Warding reaching 100%

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Warding reaching 100%

Postby KGB » Thu Jun 12, 2014 10:12 pm

I talked about this when the current version was released with the personal warding item. I warned that Warding should top out at 90% from all sources to prevent creating units that are 100% resistant to ambush.

In a game with Tabalini, I noticed this problem with a Ranger. Her personal warding allowed her to reach 100% warding making ambush impossible. This is a problem because in this game (Snowflake map) there is a gob of items freely available as part of the 'item race'. What happened is the Ranger has a +1 hits item from this gob and combined with a horde of items she is about to become a 55/3 unit in a stack with 70% ambush, +20 chaos etc. There is no effective way to stop her from simply killing everything she encounters.

Warding for any unit should top out at 90% to prevent this.

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Re: Warding reaching 100%

Postby Igor » Fri Jun 13, 2014 12:20 am

KGB, very useful for the Game when you are going to loss in your personal games, in that case you are giving many new ideas :-)
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Re: Warding reaching 100%

Postby piranha » Fri Jun 13, 2014 7:21 am

I just lost my best hero stack on that map to Igors hero army who also hold all those items. My ghosts didn't stand a chance. Should have changed the fight order!! Anyway I see your point and we have made that change in the next version to prevent that a unit have 100% chance to kill since we are going to reroll the dice when one side have reached maximum number of kills according to the 90% rule.
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Re: Warding reaching 100%

Postby KGB » Fri Jun 13, 2014 1:37 pm

Piranha,

I know you already made the change to prevent 100% ambush.

What is also needed is a change to prevent 100% warding (complete immunity to ambush).

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Re: Warding reaching 100%

Postby piranha » Fri Jun 13, 2014 7:27 pm

Okay. Sure a cap at 90%.
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Re: Warding reaching 100%

Postby tabanli » Tue Jun 17, 2014 6:27 pm

That map turns out to be a center rush and Ranger became unbeatable. I am not sure if 90% warding gives enough since most battles she will have 90% up winning chance. Medusa will have 6% ambush and 3 Ghosts barely goes above 10% chance to ambush.

The sad thing about the game with KGB is that I arrive to the center just one move before KGB and he had to go back. If he was there first I probably couldn't beat his Assassin at all. So definitely some adjustments is needed for this map.
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Re: Warding reaching 100%

Postby SCIkick » Mon Jul 28, 2014 8:38 pm

So whatever happened with this?

Reason being, I had a hero stack with Barb (level 6), Paladin (lvl 10), and Ranger (lvl 5) . . . The combined Paladin and Ranger Wards exceeded the lone Medusa 65% with a few infantry ... So I front loaded my Barbarian who had a strength of 70 . . .And the lone Medusa ambushes the barbarian. basically ruining the stack.

This is way too powerful if a single Medusa unit can ruin a stack of heroes, especially if you take the time to spend points on Ward to prevent his from happening. On the same very turn, I had a level 5 hero offer to join in the city I attacked from, so I hired a ranger (almost 3000 gold) and maxed out all of her point in Ward so my group could attack a single Medusa... And the Medusa won . . . Leaving it with no strong front unit, it was eliminated shortly after.

This needs fixed...

Just my thoughts.
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Re: Warding reaching 100%

Postby KGB » Mon Jul 28, 2014 9:35 pm

Needs fixed in what way? It's working exactly as intended. There are not supposed to be 'unkillable' units or stacks. That ruins games.

All you needed was 1 crow or 1 scout up front and your Barb would have been just fine.

The max warding a Ranger can give to a stack is 70% (not -70 ambush). So the Medusa will always have a chance to kill a Barb with Ambush. But the Ranger herself can currently go over 100% thanks to personal warding. That's what needs to be limited to 90%.

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Re: Warding reaching 100%

Postby SCIkick » Mon Jul 28, 2014 10:23 pm

FYI , I did have fodder (I think light cavalry) in front of the barbarian.

My point is that it's kind of ridiculous that you can spend 3000 gold on a hero for warding , along with a 10th level hero, and a single Medusa can ruin a whole stack.

But, if that's the way it's intended to be, oh well tough luck for me I guess.
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Re: Warding reaching 100%

Postby KGB » Tue Jul 29, 2014 1:49 am

It's not possible for a Medusa to kill a Barbarian of strength 70 in combat. It can ONLY happen via ambush.

So either there were more units with the Medusa or your Barbarian was in front of your Lt Calv. I always make sure I put 1 fodder unit in front when facing a Medusa or Ghost to prevent being ambushed.

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