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Nerf Dreads
OK fast dreads were fun for awhile, but now its just getting old. I not saying totally back to the way they were, but in a game today 3 people went skele/dl/dl, which was interesting, but not really that enjoyable. I would think either get rid of the +10% mv bonus, or slow them down 4 MV. OK, thats my 2 cents.
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On the one hand I'm all for ceyah having the dreads - it's sh!t when they can't do anything at all against leveled healer goon and a couple ss on a raid without committing their entire effective army to stop that raiding portion of another player's army.
But yeah.. they're kind of crazy in 139. Back in 138, there was a week where Araxus was all about the skel/dl/dl rush. After he played it a few games his team started rushing it against mine 2-3 colors on it, several games in a row. It was a vicious rush, but for the most part we didn't have any trouble winning those games in the long run (at the cost of one of our color's bases). The point? They weren't that big a problem as they seem to be in 139...and while they move faster in 139 their other stats haven't changed at all. My guess is that combined, pikes and dreads add up to the new difficulty. IMO (as I've stated) pikes aren't a problem in 4v4 - however, the changes they force in players' army compositions might make the players less suited for dealing with a fast moving, VERY high AV raider like skel/dread. They also weaken goon/scout, goon/ss strats which are, if not the best response to dreads, the fastest and easiest/cheapest stall for slower firepower. I think if we got rid of pikes entirely (as per the other thread) we'll see less problem with dreads. Still, I guess I'd be behind removing the 10% MP. mh..I thiink though I'd prefer if their MV were merely reduced to 21 or 22 instead of all the way to 20. (that is, keep the MP but change up the numbers so as a result skel/dl moves at 21 or 22). |
ANyway, either be careful about how far back we roll the dreadlords, or :D
...make SKs viable :P |
Dreadlords
IMO, Dreads aren't precisely broken now, but they do have a very silly set of modifiers. Oh yeah, let's set their MV to exactly what a skellies is, then give them an MV bonus so supported skels are FASTER. Wonder what genius dreamed that up. As I've said before, the problem isn't 24mv dreads, it's 24mv skelly dreads, and just giving them 24 mv and shooting the MV bonus (a dumb idea for any unit) would fix it.
Alou. |
Well....they are being used arent they?
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just nerf their mv bonus so that skells move at 22..or just remove it, but let them keep up with the 20mv skells.
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Dreads are tough but at least it's hard to build them and still have a good econ (unless someone has come up with some build I haven't seen).
Make them have 22 or 24MV and give NO movement bonus. skeleton/dread/dread will move 20. shadowbeast/dread/dread will move 22 or 24. |
I don't think you can go by how often a unit is made. It has changed the way game plays, instead of Ceyah being at a distinct disadvantage raiding I'd say they are the best raiders now. On the other hand speed is the only boost DL's have gotten while the Paladin got a very powerful modifier. If you nerf the speed boost they would need a big stat boost.
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My suggestion isn't really much of a nerf - Skel/Dread moving at 20 and Beast/Dread moving at 22-24 is pretty darn nasty.
In fact I thought we had agreed that the 1.3.9 Dreadlord was losing the +10% move bonus IN RETURN FOR receiving 22MV. I was surprised to see it had both and I would have argued against it if I had known. |
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Maybe the best way to go is down to 20 but a life boost perhaps? |
just tried them in SE aswell. they blew. if you put them to skell speed, remove the speed boost, they'll go back to being completely unused. i myself think they're fine, people just have to stop thinking goons are the answer to all their problems. same goes for pikes. roy eco has to be nerfed though.
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