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AuthorNext alternate faction?
Arctic, please highly take into consideration the 2 least-played of the "Original" factions: Wizard and/or Barbarian. I seems that these are the two the the larger portion of the community in general would like to see next.
I dreamed that alt-barb was the next one :)).
I dreamed that alt-barb was the next one

I have this dream regularly ;) It will be beautiful when it finally arrives one day..
maybe the new dwarves would be weaklings :-)
From these lines and the sequence of introduction of alts, i think this would be the series.

Knight---2nd
Necromancer---4th(maybe)
Wizard
Elf
Barbarian
Dark elf
Demon---1st to alt introduced
Dwarf---3rd(maybe)
Tribal

If there dont introduce at random then Dwarf will be the next

After all it is just a guess:)
Who knows (probably Arctic?)? :o) Maybe dwarfs are really the next alt - I found this https://www.lordswm.com/army_info.php?name=harpooner
However it doesn't have to mean they are really the next.
for Garudorm:
You can see a "player" using it:

https://www.lordswm.com/pl_info.php?id=247524
Even the wiz got a chance

www.lordswm.com/pl_info.php?id=825020

if not then the magic lvl 5 will arive sooner.
for Murali:
Then what would you say about this?
https://www.lordswm.com/pl_info.php?id=247524
I hope admin create new alt with racial abilities affected by Combat Level (not by faction skill level, like tribal) so we can compete with higher faction level guys.
If you want to compete with higher faction level guys.... become a higher faction level guy.
for _Huntress_:

Just a hope :)
Like new Tribal faction, its racial abilities not affected by faction skill level.
True, but it would effect game balance moreso if you essentially negate the benefits given to high faction level players. They earned their faction level!
for _Huntress_:
Yes they earned their faction level, bonus like +attack +defense & +initiative.
My point here was a suggestion that new alt faction not depend on faction skill to much, like knight with training, necro with necromancy.
Imo, that would overpopulate factions. For example, if necro alt did not require necromancer faction levels, then it will be the one used by people with lower faction levels. Thus, it would put the basic necromancer at a disadvantage because it was an advantage that is now taken away. (Im not sure Im wording this correctly, but I think its accurate to what Im trying to say.)
Barbarians will be so overpowred when they get goblin archer orcs and goblin archers or orc warchiefs we are so dead even now barbs are so powerful :)
for _Huntress_:

IMO, the Alt Faction will not overpopulate,
Alt faction create because the current faction can't serve some particular purpose. So people will switch frequently between Alt & Old Faction depend the challenge.

For Example,
basic knight hard to train at higher level because lack of troop.
The Alt knight/ Red Knight will easier to train for us at low faction level.
Or We switch white knight to fight high defense creature, we switch back red knight to fight lower defense creature, something like that.
I don't understand what's the big idea about might wiz. Grems wreckers are basically grems engineers with +3 ATK. Sounds nice, unless you're wiz and you tried using them for real - they do plain no damage. Well, that's about 1 dmg per grem as might. Great, I've killed 3 GMB, now I have no more grems. Ability to prevent golems to move (what else machanical?) would prove useless against a magic wiz, so it leaves it for very rare purpose.

Golems... Well modern have 5-7 dmg, lodestone, 3-5, traded for +4 HP. That makes them definately worse might wise, especially considering that racial ability will be different ie no way to add +2 speed, which basically is the only way to get them to hit once before to be downed. Spell protection looks marginal; it is too slow for other units to move along with them (unlike uni), and description suggest it only protects from fireball. It also lost infinite retal.

Only garg look to suit might with +1 dmg and additionnal ATK / DEF, which would give them decent melee output, traded here too for 4 HP. Goodbye flying tank, welcome death from the sky? I don't understand much the special ability purpose; it could, along with golems repairing with magic, be for an "aggressive" magic wiz that could deal high dmg output both spells with garg ability and repair golems both at the same time. Or maybe, with proper talents and racial ability, might? I guess it's all about what admins have in mind but I'm a bit confused about what it could look like. Though, obviously, according to our Herald, it won't be about hide & seek anymore.
97>

it will depend on how admin balance it IF might wiz was going to implement.

perhaps, they will have different talent cheaper holy talent, offence talent, morale talent [especially machine morale, you cant delay nor reduce morale on machine, they are immune to mind spells too. it can make golem be a killing machine in pvp]

or bigger troops size? or different unit amount? just like red knight lose some strength in melee to exchange more range; wiz might lose some running garg while get something offensive (more grem + golem?)

faction skill: i bet mini art will stay or improved [re-open luck mini art?]; bonus dmg from chaos spell would reduced or removed
Vampyric Gargoyles :)
for _Huntress_:
How can something be elemental and be Vampyric?Makes no sense
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