| New heal Times | |
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+14Slawenm Scaren Savvage kuba_ XViper nathor Tibr Nethack 9999 Bobba Faer Waterflame RuneSlayer Realf Lantow 18 posters |
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Realf Lantow
Posts : 183 Join date : 2013-07-12 Location : Vardenfall
| Subject: New heal Times Thu Sep 12, 2013 8:07 am | |
| YAY! I LOVE THESE NEW HEAL TIMES! Makes me feel like you love me after all (me, being in this case a reference to all of us players!) GLORIOUSLY DONE! my max heal-time for a 1/2 strength HI is 3 minutes, thanks! MUCH, MUCH better than my previous, 29 minute heal time. | |
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RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: New heal Times Thu Sep 12, 2013 8:33 am | |
| FINALLY...someone actually coming out saying that they love this TREMENDOUS reduction in healing times. And Realf...we love you and everyone else...even those who are being negative towards us.. | |
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Waterflame
Posts : 17 Join date : 2013-08-27 Location : Anywhere else
| Subject: Re: New heal Times Thu Sep 12, 2013 8:36 am | |
| Help! I can't take it anymore! It is healing too fast! I can't chat! (Ok Ik the solution: Stop hitting with two armies) No this is very good! | |
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RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: New heal Times Thu Sep 12, 2013 8:39 am | |
| Perhaps we should change it back or increase it a bit? | |
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Faer
Posts : 17 Join date : 2013-06-20
| Subject: Re: New heal Times Thu Sep 12, 2013 8:41 am | |
| All seems far too positive! Somewhat harsh to deliberately single me out with huge healing times on Heroes any chance their times will be reduced in the future or is it units only at the moment? I guess i can switch them out as always keep up the great work we all really appreciate everything being done and look forward to playing the game as it develops | |
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Bobba
Posts : 782 Join date : 2013-07-19
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RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: New heal Times Thu Sep 12, 2013 8:59 am | |
| Well, actually you said something right there Bobba. I have to admit that seeing armies with 4 CAV units kinda troubles me. Perhaps we should either increase their AP value or limit their number in an army depending on the AP value of the whole army. For example: 1 every 900 AP of army. | |
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Waterflame
Posts : 17 Join date : 2013-08-27 Location : Anywhere else
| Subject: Re: New heal Times Thu Sep 12, 2013 9:11 am | |
| The greatest problem stays hero as I heal a unit in 1min or less, and the hero takes 3 or 6 times more. This doesn't fit... Also time-quest should be updated o we have more of them. | |
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9999
Posts : 331 Join date : 2013-05-02
| Subject: Re: New heal Times Thu Sep 12, 2013 10:10 am | |
| I like the new healing times for units also. They are great, but now i have to wait for my heroes to be healed. After last co-op: Units ready after 3min and one hero after 17min. -> I'll try without heroes. - RuneSlayer wrote:
- Well, actually you said something right there Bobba. I have to admit that seeing armies with 4 CAV units kinda troubles me. Perhaps we should either increase their AP value or limit their number in an army depending on the AP value of the whole army. For example: 1 every 900 AP of army.
I really hope that this will not be implemented! :/ | |
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Nethack
Posts : 142 Join date : 2013-07-12
| Subject: Re: New heal Times Thu Sep 12, 2013 10:34 am | |
| Ofc we can't type. Too busy playing. This has unintended consequences however... when will we sleep now ? Also those repair slots are never gonna be empty again. Sight. | |
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Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: New heal Times Thu Sep 12, 2013 10:37 am | |
| - RuneSlayer wrote:
- Well, actually you said something right there Bobba. I have to admit that seeing armies with 4 CAV units kinda troubles me. Perhaps we should either increase their AP value or limit their number in an army depending on the AP value of the whole army. For example: 1 every 900 AP of army.
Nerving cavs would result in less diversity in player armies. You could "nerf" them by calculating rewards by AP and not by type of units - that would make a lot more sence and ballance out race differences. And now that you disclosed that nm has a 0.75-0.95 GS scaling, getting better items appears less important as "naked" combat aint much more difficult and a lot cheaper. Calculating rewards by AP would ballance that back. However i dont find high gs matching values reasonable - maybe other difficulty options can be found. But thats another topic... Truth is many use cav focused builds because of the rewards and there is no logical reason why 4 cavs should give more rewards than 4 artilleries. I use cav setup because they are best at controlling the enemy instead of standing and waiting around, hiding from ranged. It opens hit and run options, rearing, easier flanking, countering archers and artillery. And many things dont work if you only take 2 or 3 of those - they die easy. | |
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Nethack
Posts : 142 Join date : 2013-07-12
| Subject: Re: New heal Times Thu Sep 12, 2013 11:06 am | |
| - Tibr wrote:
- RuneSlayer wrote:
- Well, actually you said something right there Bobba. I have to admit that seeing armies with 4 CAV units kinda troubles me. Perhaps we should either increase their AP value or limit their number in an army depending on the AP value of the whole army. For example: 1 every 900 AP of army.
Nerving cavs would result in less diversity in player armies. You could "nerf" them by calculating rewards by AP and not by type of units - that would make a lot more sence and ballance out race differences. And now that you disclosed that nm has a 0.75-0.95 GS scaling, getting better items appears less important as "naked" combat aint much more difficult and a lot cheaper. Calculating rewards by AP would ballance that back. However i dont find high gs matching values reasonable - maybe other difficulty options can be found. But thats another topic...
Truth is many use cav focused builds because of the rewards and there is no logical reason why 4 cavs should give more rewards than 4 artilleries. I use cav setup because they are best at controlling the enemy instead of standing and waiting around, hiding from ranged. It opens hit and run options, rearing, easier flanking, countering archers and artillery. And many things dont work if you only take 2 or 3 of those - they die easy. You forgot to mention the main reason people use builds with 4 cavs : 4 x impact damage at the same time pretty much kill anything. | |
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9999
Posts : 331 Join date : 2013-05-02
| Subject: Re: New heal Times Thu Sep 12, 2013 11:07 am | |
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Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: New heal Times Thu Sep 12, 2013 11:16 am | |
| 4+ cav setups are being used even with non impact damage types. Undead for example. | |
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Nethack
Posts : 142 Join date : 2013-07-12
| Subject: Re: New heal Times Thu Sep 12, 2013 11:22 am | |
| Ofc other races use it too, especially undead who have no risk of fleing when being shot by archers. Even I, used to use 4 ironforts when they boosted the speed just to have fun. But the great majority of 4 cavs build are centered around impact damage. | |
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Realf Lantow
Posts : 183 Join date : 2013-07-12 Location : Vardenfall
| Subject: Re: New heal Times Thu Sep 12, 2013 11:28 am | |
| - Nethack wrote:
- Ofc other races use it too, especially undead who have no risk of fleing when being shot by archers. Even I, used to use 4 ironforts when they boosted the speed just to have fun. But the great majority of 4 cavs build are centered around impact damage.
4 cav builds? who brings only 4 cavs? 5 cavs is sooo much better. until the AI brings 3 Arty to a coop. then suddenly your EPIC and GL wearing Cavs are being destroyed by one after another "lucky" shot. DON'T NERF CAVS, if you are STILL NOT GOING TO GET RID OF NON-LOS ARTY! Seriously though, it's completely unfair for PVP reasons, to face non-LOS artillery. I can't march to it- a player controlled arty can force my LI to retreat before they're half-way across the map. Heck, it can force my HI to retreat; and even if it doesn't, by the time I'm hitting the enemy, I've got the Moral loss of 3-4 troops a squad, making my units, even wearing epics/GLs, uber-weak. :-/ And Cav is no "solution" to non-LOS artillery, as they take extremely high damage from artillery. | |
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Bobba
Posts : 782 Join date : 2013-07-19
| Subject: Re: New heal Times Thu Sep 12, 2013 11:52 am | |
| Yeah, best way to "nerf" cavs is to make profits based on what you fight, or your AP, instead of the value of the units you bring. I have tried LIA/Cav only in pvp and it is not effective (though I don't have impact damage, being Dark Legion). However it is effective in PvE because the enemies can be picked off easier than a pvp player would allow. Also the high damage output is effective against many of the mercs who would otherwise not flee until they are dead. So I don't think raising ap or limiting the number brought into battle is the best solution. Especially raising AP for dwarf cavalry, which is already extremely high in AP to begin with.
Just be wary that people who use 5 cavs getting 3.8k gold in nightmare (such as me) won't be happy if rewards go down to say 2.3k or something after changing the way the rewards work, so a good balance must be reached. | |
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Nethack
Posts : 142 Join date : 2013-07-12
| Subject: Re: New heal Times Thu Sep 12, 2013 12:12 pm | |
| - Bobba wrote:
- Just be wary that people who use 5 cavs getting 3.8k gold in nightmare (such as me) won't be happy if rewards go down to say 2.3k or something after changing the way the rewards work, so a good balance must be reached.
You know, low peasants who can't use cavs get 2.2k max, 2k most of the time right ? I don't mind seing people running with 4 cavs in coop and going super fast. It's an artform to clean the map in the fastest possible way and it's kinda cool to take mvp from them sometimes and witness them being like wtf... (except dak who just pause in the middle of the map, laught, and still take mvp... but I digress). But yeah, there is no reason that a cav should bring more rewards than another heavy unit (arti... hi ?). I don't think they should nerf the cavs, per se, people are having fun with them and that's still the point of a game. And it doesn't have an impact in pvp I think. But equalise the rewards, yes please. | |
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nathor
Posts : 289 Join date : 2013-06-21
| Subject: Re: New heal Times Thu Sep 12, 2013 12:35 pm | |
| - RuneSlayer wrote:
- Well, actually you said something right there Bobba. I have to admit that seeing armies with 4 CAV units kinda troubles me. Perhaps we should either increase their AP value or limit their number in an army depending on the AP value of the whole army. For example: 1 every 900 AP of army.
big no no, unless you want to compensate players like me that took huge effort training 6 cavs that is what i usually take to battle. | |
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XViper
Posts : 830 Join date : 2013-08-23 Location : Australia
| Subject: Re: New heal Times Thu Sep 12, 2013 6:08 pm | |
| I have to concur with the OP's initial post though.
The new Healing times are fantastic! Unfortunately I only get certain periods in the day in which I can play, and now I can actually fit in more battles in that time. | |
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kuba_
Posts : 451 Join date : 2013-05-26
| Subject: Re: New heal Times Thu Sep 12, 2013 9:38 pm | |
| The main reason that people use so much CAV (I use 3 ine every pve battle) are rewards. Change rewards system and problem will disappear. I would really want to have one extra HI in my setup but i want higher rewards. Thats why i use 3 CAV per battle. | |
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nathor
Posts : 289 Join date : 2013-06-21
| Subject: Re: New heal Times Thu Sep 12, 2013 9:49 pm | |
| - kuba_ wrote:
- The main reason that people use so much CAV (I use 3 ine every pve battle) are rewards. Change rewards system and problem will disappear. I would really want to have one extra HI in my setup but i want higher rewards. Thats why i use 3 CAV per battle.
3? i use 6! maybe i can sqeeze 7 if i try now that li req is 30% | |
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kuba_
Posts : 451 Join date : 2013-05-26
| Subject: Re: New heal Times Thu Sep 12, 2013 10:23 pm | |
| i still need 3 HI to lvl them up for pvp matches | |
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nathor
Posts : 289 Join date : 2013-06-21
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Savvage
Posts : 297 Join date : 2013-06-05 Location : Rosario, Philippines
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