Rezultatele căutării

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21
2
PLEASE do not listen to people saying it's too hard
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ELX-Sevazinho🎖
În forumul „Demon Hunt Discuții generale
19
Crashing but no dump file.
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Zardu Hasselfrau
4
DLC Character "Ken" Available Now!
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spawned035
În forumul „Root Discuții generale
1
game has no flow
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Zothen
0
Clarity and Ease of Use for the Points Shop
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Beastmdode
5
NINJA REVEAL TRAILER || YOMI Hustle X a few quick matches
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iSoca
În forumul „Off Topic
65
Do You Like My Threads?
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eram
6
What Are the Overall Best Builds and Why?
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ViynShade
În forumul „Counter-Strike 2 Schimburi
0
★ Ursus Knife | Damascus Steel FN
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naz
23
Leo is busted
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Zarkawi
Postat inițial de Miko:
While Leo is my king of choice and I do like feeling strong, I can chime in with agreement that he's just too good as is. It might be fine if his third ability, refinement, didn't massively boost his value per blueprint; if you're playing Leo right, you're always working the research table, and it gets absurdly fast very quickly. He even has the best gaze for getting the most out of the artifact that keeps the center tile always active with a monument, 4 net tiles! Insane.

My proposed change, however, is to cap his morale effects at 100. This way, you're choosing between sacrificing many blueprints to get to 100 or fewer if you go the refinement route (though maybe the cost for it would need tweaked since the flour/metal will be too expensive without dipping into the first ability).

By being capped at 100, yes you will be swimming in resources still, but this would give other kings other roles. I mean frankly as is, Leonid effectively caps at 100, so it's not unheard of that Leo could be assigned one.

Alternatively, maybe you could just remove the resource grant from his ability entirely. I must admit getting flour, metal, and wine goodies incredibly early is ridiculously valuable; other kings need to actually get production buildings or rely on the prophecy's randomly assigned resource drops (and because they're few and so important, prepare to spend currency on rerolls, bleh).

But regardless of method, I do think something needs to change. His second ability is probably fine to stay as is if other areas of his kit get toned down, probably?

Not a big fan of capping the morale at 100. That's obtainable before the first shop extremely easily. I'd say if the ability is going to give as much morale as it does, then his morale modifier itself should be much weaker. It certainly shouldn't be impacting both production AND unit damage when it can be stacked up to 500 before the second boss.
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