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20FEB18 - Defy Death Update

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Morose View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Morose Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2018 at 20:10
Personally I think defy death is pointless as currently constituted, but there should be no complaints that it was fixed to reflect what the skill actually was labeled to do.

The ability to send wave upon wave of undying commanders that properly equipped are equivalent to approx 1k troops per was a severe imbalance.  At least now you are forced to resurrect and lose commander equipment.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Hyde Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2018 at 19:32
I agree with Gragnog's point. I believe before this was fixed, there was a correlation to commander level and defy death success rate? I rarely saw the big commanders die but smaller commanders seemed to drop like flies, and was one of the only reasons to push for the big level commanders. With the right skills assigned commanders are functional after level 35-55, and any extra just lead to longer revive times.
 
Maybe just a 0.5%-1% chance of survival per level would just be a better thing to do rather than have Defy Death as a skill?


Edited by Hyde - 21 Feb 2018 at 19:33
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Almost Balanced View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Almost Balanced Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2018 at 18:34
Sat acc becoming useless, sorry five mins limit.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Almost Balanced Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2018 at 18:24
I expect different opinions.Solving this problem all the "sat" accounts makes them useless.


I am in good,very good alliance.
Have and producing enough for my needs, too small for trader

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Tink XX View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tink XX Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2018 at 17:46
GM Stormcrow, thank you very much for fixing this bug!

Almost Balanced, this is a laundry list all of your own.
I don't think most players have a problem with training traders. Your proposal to limit or completely ban the traffic of advanced res and gold is super problematic. What happens if you need to distribute advanced resources between your cities - do you now have to get every transaction through the hub? There isn't that much of a problem with black market anyway, and trade still exists through trade hubs, you just need to put your traders in the hubs that are actually active. Granted, trade is really sluggish in this game but it's not in fact because of black markets. It's because of the glut of resource farms that creates ongoing deflation.

Get yourself into a good alliance if you need more resources.

If our devs would implement some new features out of the ginormous wish list the player base already has created, I think picking a few top demands and making a poll would be the most gracious way to go about it.


Edited by Tink XX - 21 Feb 2018 at 17:49
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Almost Balanced View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Almost Balanced Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2018 at 10:14
All in all, I welcome the resolution of this problem.

I hope that you will do something with the gold, t2 and t3 resources traffic in the next medium term, and by 2023 at the latest.
Schooling and salary traders are very expensive, so their education does not pay.
It is much cheaper to buy all kinds of goods on the black market, which is unobtrusively advertised via the GC, and on the pages of this forum (occasionally)
Someone has already suggested something like this.
Limit or completely ban traffic with gold, t2, and t3 resources out of the legal market.
Be more generous to the players, increase the welcome prizes, give them to the top three cities.



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Post Options Post Options   Thanks (0) Thanks(0)   Quote Gragnog Quote  Post ReplyReply Direct Link To This Post Posted: 21 Feb 2018 at 05:33
Great to see it fixed. I would however like to see the commander level also play a role. It makes sense that the higher the commanders level the greater warrior he should be. Perhaps adding an extra 1% chance of survival per commander level might make people more willing to get commanders to high levels.
Kaggen is my human half
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ten Kulch Quote  Post ReplyReply Direct Link To This Post Posted: 20 Feb 2018 at 22:29
Very happy to see this game mechanic get fixed. The unintended Defy Death behavior was making elite Heroism commanders into undying killing machines. I've already observed a return to balanced gameplay after the patch. Many thanks to GM Stormcrow and his team for investigating the strange results.

Solanar, if the Defy Death correction is an issue, then it seems like a great time to build some new commanders.
Check out my blog, Warmongering in Illyriad for self-defense techniques, military city construction, and PvP strategies.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Solanar Quote  Post ReplyReply Direct Link To This Post Posted: 20 Feb 2018 at 22:06
@ Telios, there already is, but it's 15 prestige per commander. 1125 prestige to respec just the commanders on this account, not even including my alt, seems a steep price to pay. 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Telios Quote  Post ReplyReply Direct Link To This Post Posted: 20 Feb 2018 at 22:04
Any chance there could be a "respec" option added?  With a cost of course.
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