#Suggestion on Siege system (relieve)

1 messages · Page 1 of 1 (latest)

smoky ermine
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New Siege Changes:

    • 0,25 is the default multiplier for non-siege units
      • Fixed Siege Impact Effects for Cutting atttacks on ROCK
      • All buildings hitpoints increased by roughly 35-40% due to siege changes.
        • Unit Class will show as Siege in “Smart Tooltips” when selecting units.

I think the new Siege system is way too dramatic as a new change. The change actually make building more resistance to normal attack by 4 times (divided by 4), plus the increase in all building hitpoints as well (35-40%)

400% + (40% x 400%) = 560%

So that's roughly around 5.6 times change in value that make normal attack less effective to building.
This siege change make a big impact on the game balance itself. Siege units now play a big role in any game. The most noticeable unbalance issue that comes, is the increase in tower strength and time to destroy unprotected peripheral buildings, which make turtling play style gets stronger. Also more reliance on siege units.

Suggestion:
Instead of 0.25 as the multiplier for non-siege unit, why not make it 0.5 or 0.35 instead ( I prefer 0.5). So there is some compromise between siege and non-siege units and overall game balance (rushing and turtling).

200% + (40% x 200%) = 280%

TL;DR: The siege system change was too much, so I suggest a relieve on non-siege reduction multiplier

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Suggestion on Siege system (relieve)

small idol
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0.5 is the original value we had. I feel that it made some siege units feel redundant when faster, tougher, non-siege units could just steamroll a town (mass blade acolytes for example).

I'm ok with the current 0.25 multiplier, but I wouldn't mind seeing some test done on 0.3 or 0.35 multiplier.

serene snow
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0,33for that smooth number

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But yea, doubling down on the siege system feels bad

tribal cradle
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Or maybe they should just revert the 40% hitpoint increase

normal panther
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0.5 armor means that it receives half damage. How do you propose the use of siege units to be encouraged if any other kind of units can relatively easily destroy buildings? Also the presence of siege units makes the army a bit weaker which implies the greater need for tactics and strategy instead of a straight-forward approach. Personally I love the idea of siege units being more useful.

serene snow
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other unit types do not relatively easily destroy buildings
siege units do not inherently make armies weaker

normal panther