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View Poll Results: Vote on the following items
Hammers should be removed 26 39.39%
Hammers shouldn't be removed 37 56.06%
Dousing Rods should be removed 29 43.94%
Dousing Rods shouldn't be removed 31 46.97%
Gem Gens should be removed 50 75.76%
Gem Gens shouldn't be removed 14 21.21%
Bonus 30%+ Sites should be removed 28 42.42%
Bonus 30%+ Sites shouldn' be removed 33 50.00%
Multiple Choice Poll. Voters: 66. You may not vote on this poll

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  #1  
Old December 2nd, 2010, 02:09 PM

Zeldor Zeldor is offline
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Default Re: Vote

That's why QM should release changelog for 1.8, there are really tens of nation balance changes
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  #2  
Old December 2nd, 2010, 04:30 PM
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WraithLord WraithLord is offline
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Well nations like TNN/Van would need two things post 1.7:
A. Adapt to different play style. Thugs are economically good for PD raiding. For anything more than that the player would need to pay much more hence tough decisions. So with thugs getting minor role post 1.7 a nation like TNN would have less reasons to take ubber bless and more reasons to take a more diverse pretender + better scales, I'm not sure it's that bad but it ain't enough so:
B. Some form of compensation would be required for such nations. Maybe buff their recruit-able thugs a bit, maybe more starting gems, maybe better starting equipment on thugs.
Like give TNN thugs a frost brand and make them cost 100g more.
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  #3  
Old December 2nd, 2010, 05:34 PM

Valerius Valerius is offline
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Quote:
Originally Posted by WraithLord View Post
Well nations like TNN/Van would need two things post 1.7:
A. Adapt to different play style. Thugs are economically good for PD raiding. For anything more than that the player would need to pay much more hence tough decisions. So with thugs getting minor role post 1.7 a nation like TNN would have less reasons to take ubber bless and more reasons to take a more diverse pretender + better scales, I'm not sure it's that bad but it ain't enough so:
B. Some form of compensation would be required for such nations. Maybe buff their recruit-able thugs a bit, maybe more starting gems, maybe better starting equipment on thugs.
Like give TNN thugs a frost brand and make them cost 100g more.
At the moment glamoured thugs can do more than just PD raiding. Properly equipped they can take down SCs. At the same time, they are fragile. A single casting of drain life will waste the investment in them. And fighting a nation like Jotun late game they suffer a horribly high attrition rate between flying, magic attack blood summons and skratti's casting life for a life or claws of kokytos or just killing them in melee (aside from the usual counters like mind hunt).

I'd be pretty sad to have my favorite part of the game resigned to raiding PD due to increase in forging costs and nerf to brands (in particular the non-AP frost brand).

As far adapting to a different play style, one of the big advantages Van has over TNN, and especially Eriu, is that they have other options. Obviously one of those options, blood magic, took a big hit with 1.7. But assuming a dousing bonus is in the works that would still be viable. But I'm not sure what Eriu can adapt to. Sure, they can go for great scales but I don't see that as being a winning proposition against other nations that favor good scales but also have excellent troops, cost effective researchers, good non-cap mages, access to D/S/B, etc. What they've got is their thugs. I think in this case you really need to add some more options to the nation. Reducing the thugging potential of the nation without providing alternatives is painful. Note: Zeldor mentioned things already being in the works so perhaps this is already being addressed.

Also, I think one reason to replace built-in gear with forged gear is so that a casting of destruction/iron bane doesn't ruin your thug's day. Assuming a built-in frost brand was susceptible to those spells (haven't tested it) I wouldn't want to pay 100 more for an already expensive 280 gold unit.

Lastly, rdonj mentioned he expected to see more thugs relative to SCs. It's an interesting question (I'd expect the opposite) but aside from the ratio of thugs to SCs it seems reasonable to assume the absolute number of both will decrease. Given that, I think it's reasonable to increase the cost of mind hunt from 2 to 3 gems (don't have the game in front of me so if that's already the cost in 1.7 then ignore that suggestion).
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  #4  
Old December 3rd, 2010, 06:37 AM
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Jarkko Jarkko is offline
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Quote:
Originally Posted by WraithLord View Post
B. Some form of compensation would be required for such nations. Maybe buff their recruit-able thugs a bit, maybe more starting gems, maybe better starting equipment on thugs.
Like give TNN thugs a frost brand and make them cost 100g more.
Funny thing, I had the same idea Thus I of course think WraithLords idea is excellent
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  #5  
Old December 3rd, 2010, 11:25 AM
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Slobby Slobby is offline
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Default Re: Vote

I voted to remove all 4. *shrug* if a strat/nation needs those things to be competitive then the nation itself isn't competitive seeing how all nations potentially have access to the same things...all those things (cept the sites of course) create micro and don't increase my enjoyment of the game.
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  #6  
Old December 3rd, 2010, 12:42 PM

LDiCesare LDiCesare is offline
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Quote:
Originally Posted by Slobby View Post
I voted to remove all 4. *shrug* if a strat/nation needs those things to be competitive then the nation itself isn't competitive seeing how all nations potentially have access to the same things...all those things (cept the sites of course) create micro and don't increase my enjoyment of the game.
Vanheim and Helheim can make use of both blood and thugs. By removing access to both, you take out two of their tools to win. I wouldn't call either strong, but they could definitely compete with other nations without the nerf. I don't think they can without. So imo they move from competitive to loser status in CBM 1.7. On the other hand, Agartha or Eriu weren't competitive anyway but that's not a reason to make them worse.
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  #7  
Old December 3rd, 2010, 02:18 PM
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Originally Posted by LDiCesare View Post
Vanheim and Helheim can make use of both blood and thugs. By removing access to both, you take out two of their tools to win. I wouldn't call either strong, but they could definitely compete with other nations without the nerf. I don't think they can without. So imo they move from competitive to loser status in CBM 1.7. On the other hand, Agartha or Eriu weren't competitive anyway but that's not a reason to make them worse.
With the removal of hammers and rods they can still thug and blood hunt. The issue is quantity, and it's not just the mid/weak nations that are affected but all.

For me mad skills in this game does not equate to being able to make 100s of clams/hammers/rods for the win. And if anything those items restrict gameplay more than open things up as everyone is racing for the same thing.

Example,
If I have earth mages I make hammers. If my nation doesn't have earth well I'll put earth on my pretender to make hammers. I never choose to go without some way to make hammers and always laugh when someone asks to trade for hammers. Now I ask why do I do this? Why to be competitive! Because if everyone else has hammers and I don't well they've got a leg up on me. Take away hammers and all of a sudden the above situation no longer applies atleast for me.

I view hammers/rods/etc much like tarts and how endgame is dominated by D and S (wish) nations. LB has since made EDM (ty!) and all of a sudden more choices! Yay! Choice is good!

I view these changes by QM as the same. And now there's word that QM will be buffing nations, also good. I can't wait for the next CBM update.
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