Axe Thrower Broken
Am I missing something, or is the Axe Thrower just way too good now? He can easily do over 1000hps of damage to a fully upgraded unit with 4AP, or 1000hps of damage to a single upgraded unit (provided no physical resist) in just 3AP? Doesn't seem right to me. I completely agree with them buffing them, but this seems a little over the top. Thoughts?
It's going to hurt DE the most. I'm feeling a little sad knowing that my favourite killer, Witch has been Nerfed. No one could match the kills she could deliver. :(
Its not too early. Tribe was already pawning Council and Dwarves by about 56% to 44% and I've yet to hear from anyone that thinks this isnt a clear buff. For example, a Pally can now be 3 shot with rage, and a fully geared pally can be 3 shot by a runemetal axethrower using meat -- meaning time to retreat to safety.
Meanwhile, Council continues to beat Dark Elves mercillessly -- most imbalanced match up out there -- and they didnt touch that.
Are these changes posted anywhere?
DE get no physical resist items, so they will drop like flies, even if upgraded with other items. Palladins won't be to concerned, for one, they are very rarely out in front, secondly DW attacking units will be right onto the whole "new & improved Axe man". Lastly the mighty Dwarves have the good old fashioned bubble.
if you put a runmetal on the axe thrower you can 2 shot a unit at 800 HP because its 200+100(sword)+200 for bonus =500, next turn 200+100=300...500+300=800
this means if you are within 2 spots away with an upgraded axeman you can stomp in 3 turns!! crazy strong
Its not too early. Tribe was already pawning Council and Dwarves by about 56% to 44% and I've yet to hear from anyone that thinks this isnt a clear buff. For example, a Pally can now be 3 shot with rage, and a fully geared pally can be 3 shot by a runemetal axethrower using meat -- meaning time to retreat to safety.
Probably true. but still, i'd rather wait 1-2 weeks before im saying something (even if im allready saying things... P; ). Everyone said for example when the dwarves came out that they were super OP? :)
before im sure how much this buff will affect the game, ill probably avoid playing league matches since most players play tribe allready. But this buff even more will play them and tribe scares the *** out of me now. Its like each unit got the strength of the dwarven units, but with no drawbacks.
Meanwhile, Council continues to beat Dark Elves mercillessly -- most imbalanced match up out there -- and they didnt touch that.
didnt people say it got alot better when they buffed DE? (when the dwarves came out, and they greatly buffed the VM?). Isnt it more of a map problem benefitting CK based teams then TKO teams?
didnt people say it got alot better when they buffed DE? (when the dwarves came out, and they greatly buffed the VM?). Isnt it more of a map problem benefitting CK based teams then TKO teams?
Well, go look at the League data for the last patch -- almost 3,000 games. Its more than a 2-1 win edge when Council goes first, and that has not changed a smidge since the move to 3ap right after the patch. 2500+ games since then. Its not just Council's ability to kill crystal -- its the overwhelming strength of the archer against a team that has very strong magic defense. Shotgunner is good, but its clearly a far cry from an archer at dealing with a fully buffed Wraith or Void Monk.
Yes, the last team that needed a buff was The Tribe. Axe Thrower didn't seem all that bad to me before (a nice little kamikaze unit). This overall buff will certainly push The Tribe into OP territory in my mind.
I absolutely hate playing against the tribe already. I think they suck the fun out of this game. This buff might just push me to resigning a game as soon as my opponent plays as them. Melodramtic I know. But like so many on these forums have said, The Tribe are not fun to play against and if I'm not having fun, what's the point in playing?
Holy crap. With double assault tile support, an unupgraded axethrower on the Tribe map can 3-shot a crystal. I suspected it before, but now I am convinced -- Tribe are #1 with these current stats.
if you put a runmetal on the axe thrower you can 2 shot a unit at 800 HP because its 200+100(sword)+200 for bonus =500, next turn 200+100=300...500+300=800
this means if you are within 2 spots away with an upgraded axeman you can stomp in 3 turns!! crazy strong
All races can kill an 800 base unit with an upgraded unit in two shots. The Archer and Ninja, The Imp, The Gunner and Annihilator.
No other non-buffed unit in the game could Ko any Dwarf with Beer buff in 3 actions. However this Axe guy now can. I think its a fraction too much.
All races can kill an 800 base unit with an upgraded unit in two shots. The Archer and Ninja, The Imp, The Gunner and Annihilator.
Do you mean "in three shots"? Because of the 4 units you listed, only one of them can do it in 2...
EDIT: Ooops -- I read "an upgraded" as "unupgraded". My mistake! That said, 1000 unupgraded damage in 3 shots is still better than any of the units you listed other than the ninja.
Im with Pixel for now. I truly dont enjoy fighting the Tribe, so much that I only used dwarves against them because I could build a defense. That's. Even taken away. I can't think of a way around tribe now.
Although it is early days I also agree that the buff to the Axe thrower is too much.
The Solution...
1) Revert the Axe Thrower it back to how it was
2) Leave the Corpse Explosion nerf as it is now
3) Adjust DE's Life Leech so that it only works against non Spike armoured units
and see how that goes.
Having "hidden and specific modifiers" complicates the game, and thats the suggestion you just did.
I think we can change axe-throwers name to ranged ninjas instead :)
well actually you know the tactic "ninja bomb" well an axe-thrower is some kind of rage-possible-suicide-bomb. you just stand him behind, give him meat, wait till an rage appears and then take out the strongest or most annoying one.
I actually found out, many people who beat me with tribes, where people who really aggressive sacrified their units to take out strong of mine and i guess thats mostly the tactic behind it, maybe.
Having "hidden and specific modifiers" complicates the game, and thats the suggestion you just did.
There's plenty of hidden elements beneath the surface of the game like how Chain Lightning or the Shaman's Heal jumps or the Wraith being able to be summoned on an enemy deployment square when no opposing unit is normally allowed to enter.
I don't think this one exception would over complicate the game.
Fortunately, I think or at least hope that TF2 should be a counter to even the buffed Tribe, and with lots of people playing TF2, hopefully it will stop people from clogging the Tribe bandwagon. TF2's inherent means that they will often be able to stomp multiple tribe units at once. Moreover, with 18 units, respawn tokens, and no obvious top priority target, the effect of rage, meat and typhoon is somewhat muted. Tribe cant meat kill the equivalent of a runemetal archer because there just isnt one.
I totally agree with Yojimbo's solution to balancing the Tribe with the 3 pre-existing factions.
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Out of interest, why doesn't this forum have a delete post option?







Am I missing something, or is the Axe Thrower just way too good now? He can easily do over 1000hps of damage to a fully upgraded unit with 4AP, or 1000hps of damage to a single upgraded unit (provided no physical resist) in just 3AP? Doesn't seem right to me. I completely agree with them buffing them, but this seems a little over the top. Thoughts?
its too early to say anything. But personally it feels like its too high. Even with the nerf to the witch corpse explosion its still a overall buff to them. But time will tell. Give it a couple of weeks and we'll know sooner or later.
if anyone wants to play some hero academy with me, challenge me!
nick: Ragnaok