 min dmg, -1 max dmg, -20 hp, +1 ini, +1 speed.

Other differences: New ogres get two disruption rays, but lose two permanent chastises. This indirectly implies -9 att for new ogres, and -9 att for another allied creature. Also, ogres don't have rage anymore. So now in games which last forever and only ogres are alive, -9 att from no chastise and - some att from no rage will make them hit not as hard. The rage has another implication, which is they gain only 30 TS instead of 60 every time an allied stack perishes.

Overall I think it's a nerf for ogres in long lasting games... but they really needed it. I remember a game as CE in which I kill everything but ogres very fast, and lost very few troops, and the ogres alone killed my entire army.
and we got some free copy armaments for new shadow barb creature
Anyone seen these new troops in hunt?
Imo you guys are underrating Hyena n new Evil Eye, a debuff every turn is a lot.
But I better not be Dramatic, lets check CG when Portal ends...

Also, can we expect MT?
Since Shadow Barb got almost full Revamp, Admins need to Check win rates.

To AKA:
Wth, Hyenas removing 90 blood from Tribes is a totally anti tribal scenario, wth.
you are right, this might be annoying for Tribes.

Off Topic:
Admins, you changed Shadow Bb... now go and give 200-300 Skele xBows to UN (In sacrifice of other unit), please. :))))))))))
This topic is long since last update and considered obsolete for further discussions.
1|2|3|4
Back to topics list
2008-2024, online games LordsWM