Author Topic: Developers requesting feedback: health of gods.  (Read 4879 times)

Offline solosol

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Re: Developers requesting feedback: health of gods.
« Reply #15 on: June 03, 2013, 04:31:29 am »
Not sure about God bandits. If they are to appear, there should be more ways to deal with them, not just by sending factions gods to fight them....Because gods have only 3 tokens, with devastating effects, ands some have high cooldowns...so suddenly spaming a god bandit (even in the age of gods, where the economy is working fine) might just be gg.
But if people like the idea of having stronger bandits (i'm not sure why, because they don't give score), then maybe you can try by adding bandits with differet skills:

- Boss bandit. As suggested before. A strong bandit is better for managing than a god-like bandit, wich sounds overwhelming.
- A really annoying bandit unit would be the Thief or Plunderer: he robs a % of the total resources stored, when the building is attacked -or destroyed?-(this is, if he attacks/destroys a seer, you may loose, let's say, 10-50% of your total incense)...nasty isn't it?. At higher difficulties, they might have predilection for diamonds and jewels....
- The slaver. This would be very annoying too: this bandit has a chance, with each attack or action, to slave a unit, then the attacked unit might become a bandit unit (but not another slaver, or it can be a snowballling...and that sounds more like a new woe?) Very very nasty...
I think I'm just stopping with these sadistic ideas...

Offline Misery

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Re: Developers requesting feedback: health of gods.
« Reply #16 on: June 03, 2013, 06:22:09 am »
Not sure about God bandits. If they are to appear, there should be more ways to deal with them, not just by sending factions gods to fight them....Because gods have only 3 tokens, with devastating effects, ands some have high cooldowns...so suddenly spaming a god bandit (even in the age of gods, where the economy is working fine) might just be gg.
But if people like the idea of having stronger bandits (i'm not sure why, because they don't give score), then maybe you can try by adding bandits with differet skills:

- Boss bandit. As suggested before. A strong bandit is better for managing than a god-like bandit, wich sounds overwhelming.
- A really annoying bandit unit would be the Thief or Plunderer: he robs a % of the total resources stored, when the building is attacked -or destroyed?-(this is, if he attacks/destroys a seer, you may loose, let's say, 10-50% of your total incense)...nasty isn't it?. At higher difficulties, they might have predilection for diamonds and jewels....
- The slaver. This would be very annoying too: this bandit has a chance, with each attack or action, to slave a unit, then the attacked unit might become a bandit unit (but not another slaver, or it can be a snowballling...and that sounds more like a new woe?) Very very nasty...
I think I'm just stopping with these sadistic ideas...

Hm, yes, these sound like pretty good ideas, actually.

I like the idea in general of "special" bandits to add to the challenge.   Ones that dont appear in the forts, but might appear on their own, and have special abilities.   The thief idea sounds very fitting.  I kinda like the slaver one too.

Offline melkathi

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Re: Developers requesting feedback: health of gods.
« Reply #17 on: June 19, 2013, 11:00:10 pm »
My Pan just got slaughtered by minotaurs :(

Offline Misery

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Re: Developers requesting feedback: health of gods.
« Reply #18 on: June 20, 2013, 02:39:23 am »
My Pan just got slaughtered by minotaurs :(

Yeah, the god health still needs to be increased.

Pan IS kinda a pain in the butt though.  Him and his irritating passive.

Offline nas1m

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Re: Developers requesting feedback: health of gods.
« Reply #19 on: June 20, 2013, 05:14:11 am »
My Pan just got slaughtered by minotaurs :(

Yeah, the god health still needs to be increased.

Pan IS kinda a pain in the butt though.  Him and his irritating passive.
+1 on the health increase from me.
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Offline melkathi

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Re: Developers requesting feedback: health of gods.
« Reply #20 on: June 20, 2013, 06:04:05 am »
The other option is to have certain units that have to easy a time killing gods deal reduced damage to gods. That way a swarm of units would still require the desired effort, but specific units ( *cough*minotaurs*cough* ) would no longer have such an easy time.
A shame gods can't pick up Adamantine though ;) When I look at that lvl 2 Xiphos with his 123.000 HP and then look at Ares, I have to wonder who exactly is the god of war here :)

Offline Misery

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Re: Developers requesting feedback: health of gods.
« Reply #21 on: June 20, 2013, 07:40:41 am »
The other option is to have certain units that have to easy a time killing gods deal reduced damage to gods. That way a swarm of units would still require the desired effort, but specific units ( *cough*minotaurs*cough* ) would no longer have such an easy time.
A shame gods can't pick up Adamantine though ;) When I look at that lvl 2 Xiphos with his 123.000 HP and then look at Ares, I have to wonder who exactly is the god of war here :)


While there are definitely some units that can wreck gods too quickly, part of the problem is that LOTS of things wreck them too quickly right now.   Even just high-leveled human units, not in particularly great numbers, can destroy gods at the moment.   Even moreso if they've got ruin or token boosts active on them.

Offline x4000

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Re: Developers requesting feedback: health of gods.
« Reply #22 on: June 20, 2013, 09:03:57 am »
All righty, sold:

* The maximum health of gods has been increased 8x, and their attack power has been increased 6x.
** This makes god-killing actually something really difficult to do even with highly buffed units.
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Offline melkathi

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Re: Developers requesting feedback: health of gods.
« Reply #23 on: June 20, 2013, 09:38:37 am »
I anticipate that the next round of feedback will be about whether score for god kills should be increased ;)

Offline x4000

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Re: Developers requesting feedback: health of gods.
« Reply #24 on: June 20, 2013, 10:11:22 am »
I anticipate that the next round of feedback will be about whether score for god kills should be increased ;)

Could well be... but by the same token I think it would make the god-killing too obvious of a thing to do, and too easy.  I think that previously it was already something too obvious and too easy, so just going back to that is probably not for the best, heh.
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Offline melkathi

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Re: Developers requesting feedback: health of gods.
« Reply #25 on: June 20, 2013, 08:32:02 pm »
All righty, sold:

* The maximum health of gods has been increased 8x, and their attack power has been increased 6x.
** This makes god-killing actually something really difficult to do even with highly buffed units.

Looking forward to testing how gods will fare against my one man rain of arrows super archer. This game he one-shot every god and had enough attacks left to wipe out a town before moving on.

Offline vehementi

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Re: Developers requesting feedback: health of gods.
« Reply #26 on: June 21, 2013, 11:35:21 am »
Adamantite humans shouldn't one shot gods

Offline melkathi

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Re: Developers requesting feedback: health of gods.
« Reply #27 on: June 21, 2013, 01:44:46 pm »
Adamantite humans shouldn't one shot gods

Hopefully they wont anymore.
Luckily we now have the convert ability, so adamantite humans become a very strange force of balance.

Offline x4000

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Re: Developers requesting feedback: health of gods.
« Reply #28 on: June 21, 2013, 05:40:15 pm »
Here we go with the actual godly gods!  http://www.arcengames.com/forums/index.php/topic,13436.0.html
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