HoL and priest info

HoL - artifact, 12000 gold, 4500 mana and health, 75% mana per second, 30 hps, 60 second cd. interupt on damage

priests - give 15 gold

 

im not sure how much experience they are

14,507 views 47 replies
Reply #1 Top

woohoo v1.1 is out!

<3 HoL changes

Reply #2 Top

Does HoL get interrupted on damage?

Reply #3 Top

it breaks on damage - oaks shiled still lets it go

 

this could be a huge problem - endgame oak is crazy - if he gets this and has 6 second shield

Reply #4 Top

They should have left Heart of Life alone. It wasn't particularly overpowered to begin with, rather, it just helped a lot against stupid people. And there are a lot of stupid people playing the game.

Reply #5 Top

Did they up the number of priests that comes with each wave? Played my first post-patch game today, and my towers got swarmed with those buggers once the opposing side upgraded them.

Reply #6 Top

They're 20 experiance. 

Grunts are 33, so they're less then that. Sounds great to me.

Reply #7 Top

Quoting TrubEEE, reply 4
They should have left Heart of Life alone. It wasn't particularly overpowered to begin with, rather, it just helped a lot against stupid people. And there are a lot of stupid people playing the game.

You lost me on how HoL helps against stupid people. Does it repel them or something? Are these stupid people on your team or the opposing team? If they are on the opposing team then by stupid do you mean 'bad player'? Because if they are bad players you probably wouldn't need HoL anyways right?

Explain your comment please.

Reply #8 Top

why would they lower the experience? that's dumb- they are harder to kill

 

im gonna not believe you teseer til more people say that

Reply #9 Top

Quoting woca, reply 8
why would they lower the experience? that's dumb- they are harder to kill

Because otherwise buying them is the opposite of an upgrade?

Reply #10 Top

this just means more people will get the ring  personally i didn't find hol as a problem i found it harder to kill ub then oak

 

Reply #11 Top

Quoting AmIAnnoyingNow, reply 9

Quoting woca, reply 8why would they lower the experience? that's dumb- they are harder to kill
Because otherwise buying them is the opposite of an upgrade?

them costing 33 gold was ridiculus, exp however should not be lower. there still should be some risk to upgrades, and it's a very minor one. their xp value earlier was fine, i don't know of anyone who complained about it

Reply #12 Top

there still should be some risk to upgrades

Why?  Upgrades should be *upgrades*

Reply #13 Top

Quoting woca, reply 11


them costing 33 gold was ridiculus, exp however should not be lower. there still should be some risk to upgrades, and it's a very minor one. their xp value earlier was fine, i don't know of anyone who complained about it

Should dig a little deeper in the forums then. Pre 1.1 atleast, buying Priests early was never a good thing. You'd only buy Priest when doing the jump to catapults all at once.

Reply #14 Top

Quoting InfiniteVengeance, reply 12

there still should be some risk to upgrades
Why?  Upgrades should be *upgrades*

 

risk was a poor word, but not every upgrade should be grabbed first thing you can possibly get it. there still needs to be some rationale for getting them. With that gold, you could get damage upgrades for your troops - they could do more samage and not give any more gold or xp. then again, priests allow you to do more damage and heal, but for that they cost more and can give enemy more gold and xp

there have to be trade offs. lowering their xp value lower than grunts is way too much, maybe a lowering was in hand though

in all honesty, i still will probably never buy priest upgrades first, no matter how much xp or gold they are worth, they are too easy to kill, and they are too farmable

Reply #15 Top

Quoting Connatic, reply 13

Quoting woca, reply 11

them costing 33 gold was ridiculus, exp however should not be lower. there still should be some risk to upgrades, and it's a very minor one. their xp value earlier was fine, i don't know of anyone who complained about it
Should dig a little deeper in the forums then. Pre 1.1 atleast, buying Priests early was never a good thing. You'd only buy Priest when doing the jump to catapults all at once.

this has nothing to do with what we are talking about unless you mean people complained about xp - people complain about everything, but gold was the major issue with priests

 

 

 

in all honesty i may have spoken to soon cause i have not played with them, and maybe i should try it, but i didnt think xp was a problem. i guess im sad i can't farm noobs and their priests as much, but i still can a little

Reply #16 Top

there have to be trade offs. lowering their xp value lower than grunts is way too much, maybe a lowering was in hand though

Yes, but the only trade off should be the GOLD used to buy them.  There should not be secondary negative effects that ONLY the creep upgrades carry.

Reply #17 Top

Quoting InfiniteVengeance, reply 16

there have to be trade offs. lowering their xp value lower than grunts is way too much, maybe a lowering was in hand though
Yes, but the only trade off should be the GOLD used to buy them.  There should not be secondary negative effects that ONLY the creep upgrades carry.

if the only tradeoff is gold, theere xp still shouldnt be lowered as low as it is. xp should not be lower than grunts - there are 3 more units in each wave so if you kill them you should get xp for it, and if they are stronger units, wll you should get more xp

Reply #18 Top

Not necessarily. It would be nice to think of this as a standard RPG where xp is based on the difficulty of the opponent.  In reality however, each wave of creeps represents an amount of xp and gold the opponents get, as well as the pluses of having additional units in your attack waves.  It is a steady constant stream for the most part, thus you should treat it like one.

The important part is to balance the effectiveness of the unit, to how much gold/xp they give the opponents.  For instance, catapults have classically won on that balance beam because of how effective they are at ending a game, even without much DG help. Priests and angels don't do this nearly so well, so it makes sense they give significantly less gold and XP than a catapult does.

And lastly, the idea that upgrades should have strategic use... this is true.  Keep in mind that other than just the gold cost itself, there is also the opportunity cost of not getting something else.  Same way getting a point in Fireball has the drawback of you NOT having gotten a point in Circle of Fire. That is generally all the cost you should need.

Reply #19 Top

if the only tradeoff is gold, theere xp still shouldnt be lowered as low as it is

Um...that's exactly why the exp was lowered to as low as it is.

Reply #20 Top

Quoting woca, reply 17

Quoting InfiniteVengeance,
reply 16

there have to be trade offs. lowering their xp value lower than grunts is way too much, maybe a lowering was in hand though
Yes, but the only trade off should be the GOLD used to buy them.  There should not be secondary negative effects that ONLY the creep upgrades carry.


if the only tradeoff is gold, theere xp still shouldnt be lowered as low as it is. xp should not be lower than grunts - there are 3 more units in each wave so if you kill them you should get xp for it, and if they are stronger units, wll you should get more xp

This argument has a flaw. The priests are not replacing your default grunts. They are in ADDITION to them. Hence if your opponent gets priests, you still get to farm the regular grunts, but you get a bonus of killing the priests and getting extra XP. As it stands now after 1.1, priests STILL give an XP/gold boost to the enemy, albeit a lower one.

Honestly, to make priests an absolute upgrade would be to give 0 XP and gold for killing them. Angels too.

Reply #21 Top

Quoting woca, reply 3
it breaks on damage - oaks shiled still lets it go

 

this could be a huge problem - endgame oak is crazy - if he gets this and has 6 second shield

Yeah i think they made it worse. Before it was only usefull mid game because of it's 3k regen but now with 4.5k thats enough that it'd even more useful endgame. Which endgame is what matters.

Reply #22 Top

Endgame isn't what matters really.  I mean, the end of the game is predicated by the early and middle parts of it much more so than by what you can do in it.  Oak who dies more because he can't shield/heart is less likely to be a huge late game factor.

Reply #23 Top

Quoting woca, reply 8
why would they lower the experience? that's dumb- they are harder to kill

 

im gonna not believe you teseer til more people say that

    Experience = {

        Radius = 30,

        Value = 20,

Reply #24 Top

Quoting Zechnophobe, reply 22
Endgame isn't what matters really.  I mean, the end of the game is predicated by the early and middle parts of it much more so than by what you can do in it.  Oak who dies more because he can't shield/heart is less likely to be a huge late game factor.

it might be less of an impact because the game is over if you have enough to get hol and shield, but why still leave that in?

 

 

as for creeps getting less xp, its stupid to me, xp is experience, priests shouldnt offer less than grunts, clearly they are a better unit. did they lower it for any other units?

Reply #25 Top

Newp. And yes, it was good. I play TB, and if they got priests even remotely early, I'd end up at LEAST 2 levels above them. 4 or 5 if I have a good game.

This is a great change and makes getting priests a great possibility rather then just another rung before giants.