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Topic ClosedIncreased Ward of Destruction Cooldown

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Zangi View Drop Down
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Direct Link To This Post Topic: Increased Ward of Destruction Cooldown
    Posted: 29 Sep 2010 at 23:10
Well, there is 'high level' armies of +3000... 
And 'mid level' armies of 1000-2000...
And low level armies...

Most players are in the mid level.  It hurts then, cause thats also about when the 250 rune comes up.  And like I said somewhere, it kind of draws emphasis to simply sieging...

Whats the point of chain attacks unless you are farming someone of their resources?  Well, there is suiciding your armies... on a bigger player...
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KarL Aegis View Drop Down
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Direct Link To This Post Posted: 29 Sep 2010 at 22:53
When your dealing with armies maseed close to 25000 each, your looking at only 1% of the army gone, which isnt very much on a large scale.
But if its a smaller scale, your better off just seiging away the city to 0 pop and leaving it, rather than razing it and dealing with those kill runes.
Using a raid option might preserve something, but youll likely lose your commander
I am not amused.
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Zangi View Drop Down
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Direct Link To This Post Posted: 29 Sep 2010 at 22:13
Scouts

You didn't see the herald?
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KillerPoodle View Drop Down
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Direct Link To This Post Posted: 29 Sep 2010 at 22:12
Scouts don't clear general destruction runes anymore - I guess that's where the first post is coming from.
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Direct Link To This Post Posted: 29 Sep 2010 at 22:06
If you're taking down runes multiple times over, you're doing it wrong.  16 hours is a huge window of opportunity for safe attacks against a city, and the scouts that clear it are really quite cheap.  If you're finding it too expensive to turn larger/active cities into farms for yourself because of runes...well that's kind of the point.
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Direct Link To This Post Posted: 29 Sep 2010 at 21:35
My suggestion to go with this new scout/spy update:
Increase Ward of Destruction Cooldown Time


Why:
It is expensive to deal with kill runes, especially the 250 kill runes, which players can put back up every 16 hours.  That is 250 free kills of expensive units, every 16 hours or so.
Compared to the 75 kill rune, which has a cooldown of 13hr 20m. 

It is a huge jump to kill count but, barely any increase in relation for cooldown.

2.3x more killing power for only 2 hours and 40 minutes more in cooldown.


In relation to: The now more expensive Rune Smashing update




Edited by Zangi - 29 Sep 2010 at 21:38
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