Successfully scaled back my game count, resuming normal play. :)
I'll be back to helping train new players when school gets out. :)
Give the Knight move 3.
The ninja would only be able to spawn 1... I gave you 4 different options and of course you pick the op one. Which way i gave options. One option was that the unit that swappedwith ninja loses armor so its also kind of a bad deal. And you saying lots of words to me than critizing me sounds like you didnt read it very carefully and all you got out of it was change. Thats just what it sounds like to me it me not be truthful. Im just saying thats how i intreprated it.
Play me please if your good and or play a lot. My username is Ninja_X_007. 3 ap starts or I won't play you. Don't forget team games!
Not to be rude but why? Just filling in spaces so teams get balanced is not where to go. And in real life knights are terribly slow given how much armor they put on. The archer, wizard, cleric would fit more logically. If it wasnt a knight but had everything the same than i would maybe vote yes for that. I hope you understand what i said, and get my point.
Here i didn't answer what you said. The ninja can't swap back off the game. Only in one of my options can the ninja swap out. And thats only if the ninja is at the spawn tile... And i even stated that it might have alot of flaws. So your example wouldnt work to well. Unless you swap with knight. Hit them 2 run all the way back to spawn a knight that lost it's armor (in one option) to spawn back. I don't think that very op. I think that nothing will come out those little raids as you waste 5 ap to do those things. And armor (in one option).
I agree with the potion. But i still don't like the knight thing. I think its a good idea but i just don't like it.
I did read your entire thing, I did not, however, understand it all. I have a bit of trouble with your grammar (no offense) and I thought you meant all of the abilities at once, plus I thought you said you could swap the armor to the ninja and back again to another character. But seriously, the ninja doesn't need any confusing or 'special case' ability. Remember that his abilities need to be able to be accurately described in the tooltip. :)
Ya i have messed up grammar... Lol the way i talk makes sense (sometimes), but on paper it doesn't. And all of those things are options, so not everything i said for the ninja works. I just wanted to give ideas. The one that i would really consider is the ninja spawning out onto units, like the wraith spawning on dead corpse. But the unit that swapped with the ninja works like the respawn token.
That would make him a bit too much like the wraith IMO. Plus there is still that tooltip issue. :-/
Sorry for the radio silence, school stuff all piled up. I haven't forgotten about this thread, and I'll be responding eventually.
Council doesn't need any help vs SL, DE or council
Dwarves, TF2 need nerfs to be brought to Council level
if any buff is needed by council it would be one to help against this teams the thing I see in common is their slay unit abilities
Jarate + Drill
you could also argue about them having the best AoE (dwarves) and TF2 having decent AoE
going by all of this and going by council strengths I would say increase the amount of healing on rezzed units by the cleric as a possible buff.
A wise man is superior to any insults which can be put upon him, and the best reply to unseemly behavior is patience and moderation.
The Tribe is another tough nut to crack. Their AOE having been nerfed so heavily, the TR is now very dependent on the Warrior to execute high-value targets that have been weakened by the overbuffed Axe-thrower. This means that the council can't rely on loading up individual units with equipment, because everything on the team except a knight dies in 3AP to axe + axe + execute.
The way that Warrior execute ignores the numbers (doing essentially "infinite" damage) is one of the most outlandish things in the game right now. Even with the Axe-thrower doing 400 baseline damage above 50%, the Tribe's lack of defensive gear makes their individual units easy pickings, so the warrior execute is "necessary" to make up a lot of their shortfall... but I still don't like it. I'd rather see a multiplier of 2 or 3x damage on units below 50% to preserve SOME of the purpose to high HP/heavily equipped units while still being the haymaker of the team.
But I digress. :p
Don't have time to respond to the new post, will do so when I can.
However: I wanted to comment that your FAR graph's inclusion of the Shaolin, who are widely agreed to be in terrible shape, serves to skew the results of all other teams upward. It might be beneficial to create another graph that excludes the SL to get a better idea of overall balance.
Just something that jumped out to me as I was closing tabs in my browser (getting ready to leave the office).
Why anyone would argue this long with the league all time #1 player is beyond me.
if anyone wants to play some hero academy with me, challenge me!
or did i just forget it? ;)
I dunno, I argued with Trip about DE and TF for a while, too. =p I changed the way I think about the match because of that discussion, and now I believe that DE v TF is not a bad match at all! One of the more interesting matches, I feel.
Read Oh My Void Monks, my hero academy blog at http://omvm.blogspot.com! Last updated 8 May 2013 - Game Replay tabby_nat(DE) v KevinSpinti(DW)
Well, notice I said "argue this long", I didn't mean to imply Trip is always right.
But to persistently argue the point that a team is imbalanced with a person who clearly has more experience and knowledge about the game, is silly to me.
I'd start to think that perhaps I'm just not using the team properly and my opinion is flawed. But that's just me, no offense to Jwallyr.
well sort of back to the topic (after the battle of who can type the most!)
despite everything that has been pointed out for either side, i (personally) do believe that the council does indeed NOT have a racial trait. the "alchemy" that they supposedly have is in no way a defensible trait in comparison to the very clearly designed feats that every member of each individual team can perform.
the argument that something needs to be immediately taken away from them is unfounded in my opinion. you should have uniformity in the skeleton of the design with unique qualities being the flesh of that skeleton, otherwise you end up with imbalances, like the inappropriately large number of pieces for TF2. its like starting chess with one side having a 2nd row of pawns, yes a good player may be able to out maneuver the other, but why the need to start in a hole every game?
the priestess heals and revives extra, nothing wrong with that. that is no different than the unique abilities of every other support/healer character in the game. the potion can revive a fallen piece, that is no different than the unique abilities of every other healing item in the game.
in other words these are not "racial features" that EVERY OTHER TEAM HAS IN THE GAME.
if i lived in a beautiful fantasy world where my whims and thoughts were properly enforced on the entire population, i would argue for something along the lines of every time a council member stomps an opposing unit, all council members on the board get a 20% buff to both defense and magical defense for the next attack on an individual council member, then it fades for all members on the board. sort of a reverse tribe mechanic.
the focus should be on improving the holes. people want something that adequately stands up to dwarves and to a lesser extent TF2. all the other teams need little tweaks (or large tweaks in the case of SL). a little tweak to council is needed, and the first step is giving them the same tools to compete with every other team.