PRI#3 Scaledfolks fire tower IMPLEMNTED

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Stratego (dev)
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PRI#3 Scaledfolks fire tower IMPLEMNTED

Post 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.
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Re: PRI#3 Scaledfolks fire tower

Post 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.
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Re: PRI#3 Scaledfolks fire tower

Post 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.
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Re: PRI#3 Scaledfolks fire tower

Post 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)
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Re: PRI#3 Scaledfolks fire tower

Post 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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: PRI#3 Scaledfolks fire tower

Post by Stratego (dev) »

others: is this range reduction enough? please tell us your thoughts
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Re: PRI#3 Scaledfolks fire tower

Post 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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: PRI#3 Scaledfolks fire tower

Post by Stratego (dev) »

maybe, but players: please tell us your thoughts.
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Re: PRI#3 Scaledfolks fire tower

Post 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
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Re: PRI#3 Scaledfolks fire tower

Post by Stratego (dev) »

oops, i see savra made the 4 range modification, so here should be some final idea howto finalize.
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Re: PRI#3 Scaledfolks fire tower

Post 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.
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makazuwr32
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Re: PRI#3 Scaledfolks fire tower IMPLEMNTED

Post by makazuwr32 »

That is fine for cheap tower due to ability to produce them en masse.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Savra
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Re: PRI#3 Scaledfolks fire tower IMPLEMNTED

Post 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.
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Re: PRI#3 Scaledfolks fire tower IMPLEMNTED

Post by makazuwr32 »

Fine for me that part.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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