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[News] Changes in Mechanics (Balancing).


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Author[News] Changes in Mechanics (Balancing).
News on the Russian server.

1) The mechanics of rapid and delay overlap have changed. Now positive and negative effects sum up, rather than multiplying (as before). For example, if you apply 40% rapid and 30% delay, there will be an overall effect of 10% rapid.

2) Reduced the cost of holy talents in Dwarves' talent wheel to 7.

3) Increased the cost of defense talents for Alt-DE to 11. You will need to re-recruit your talents.

4) Reduced the number of spiders summoned by Alt-DE.
Those first 2 changes have me excited to try out Holy Dwarf
Great :o
Now i'm also excited to try out Holy Dwarf :)
4) Reduced the number of spiders summoned by Alt-DE.
So the number of harpies summoned is same as before?
for Night Crawler:
They should be. No mention of harpies in the news.
1) The mechanics of rapid and delay overlap have changed. Now positive and negative effects sum up, rather than multiplying (as before). For example, if you apply 40% rapid and 30% delay, there will be an overall effect of 10% rapid.
Wow! I never thought they would change that.
good changes overall.
holy dwarf will rules all in low levels before next update.
1) -> Finally! now holy/dark spells can cancel at the same level instead of darkness always winning :D
2) Hmm part holy may be viable now
1) Have been expecting that for a long time, now HK vs DD is far more fair.

2) Sounds scary... first one was already enough. Also, if they really wanna make more builds playable for factions, why dwarf? Why not elves, or any other faction? I mean a lot of builds for others factions are not playable as of now.

3) What was it initially? Nonetheless, makes sense to increase it, defense tamer is too annoying.

4) Another good decision, they tried increasing harpies but that didn't work, so this was important to make the other three summons used at least sometimes... How many are decreased by the way?
How many are decreased by the way?
Before it was 95/96.. now it's 88
My bad..
Now it's 86. ( Atleast for my level )
Holy dwarf will be interesting. At level 15 I think there are 2 reasonable builds for holy dwarf, One the I would expect people to favour- expert holy, two mass spells, basic leadership + rally and spare rune

The other is perhaps more risky, but could pay off. To give a better chance of quick damage with holy for longevity one could go for
advanced holy, two mass spells and expert luck. One could sacrifice one luck for a spare rune.

IT does mean there are viable holy builds for different situations or pairings - some for group battles where faster damage output through luck, then using holy to buff teammate, versus a more defensive shooter based build where you may mass stone and evasion before doing too much (good it you have DE upgrade at level 15 as can still do decent damage and then go for counter attack).

Could be abit OP in group battles as dwarf was already pretty versatile in this area. Great with something like pirate sets which would give enough sp and Kn for a holy build without so much loss of attack and defence
How much did dwarf holy talents cost before? All I remember is that it rarely made sense to take them
Checked myself... the cost used to be 8 per holy magic talent.
Great. At last the holy/ dark misbalance is nullified- it was a rant of mine that darkness magic ruled over every might fight. And tamer DE was insanely strong.
The best balancing that wished long ago
as de this balancing make me sad. when I can snatch gold medal in minor tourney then admin ruin my dream
Balancing makes sense. Dark demon expert dark turned expert holy spells into a joke. Good to see that admins do not only consider balancing through giving or taking away two spears!
Nice changes especially with the tamer DE and holy indirect buff.
but doesn't the change in holy/darkness mechanics comes to advantage holy knight, now?

Because they have increased effectiveness in all spells..
This topic is long since last update and considered obsolete for further discussions.
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