THETA and META

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ragafury
Posts: 684

Re: THETA and META

Post#61 » Tue Nov 07, 2017 3:53 pm

Inb4 aoe morale draining warbands which never go out of ap and snipe targets from 10000 units range with bolt of fun.
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footpatrol2
Posts: 1116

Re: THETA and META

Post#62 » Tue Nov 07, 2017 10:42 pm

Druin wrote: I do dislike the idea of aiming for making them the only desiarble thing (footpatrol mentioned before to lock each race into their respective zones up to a city siege), and especially the focus on fast morale gains.
Races locked to their respective zones will never happen on this server. I don't want it to happen on this server either. It would break up gaming communitites which I am not a fan of doing. I don't want to ruin player's gaming experience. I want to enhance it. I want to give player's more option's on style of play. Racial groups do that. Mixed group will always be desirable for some player's over racial because of the safer utility belt approach I mentioned earlier.

Wouldn't it be cool to see a dwarf warband be tanky as hell and withstand hideous damage in the ORvR lakes?
That was possible at one time in this game. I did it. Dwarves had 3 beefy defensive morale cycle's in the game, 2 of which are tied to their morale bombs (mountain spirit 30 sec, Group gromril plating)... As a warband leader you have a difficult decision to make, go for beefy early access defensive morale cycle and drastically reduce ap damage or save for m4 bomb.

These racial groups come with weaknesses and strengths built into them which adds flavor.
The warhammer fantasy tabletop armies/universe is about strengths/weaknesses, flavor, theme's, disgusting combo's that we all love and at one time was represented in this game and still is although partially hacked out.

The hope and desire I always had is that mixed and racial can co-exist. It is the best I can realistically hope for.
The hope and desire is that we can get back some of the cool unique tricks that these racial groups had.

These racial groups were nasty. Some of them still are.

100% continue to balance this game for mixed groups as a 1st priority but as a close 2nd priority consider what the balance changes are doing for/too racial groups. Potentially, restore where we can, the old racial group tricks to give player's more option's on style of play.

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Theseus
Posts: 526

Re: THETA and META

Post#63 » Wed Nov 08, 2017 11:07 am

footpatrol2 wrote:
Druin wrote: I do dislike the idea of aiming for making them the only desiarble thing (footpatrol mentioned before to lock each race into their respective zones up to a city siege), and especially the focus on fast morale gains.
Races locked to their respective zones will never happen on this server. I don't want it to happen on this server either. It would break up gaming communitites which I am not a fan of doing. I don't want to ruin player's gaming experience. I want to enhance it. I want to give player's more option's on style of play. Racial groups do that. Mixed group will always be desirable for some player's over racial because of the safer utility belt approach I mentioned earlier.

Wouldn't it be cool to see a dwarf warband be tanky as hell and withstand hideous damage in the ORvR lakes?
That was possible at one time in this game. I did it. Dwarves had 3 beefy defensive morale cycle's in the game, 2 of which are tied to their morale bombs (mountain spirit 30 sec, Group gromril plating)... As a warband leader you have a difficult decision to make, go for beefy early access defensive morale cycle and drastically reduce ap damage or save for m4 bomb.

These racial groups come with weaknesses and strengths built into them which adds flavor.
The warhammer fantasy tabletop armies/universe is about strengths/weaknesses, flavor, theme's, disgusting combo's that we all love and at one time was represented in this game and still is although partially hacked out.

The hope and desire I always had is that mixed and racial can co-exist. It is the best I can realistically hope for.
The hope and desire is that we can get back some of the cool unique tricks that these racial groups had.

These racial groups were nasty. Some of them still are.

100% continue to balance this game for mixed groups as a 1st priority but as a close 2nd priority consider what the balance changes are doing for/too racial groups. Potentially, restore where we can, the old racial group tricks to give player's more option's on style of play.

I read a lot of your posts, which isnt very easy due to your text walls by the way, and I like your Ideas on principle, but there is one thing I dont really like. You always boil it down to morals. They are quite effectiv, probably the most potent skills in the game, i get that. But to build racial groups, I think we should look more on the synergies of there normal skills and build the moral in there. For example lets look on an highelf group. We have a SM with his m2 Wings of heaven and a WL with Pounce. So we have, if we include a SW to engage damage and moral production, a mobile burst with even mobile guard, which aplies a snare. One of the strongest in the game I might add. The AM brings a slow field to buy time and kiting potential. That might, if the mdps and tank know when to get out and wait for the next turn, get quite deadly. The problem here is, you might not have the melee power to defend bos. I would here coordinate with a dwarfen wb to do that. So my point would be, we should get away from looking mostly on the moral dumps as a wb tactic and incorporate morals in normal synergies and skill rotations.
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