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PRI#3 Scaledfolks fire tower IMPLEMNTED
Posted: Sat Apr 16, 2022 6:34 pm
by Stratego (dev)
Too cheap fire tower for scaledfolks.
Discuss this right here pretty recently. I would like say about one more aspect - heal rate inside is 50 - that too much.
Re: PRI#3 Scaledfolks fire tower
Posted: Sat Apr 16, 2022 6:34 pm
by Stratego (dev)
Anchar:
PRI#3 Scaledfolks fire tower
Too cheap fire tower for scaledfolks.
Discuss this right here pretty recently. I would like say about one more aspect - heal rate inside is 50 - that too much.
I remember before it was very useless (before the lizard updates), it was easily burned or demolished by superior human and dwarf towers or corny elven and human archers who did not give this mold any chance. As for the undead, the undead just have a worthless siege and archers.
To be honest, I always considered the defense of lizards, on the contrary, to be weak due to low ranges, suitable only against the undead.
Re: PRI#3 Scaledfolks fire tower
Posted: Sat Apr 16, 2022 6:36 pm
by Stratego (dev)
makaw:
Fire tower of scalefolks:
Will be partially fixed during buildings update.
Heal rate is fine.
Burning weapon in future (same as poison weapon on poison tower) will require activation (with consuming action) and will have cooldown as well.
Re: PRI#3 Scaledfolks fire tower
Posted: Sat Apr 16, 2022 7:25 pm
by Stratego (dev)
is here any quick suggestion for fix? (maybe can be the same that would be done in buildings update e. biger hp will result bigger build time)
Re: PRI#3 Scaledfolks fire tower
Posted: Sun Apr 17, 2022 12:33 am
by makazuwr32
Savra already reduced for them attack range down to 4 at base and 7 maxed.
For now it should be fine up until buildings update.
Re: PRI#3 Scaledfolks fire tower
Posted: Sun Apr 17, 2022 5:30 am
by Stratego (dev)
others: is this range reduction enough? please tell us your thoughts
Re: PRI#3 Scaledfolks fire tower
Posted: Sun Apr 17, 2022 6:53 am
by makazuwr32
Personally i would love to replace default passive burning weapon with activable burning weapon ability.
It must cost 1 action to activate, last for 3 turns and have 5 turns cooldown.
Also may you make same change for poison tower?
It also need activable poison ability with 1 action cost to activate, 3 turns length and 5 turns cooldown.
Re: PRI#3 Scaledfolks fire tower
Posted: Sun Apr 17, 2022 8:27 am
by Stratego (dev)
maybe, but players: please tell us your thoughts.
Re: PRI#3 Scaledfolks fire tower
Posted: Sun Apr 17, 2022 8:50 am
by Jerryqian39
Fire tower with maximum range of 7 are just fine ,make fire must be activated will make it less broken in small map when spammed.I think that is good enough
Re: PRI#3 Scaledfolks fire tower
Posted: Mon Apr 18, 2022 6:29 am
by Stratego (dev)
oops, i see savra made the 4 range modification, so here should be some final idea howto finalize.
@Aral_Yaren @Vladneral
Re: PRI#3 Scaledfolks fire tower
Posted: Mon Apr 18, 2022 10:05 am
by Vladneral
For now its fine.
Activation fire looks better. But we will have a problem with bonuses then - increasing damage to trolls, buildings etc.
Like dwarfs dont get bonus to this categories of units - just fire debuff.
Re: PRI#3 Scaledfolks fire tower IMPLEMNTED
Posted: Mon Apr 18, 2022 11:31 am
by makazuwr32
That is fine for cheap tower due to ability to produce them en masse.
Re: PRI#3 Scaledfolks fire tower IMPLEMNTED
Posted: Mon Apr 18, 2022 5:12 pm
by Savra
Well, if we update it so it has fire as a ability, then I can update it's bonuses to the atl-atl throwers bonuses.
Re: PRI#3 Scaledfolks fire tower IMPLEMNTED
Posted: Mon Apr 18, 2022 8:25 pm
by makazuwr32
Fine for me that part.