![]() ![]() In addition to the more visual changes described above, we will also make changes to the way the Tournaments are balanced. ![]() With these changes, we lower the amount of clicks required to complete Tournament Provinces significantly, which we believe will help make the Tournaments less repetitive and more convenient to play. The costs for the 1 Encounter are more or less the same as were required to solve 4 Encounters be in the old Tournaments, and the same amount of Tournament Points are reached when completing a Province. To achieve that, we have merged all 4 Tournament Encounters per Tournament Province into one, bigger Encounter. One of the most noticeable changes when first starting to play the new Tournaments is that you can Cater or Battle directly from the World Map, without having to enter a Tournament Province. Furthermore, researched (optional) Squad Size Upgrade technologies will no longer make Tournament participation more expensive. by having more balanced Goods requirements for Catering, meaning there's a lower chance that the resources you might need are hard to come by in the Trader, simply because other players don't all require these same Goods in the current Tournament anymore. We believe these adjustments will bring positive changes to the Tournaments, but also show further positive effects for the whole game, e.g. We're making these changes because we want the Tournaments to be less repetitive and easier to understand for especially newer players, while at the same time improving the difficulty calculations and adding more challenges for those Fellowships that regularly complete all 10 available Chests. Of course, these ones are not exactly oriented towards specific type of tournament, but are quite general.With the Tournament starting on July 14th, we will be introducing some major changes to the Tournaments on Beta. Best option would be to cater them.ġ) explanation of terrain: at least units placement on the battlefield ģ) testing the waters with high initiative unit (might confuse many players.so.might be an overkill). Proper suggestion would be that players shouldn't fight against such comps, at least in 3+ rounds and using auto-fight. ![]() add some not so perfect or "hard" comps, that consists of enemies that compensate each others weaknesses, for gems let's say 3 heavy melee units, 3 light ranged 1 heavy ranged. You could throw in exact numbers about army strenghts in each round just to support this statement.Īlso, looks like you picked the most perfect enemy comps to illustrate fights (at least image-wise). Every penny counts, so it's better so save goods until the point when fights can't be won at all or are just hard to win. ![]() Example: many players think that catering in a first few rounds is a good idea, because costs are low.which, of course, is not the case because exactly in these rounds fights are the easiest (it's nearly impossible to lose even with auto-fight). There are some practical tips that can be given and that aren't as obvious as "this unit beats this unit". The most important things (in my opinion) are lacking. Would love to see tips about upcoming Marble tournament before it starts though, just to test if it's of any use to inexperienced players. ![]()
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