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
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
woohoo v1.1 is out!
<3 HoL changes
Does HoL get interrupted on damage?
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
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.
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.
They're 20 experiance.
Grunts are 33, so they're less then that. Sounds great to me.
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.
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
Because otherwise buying them is the opposite of an upgrade?
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
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
Why? Upgrades should be *upgrades*
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.
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
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
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
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.
Um...that's exactly why the exp was lowered to as low as it is.
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.
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.
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.
Experience = {
Radius = 30,
Value = 20,
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?
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.
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