Post by kaldar on Jul 7, 2017 6:47:50 GMT -6
I"m not sure if I should call this a bug or a side effect.
So, I had an entire strategy this age built around wound and I was not able to adequately implement it because I found wound to be less than effective. After much testing and deliberation I have decided the reason for wound's ineffectiveness is that it doesn't seem to do anything on the first turn.
The reason I say this might be a side effect is that origianlly, according to last ages plans, wound was supposed to stun equal to its wound effect. That would have taken place immediately and help offset this issue. However, a premature thinking that wound would be too powerful took that out, so now wound does nothing on turn 1.
The problem with this is that the purpose of wound is to get consecutive turns, and the best time to do this is on turn 1. However, as it stands now, I could go first, wound my opponent for 50, and watch them go next , stun me , and completely overtake turn control of the battle.
I think the solution is to change wound back to the intended implementation of last age and have it stun on the turn for an ammount equal to the current wound.
What I saw last age was huge swings in stunning effectiveness even with a high current wound. In other words, I could have already wounded for 12 or 13, and see swings in stun from 2 to 27. Since stun still only hits 80% of the time, 20% of the time i'm depending on wound to get me through the turn.
Thoughts?
So, I had an entire strategy this age built around wound and I was not able to adequately implement it because I found wound to be less than effective. After much testing and deliberation I have decided the reason for wound's ineffectiveness is that it doesn't seem to do anything on the first turn.
The reason I say this might be a side effect is that origianlly, according to last ages plans, wound was supposed to stun equal to its wound effect. That would have taken place immediately and help offset this issue. However, a premature thinking that wound would be too powerful took that out, so now wound does nothing on turn 1.
The problem with this is that the purpose of wound is to get consecutive turns, and the best time to do this is on turn 1. However, as it stands now, I could go first, wound my opponent for 50, and watch them go next , stun me , and completely overtake turn control of the battle.
I think the solution is to change wound back to the intended implementation of last age and have it stun on the turn for an ammount equal to the current wound.
What I saw last age was huge swings in stunning effectiveness even with a high current wound. In other words, I could have already wounded for 12 or 13, and see swings in stun from 2 to 27. Since stun still only hits 80% of the time, 20% of the time i'm depending on wound to get me through the turn.
Thoughts?