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   Forums-->Ideas and suggestions-->

Unfair Advantages



AuthorUnfair Advantages
Since the creators of this game do imply that each Faction should have its advantages and disadvantages against another faction, and therefore balances out the combat, I will here by refute that claim. - First argument: Wizards and Necromancer

Skeleton Bowman - Will take out Magis first as a suggested strategy. Magis and Skeleton Bowman are more or less evenly matched. (They can take each other out)

Ghosts - Wizards' spells kills these things.

Vampire - Drain life has no use on Golem or Gargoyle.

Lich - Fairly matched. But don't forget about Genies...

Raise dead - Just need to get a Gargoyle (High Initiative) to stand on the spot which the creature died on. Gone case.

Offensive magic (Eg. Magic Punch) - Most Wizard Creatures have Magic Shield.

It seems that Wizards are Anti-Necromancers, and thus would cause a gradual segregation of these 2 Factions. I would greatly appreciated it that you look into these problems (There are many) and amend them accordingly.

Do note that this post does not violate any rule as it does not propose specific strengthening or weakening of a single Faction
One thing: Magic Punch makes physical dmg, so there`s no protection from this spell...
Do note that this post does not violate any rule as it does not propose specific strengthening or weakening of a single Faction

Yeah, apart from asking to strengthen Necromancers and weaken Wizards. It's not exactly what you state, but you are close to the line.

On the topic: I've lost often enough to Necromancers while being a Wizard myself. Could it mean I play badly? NooOo! :)

Just two points:
- Gargoyles have a lame initiative, stepping on a corpse with them require good timing (not the same for enchanted gargoyles though)
- You can resurrect casualties in a stack before it is destroyed.
you say it as if it is very easy to do it
Skeleton Bowman - Will take out Magis first as a suggested strategy. Magis and Skeleton Bowman are more or less evenly matched. (They can take each other out)
no, i think magis are dead in 1st turn of those hundreds of skelbow.
Oh ya,then I will complain about babarian.PvP 1 on 1 vs babarian is almost imposibble for an elf.
how about DE? no matter what strategy and tactic i had, i can solo kill DE. so i should complain DE too ;p
To EujinSPb-EN :

Magic Arrow is Air Elemental

To Kotrin (My Clan Leader):

This is only to prove that there are flaws in the structuring in each faction, not to state that we should strengthen Necromancers and weaken Wizards. Therefore, it should suggest that they should take into considerations regarding Faction changes. There will be other factions taken into analysis later.

I can't say that you are playing badly, or that player played exceptionally well, but may I inquire if the 2 players, you and the Necro, are evenly matched in stats?

Gargoyle's initiative can be improved with mini arts.
Which stack will you resurrect? Ghost/Apparition die out the next turn of the Hero, Vampires can't last without life sucking device (If Magis die, that's it, no more). Skeleton bowman seems useless to resurrect, especially when the hero has some good offensive spells... That leaves Lich, but you can only resurrect too few of them.

To Iron_eagle:

Who says Bowman moves first if Magis have some initiative Mini-arts (Usually recommended cause Magis aren't meant to last.)
Do note that this post does not violate any rule as it does not propose specific strengthening or weakening of a single Faction

Then what does it propose? It's IaS forum - so what are you suggesting?
Note that game is balanced on levels 10- - there will be no futher adjustments of faction balance in any forseeable future.
when i played as a wizard.. i have also lost almost all my duels against necros... same as kotrin
Why not make it so the weak go first! tooo many times the strong go first and win without letting the one who needs the exp loose even take 1 hit!
Oh and I forgot to suggest to make it so after the first round like the red team would get one turn then the blue : not like it is now where red goes all through. same as above but more as making it so its a fair fight al he way through!
Oh ya,I will complain about wizard being weak against DE.Look,my ability at lv 3-7 only work on golems and gargoyles.Gargoyles might has high defense but my cavalry can finish it by decrease it's defense.And shrews will kill genies instantly.(Disbenefit of large creature.I can attack from 4 plate)

And my magic work as good as wizard(Except I dont had magic punches but I m not sure about support magic.)Well,the only thing that dont work was my poisoner.If my cavalry die?And wizard's gargoyles wanna run around to buy some time?Think again.I has at least 30 % chance to faster than your gargoyles using my minos.


Weakest of gargoyles and golem.There will be no morale on golem as well.Ha ha.
and i will complain about DE being weak against demon at lv 5-7
their lizard never go through my spawns wall and there's no ranged attack
my magic and ranged atk finish them easily due to their low total hp
while my real unit stay in the back

come on :P
add complain about demon being weak too
so evry factions has its own advantages/disadvantages
This is my point of view. some of you guys are complaining that this faction is weaker than that one.

Each faction as stated has there advantages.

for Pang:
I bet when you where level if you battled a level 7 DE with or without diamond upgrades you would have had problems.

Pang's advantages is knights are very good at level 8+

DE's on the other hand are very good from level 1-4 and level 7-8 once you are above these levels it takes skill to win. And it can be done as i have beaten a level 8 knight when i was level 8 DE.

As for darkslayers03 discussion, mages do over power necros yes, but you cant say they do it easy at other levels. I have seen a necro complete destroy a mage at level 1/2/3/4. It becomes harder for necro as the levels increases. A necros main trait is that they don't deal with morale. So whack some luck in, a necro wearing 2 rings of doubt + amulet of luck can own troops in no time. Let alone at later level when you get mass poison a necro can complete destroy mage.
some notifications:
1. wizards are defeated by necro in 1vs1 most of the time... in groupbattles wizards have a really great potential, killing everything with magic and gargs and golems deal the remainings...
2. elfs are too strong... fast, hit hard, favoured enemy, lightning druids and EFK.
3. shrews are really pain in the a** hell fast, and no retal and returning??? thats too much of the good things
4. magic on ghosts resets the incorporeal-counter?? many times for easy battles it simply works as written in the rulebook, but for hard fights/hunts most times starts with 2 hits and hit after raise or any other magic.... i know its random and the hit-miss can be planned... one more thing, usually neutral enemies prefer attacking vamps(if nr above 3) or bows(if reachable), but sometimes after raising ghost they simply HIT ghosts, really unlike to miss them if they choose the ghost after raise.
5. i think standing on killed undead stack is unsportsmanlike, and a big advantage against necros, since necromancer's primary advantage is raising...
6. protecting archers with zombs and then ghosts, after they were both "killed", magic always raises zombs, should be a question: what to raise if multiple stacks are in a same squarre...
7. should be a checkbox for no diamond upgrade and a dropdown menu for AP...
8. multiple and repeated AFK should be punished more strictly...
9. to people: do not join a battle if you don't wanna fight an uneven battle (random battle with different levels), if you join do not complain and go AFK... if its an uneven battle you still have the "banzai-kamikaze" option to finish the fight the shortest and honorable way (for necros do not raise in a game you can't win)...
7. It is forbidden to create topics with suggestions to weaken/strengthen any unit, artifact, faction.
closed by Kush (2008-12-15 07:43:32)
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