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30JUL19 - Powerful New Runes

Printed From: Illyriad
Category: News & Announcements
Forum Name: Announcements
Forum Description: Changes, patch release dates, server launch dates, downtime notifications etc.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=10662
Printed Date: 20 Oct 2019 at 17:35
Software Version: Web Wiz Forums 11.10 - http://www.webwizforums.com


Topic: 30JUL19 - Powerful New Runes
Posted By: GM Cerberus
Subject: 30JUL19 - Powerful New Runes
Date Posted: 30 Jul 2019 at 15:00
The Council of Illyria has recently received reports via an envoy from the College of Science that there has been another breakthrough in the arcane arts.  The College, recently proving themselves to be on the cutting edge of magic research, have discovered incredibly potent and deadly runes of protection. Though they haven’t been as candid as normal about their discovery, scholars of the council familiar with the Broken Lands have noted a striking similarity to the runes carved into the monoliths surrounding the cabalistic towers of the Heirs of Voldaryn.  With assistance from the recently discovered elemental shards, kingdoms across Elgea and the Broken lands will be able to use these new dark magics to defend themselves from aggressors. 

Four new powerful rune spells have been added to the "Runes" school of magic, giving commanders even stronger defensive options of their cities.

Signet of Annihilation



Utilizing recent breakthroughs of research performed by the College of Silence, your mages have devised a more potent spell with the sole intent of death and destruction.  When activated, this signet eradicates the first 400 enemies that attempt to impede on your kingdom. Scouts and spies are unaffected by this spell as their intents are not specifically hostile.

Icon of Devastation



Considered the most volatile and dangerous of the killing runes, the Icon of Devastation taps into the dark magics of the underworld to exterminate the first 750 hostiles attempting to encroach on your territory.  Scouts and spies are unaffected by this spell as their intents are not specifically hostile.

Signet of Inquisition



The infernal magics of the underworld are mysterious and deadly, but when harnessed by skilled mages they can prove quite effective in smiting one's’ foes.  This signet seeks out specifically designated hostile diplomatic targets and wipes them out upon arrival at your town, leaving your enemy with 750 less cronies at their disposal.  Diplomats arriving that are not targeted by this signet are unaffected.

Icon of Prosecution



The deadliest of the seeking runes, the Icon of Prosecution is perhaps the most dangerous of all spells conceived by the College of Silence as many innocent souls were lost in its inception.  The icon can detect the intentions of incoming diplomatic forces and wipe their minds of all function, leaving lifeless husks in the spell’s wake. The potency of the icon allows it to slay 900 hostile diplomats before it dissipates.  Diplomats arriving that are not targeted by this icon are unaffected.

These runes are now available for research.  Good luck commanders!



Replies:
Posted By: BrianN
Date Posted: 30 Jul 2019 at 22:49
Hi, been playing this game for over 15 months, this is my first forum post because Im really concerned about the direction the game is going.

These runes are turning an already defensive-leaning game into farmville.

Troops have now been nerfed...HARD.  It used to be that attacking a city would cost you 250 troops, now its 750.
This is especially harmful to cavalry...now it takes nearly a week's worth of troop building (6.94 days of building without sov bonus) to have even one cav unit attack a city.

The problem is that people often dont see the secondary and tertiary consequences of a change...this update also gives more power to orcs.  Powerful attacking units have been SEVERELY nerfed.  This is also an update that disproportionally hurts new players as they have less infrastructure to support sov and large numbers of standing armies.

Then you put up on this the effect of runemaster buildings...2 weeks' worth of troops thrown away in an instant from just one building!


This game is already stagnant with people building inpenetrable powerbases and now its got even worse.  The last update was all defensive as well.

Unless this is at least quickly mitigated by buffs to offensive abilities, this is a very underrated harmful update.


Posted By: SirBradly
Date Posted: 30 Jul 2019 at 23:56
I like


Posted By: Wartow
Date Posted: 31 Jul 2019 at 01:43
Players worried about 250, 500, or 750 troops aren't attacking cities that are able to put up this level of defense.

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Posted By: BrianN
Date Posted: 31 Jul 2019 at 07:22
You've got somewhat of a point there wartow, however, it is still a buff for defense in a game thats already too skewed to defense.


Posted By: Thirion
Date Posted: 31 Jul 2019 at 08:59
Originally posted by BrianN BrianN wrote:


These runes are turning an already defensive-leaning game into farmville.


The mechanics are not the problem - the players are. In (most) other games you only have war (and maybe trade), in Illy you can do a lot of other stuff (hunt, quest, craft, tournaments). Thus a big part of the player base are not PVP players but PVE (including tournaments) players.

Originally posted by BrianN BrianN wrote:

This is also an update that disproportionally hurts new players as they have less infrastructure to support sov and large numbers of standing armies.

It hurts new PVP players but helps new PVE players as they can defend better against attacks. And that is the point - there are more PVE players then PVP.

Originally posted by BrianN BrianN wrote:


This game is already stagnant with people building inpenetrable powerbases and now its got even worse.  The last update was all defensive as well.

Thats not true in my opinion. There is no inpenetrable powerbase. TCol won (as far as i know ) a war against one of the former Top5 alliances without much problems (as far as i know Vortex just ran away) and the by far biggest alliance didn't want to defend their confed. Sin and The Scarecrows won multiple wars againts the former Crow alliances or confeds which were a lot bigger.

Originally posted by BrianN BrianN wrote:

Unless this is at least quickly mitigated by buffs to offensive abilities, this is a very underrated harmful update.


I disagree. It helps smaller, active non-PVP players and big PVP players do not really care. Smaller PVP players can still help with sieges and other stuff.

Originally posted by BrianN BrianN wrote:

You've got somewhat of a point there wartow, however, it is still a buff for defense in a game thats already too skewed to defense.

What? Defense SUCKS in this game. If you ever participated in tournaments you would know that you can't really defend squares effectively- especially against Cav - on all terrains (plains are suicide, everything else is better but still bad).

And well, you don't attack cities directly (you should siege them first) - thus city defense is kind of pointless. Against inactive players you have to clear the runes once (and you can do that with any cheap unit).

The game is kind of balanced because sieges force the attacker to defend instead of attack. Other then that Offense is way better then defense. I can show you multiple reports from the last tournament were we got slaughtered in defense (with 5:1 and better ratios) and don't have any reports were we got good ratios as defender (even against kobolds, one of the worst attack unit in the game).


Posted By: Wartow
Date Posted: 31 Jul 2019 at 13:52
Here is another theory...  There will be a lot of Runemaster's Grounding structures going up to complete yet more research.  Some of these players may stumble upon another activity which pushes the line between "its only lore" and "its part of a mystery/quest/discovery" in a new direction.  I am suggesting that there may be more than meets the eye here.  I believe there were similar motivations a few years back when the vault was updated to include capacity and not just protecting of resources which most bigger players found to be useless.  

To the misted lands!


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Posted By: BrianN
Date Posted: 31 Jul 2019 at 19:46
"Some of these players may stumble upon another activity which pushes the line between "its only lore" and "its part of a mystery/quest/discovery" in a new direction. "
Are you talking about tactical shifts or actual finding of new features? Please explain.


Posted By: Wartow
Date Posted: 31 Jul 2019 at 22:41
As of now places such as the Misted Lands, Fortress of Shadows, and Blackbriar have not given up their secrets.  By incentivizing the building of the Runemaster's Grounding the Devs may be giving us the opportunity to reveal something about these, or other mysteries, that up to this point hasn't be learned or shared with the wider community.  Until we learn something new about these places we can only say their backstory is only background lore.

I wonder what percentage of cities actually use the Runemaster's Grounding?  I'm guessing it is VERY low.  Likewise, the vault wasn't used much prior to the update which granted it the ability to increase city storage capacity.  Suspicion is that the vault is helpful to retain tentacles within a city. 


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Posted By: Dungshoveleux
Date Posted: 01 Aug 2019 at 20:36
I hope that the defence against thieves will significantly affect thieving by 20,000 of them.



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