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You have to login, when you want use this functions!Overview 2022 PBEM Tournament Player Pool | PBEM | (Free slots)
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The Championsleague is ongoing and its season 2 is starting in April 2022.
The 2019 PBEM Duel Tournament is finished.
== Archive of old tournaments (please also check the Hall of Fame): ==
- A PBEM tournament (the 2015 PBEM Duel Tournament) was organized and started in 2015. It was split into 3 tournaments (16 players; 8 players #1 and 8 players #2). It entered its final phase (between the winners of each of the 3 branches) in October 2016 and was won by gabthegab in March 2017. Check out the report of: match #1 (report, match #2 (report), match #3 (report), match #4 (report) and to get an overview: the Final phase roster
- The 2016 2vs2 Team PBEM tournament started on 15 July 2016 and was won by team Coup de Grâce (gabthegab and Tussel) on 23 October 2018. The finale and the semi-finale (the match in between was conceded by team Green elephant).
- The 2017 PBEM Duel Tournament started on 31 January 2017 and was won by gabthegab on 18 October 2018. The finale(gabthegab vs Jean de Metz) and the videos.
The 2018 PBEM 2vs2 Tournamentstarted on 17 September 2018 and was won by Dread & Mac (DreadReapr and marcuspers) on 1 June 2020. The 3vs3 Tournament started on 12 February 2018 and was won by Dos Equis XX ($eeR+El_Lobo+Badok) on 30 April 2021 , it has its own, dedicated, Pool: 2018 PBEM Team Mini-Tournament Discussion Pool The Championsleague:
Season 1 started on 13 October 2021 and was won by mahimka. It ended on 4 April 2022. Season 2 should start on 25 April 2022.
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I think I'm gonna make a very unusual suggestion but for me it makes sense. Some of you might know that I'm very fond of different kind of sport events (especially racket ones) and I used to be a professional sportsman myself. I think that we could change our rankings system here using some experience from sports and so make it more logic and fair.
What I practically want is to see the rankings showing the real level of players at this particular moment. Right now when a new player registeres on bf and starts playing aow (like what happened to me in June) he has to grind and grind points in order to fight for the highest positions in the rankings which, if honestly, for the vast majority of the players here means nothing. I'll show you an example:
A player (let's call it Bob) comes to the battlefield community. He wants to fight for the rankings cause he considers this to be something he can compete in and so get excited. But what he sees there is GabtheGab with 100 % winrate, no losses and many points. Then goes Cbower. Both of them don't really play here any longer. Cbower has left the community and is no longer interested in aow. And I haven't seen Gabriel playing any games at all (for the last 8 months) besides this 2-2 PBEM Tournament which is already a small failure due to the fact that some strong team have decided to stop playing. He doesn't enter any ffa games, 2-2-2-2, 4-4 or smth like that.Â
So practically "Bob" has to fight all the serious players right now (as the level of players increases, bugs and cheating options are fixed, and the game becomes more balanced due to the great work of our modmakers and Hiliadan). I call this grinding cause the leaders he has to reach in rankings don't play themselves and so don't run the risk of losing points.
What I suggest:
1. Make a hall of fame. It will show the winners of different tournaments and the players who reached the highest positions of the rankings. Like GabtheGab - the winner of a pbem tournament. Techno - used to be first and then second for a long time. Etc.
2. Make a rankings system which will reset every 3 months (like seasons - winter, spring, summer, autumn)
So we will see who is the best player right now, this month. This will allow some players who don't play much (2 games atm) or players who are not enough experienced to constantly beat all the tough players make a certain effort and fight for the crown. For example, Bob decides to concentrate on aow in Spring and make a very good winstrike, winning 5 games in a row. This is a chance to be the first one and get his fame!
Otherwise I really don't see any options for players who can not afford playing 10 games atm to reach those who got their points and stopped playing.Â
Fr03
Frostling Apprentices, Shamans and Evangelists are female (were male). They can thus be protected by Frostling Royal Guards.
(it also means they can't get charmed by Nymph any more)
If you haven't voted yet, please remember the poll: What are the best mods according to you?
The PBEM & Single Player Balance Mod lost several ranks, it would be great if it could get back to #3! I'm sure several people didn't vote yet.
== PBEM 2vs2 Team Tournament ==
Round 2 is extended until 31 January due to the Winter holidays for Christmas and New Year's Eve, which delayed several matches. It is an exceptional extension. There should be no holidays during round 3 so it should last 2 months.
For those who finished their matches, please start thinking about your class/race and send it to the judges if you chose it, that will save time to start round 3.
== PBEM 2017 Duel Tournament ==
The new map size should be released soon on the beta branch of the balance mod! Zaskow almost finished it.
== Balance ==
Feedback still needed, the list has not changed:
GC24
Dungeon's battle enchantment is Suffocating Sadism. Every turn, one enemy unit is hit by 15 physical damage, Undead, Machine, Elemental and Incorporeal are immune. Every time an enemy dies, all defenders of the Dungeon get +100 Morale and +1 melee strength.
GC25
Earth Elemental cannot be obtained as a reward any more in the Forbidden Sanctum
GC33
Healing is once per battle (was cooldown 3).
Shamans and Evangelists get Combat Healing in addition to their Healing ability. Combat Healing starts fights with an initial 4 turns cooldown, it heal 20 HP and it can be used once per battle. Combat Healing has no effect on the strategic map (but Healing still works on the strategic map). Order of Healing gives Healing and Combat Healing to Theocrat's Supports
Ro16b
Lesser Charm and Charm have strength 6 (was 7) and 8 (was 9) respectively
Th08b
Lesser Convert and Convert have strength 8 (was 9) and 10 (was 11) respectively
Pa02
Hide Out costs 40 CP to cast and has an upkeep of 15 mana/turn. Disjunction cost is 55 CP (was 60 CP and 20 mana/turn ; disjunction cost was 80 CP)
Pa02a
Hide Out gives Invisibility to all your units in enemy’s domain (was All friendly units in enchanted city's domain are invisible). It costs 700 RP, 150 CP, is tier V, has an upkeep of 40 mana/turn and its disjunction cost is 170 CP (was 60 CP and 20 mana/turn, 120 RP, tier II; disjunction cost was 80 CP).
Ai07
Air Master gets Dark Storm instead of Wind Ward. Dark Storm is a strategic spell which gives -2 vision range to all enemy units. It costs 2500 RP and 600 CP, is tier VII, its disjunction cost is 500 CP and its upkeep 80 mana/turn.
Ai07a
Air Master gets Heavy Winds instead of Wind Ward. Heavy Winds is a strategic spell which gives -2 vision range to all Flying enemy units and prevent them from Flying in tactical combat. It costs 800 RP and 150 CP, is tier V, its disjunction cost is 170 CP and its upkeep 60 mana/turn.
Cr02a
Domain of Life gives Fast Healing (stackable) and +20% Spirit protection to allied units in the enchanted city’s domain.
Cr02b
Domain of Life gives +5 HP to allied units in the enchanted city’s domain.
Wt01
Water Master gets Hail Storm instead of Drench the Land. Hail Storm is a strategic spell and causes 5 physical damage and 5 frost damage to all units and gives Weaken for 1 strategic turn to all Machines or Undead up to 2 hexes away from its center. It costs 350 RP, is tier IV, costs 90 CP.
De02
Domain of Corruption gives +1 Blight damage to allied units in the enchanted city’s domain.
Wi01
Unstable Transformation attempts (blight strength 15) to transform target enemy unit into a unit of equal or lower tier and that unit dies after 3 rounds (was Target unit is saturated with powerful magic and transforms into a new random unit of equal or great power. The new unit is inherently unstable and will die at the end of combat). If it fails, the units receives two random debuffs and will die at the end of the combat.
Debuffs include Cursed, Weakened, Bleeding, Blinded, Broken Spirit, Choking, Crippled, Dazzled, Disgusted, Enfeebling Fever.
Wi02
Pandemonium gives two 60% weakness to two random damage types to hostile units (was one 100% weakness)
(other effects of Pandemonium are unchanged)
Pa02b
Hide Out is renamed Cloaked in Shadows and gives: all units in target friendly army gain Invisibility until end of turn (was All friendly units in enchanted city’s domain are invisible). Cloaked in Shadow costs 60 CP, 120 RP and is tier II.
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Information 2016 PBEM Tournament Player Pool
System notification
Information 2016 PBEM Tournament Player Pool
The PBEM & Single Player Balance Mod is #3 right now but has only 9 votes, I hope more than 9 players here find it useful!
== PBEM 2017 Duel Tournament ==
Please check the rules if you haven't yet: https://www.the-battlefield.c... />"Following good comments from Tussel, I clarified the possibilities for class/race choice (the part in bold has been added):
A team (player) can never play a class or race that it played in all its previous matches (so you can play Goblin only once in the whole tournament, you can play Sorcerer only once, etc.). As there are only 7 classes, after your 7th match, the "counter is reset", i.e. you can play all the class/race again. However, in your 8th match, you cannot play the class or the race that you played in your 7th match."
Please note that the max hero level proposed is level 13 and that we should play on a "tournament size" map, bigger than Small map.
We still have 5 slots left and we still need everyone who wishes it to contribute financially: https://www.the-battlefield.c... />
EDIT:
== Balance ==
I also encourage everyone to read that report https://www.the-battlefield.c... to learn more about balance issue regarding Necromancer. It illustrates why Whispers of the Fallen is too strong, among other things.
To all the players already registered, please remember that - following a poll where 18 people said they were ready to pay at least 1 euro, including 14 more than 3€ https://www.the-battlefield.c... - prizes are planned for this tournament and we need people to contribute financially to pay for them. The recommended contribution is 3€ (that's also the minimum if you pay through Paypal; you can pay through bank transfer and give less than 3€ but then you're not eligible to the prizes) and you can contribute by using Paypal (you don't need a Paypal account, you can just use a credit card with the help of Paypal, without creating an account): https://www.the-battlefield.c... />So far, only 2 players (4 if we count MarKymark and me) have donated money. Please don't forget to do it before the tournament starts, otherwise it will be complicated for us to plan which prizes to buy!
Please let me know by PM if you have any issue with the payment system.
The tournament can start only when v1.2 is ready so we are basically waiting for Zaskow to have free time to code it.
A new article on the site provides the changelog of v1.2: https://www.the-battlefield.c...
It is true that also penalizes friendly units, but it's also true that inside all of the sites, (quarry, trading post, crystal tree, dungeon, tomb, ruin ...), there are always a few units that fly or have 36 movement points, then enough just two or three heroes to succeed to take without problems almost all sites.
For the heroes that move three hexes at a time, while most enemy moving of two, and a few flying or other that moving three, it's very very easy to win without ever getting hit.
My two cents.
Reminder: the payment system is operational! Please go to the tournament page https://www.the-battlefield.c... and then click on "Donation for the tournament" (direct link https://www.the-battlefield.c... The minimum if you give through Paypal is 3€ because of fees from Paypal which make it not worthwhile to give less. You can give less (1€ or 2€) by bank transfer.
Tournament delayed at least until 30 January 2017.
== Balance ==
Updated list of proposed changes that still need feedback:
GC24
Dungeon's battle enchantment is Suffocating Sadism. Every turn, one enemy unit is hit by 15 physical damage, Undead, Machine, Elemental and Incorporeal are immune. Every time an enemy dies, all defenders of the Dungeon get +100 Morale and +1 melee strength.
GC25
Earth Elemental cannot be obtained as a reward any more in the Forbidden Sanctum
GC33
Healing is once per battle (was cooldown 3).
Shamans and Evangelists get Combat Healing in addition to their Healing ability. Combat Healing starts fights with an initial 4 turns cooldown, it heal 20 HP and it can be used once per battle. Combat Healing has no effect on the strategic map (but Healing still works on the strategic map). Order of Healing gives Healing and Combat Healing to Theocrat's Supports
Ro16b
Lesser Charm and Charm have strength 6 (was 7) and 8 (was 9) respectively
Th08b
Lesser Convert and Convert have strength 8 (was 9) and 10 (was 11) respectively
Pa02
Hide Out costs 40 CP to cast and has an upkeep of 15 mana/turn. Disjunction cost is 55 CP (was 60 CP and 20 mana/turn ; disjunction cost was 80 CP)
Pa02a
Hide Out gives Invisibility to all your units in enemy’s domain (was All friendly units in enchanted city's domain are invisible). It costs 700 RP, 150 CP, is tier V, has an upkeep of 40 mana/turn and its disjunction cost is 170 CP (was 60 CP and 20 mana/turn, 120 RP, tier II; disjunction cost was 80 CP).
Ai07
Air Master gets Dark Storm instead of Wind Ward. Dark Storm is a strategic spell which gives -2 vision range to all enemy units. It costs 2500 RP and 600 CP, is tier VII, its disjunction cost is 500 CP and its upkeep 80 mana/turn.
Ai07a
Air Master gets Heavy Winds instead of Wind Ward. Heavy Winds is a strategic spell which gives -2 vision range to all Flying enemy units and prevent them from Flying in tactical combat. It costs 800 RP and 150 CP, is tier V, its disjunction cost is 170 CP and its upkeep 60 mana/turn.
Cr02a
Domain of Life gives Fast Healing (stackable) and +20% Spirit protection to allied units in the enchanted city’s domain.
Cr02b
Domain of Life gives +5 HP to allied units in the enchanted city’s domain.
Wt01
Water Master gets Hail Storm instead of Drench the Land. Hail Storm is a strategic spell and causes 5 physical damage and 5 frost damage to all units and gives Weaken for 1 strategic turn to all Machines or Undead up to 2 hexes away from its center. It costs 350 RP, is tier IV, costs 90 CP.
De02
Domain of Corruption gives +1 Blight damage to allied units in the enchanted city’s domain.
Wi01
Unstable Transformation attempts (blight strength 15) to transform target enemy unit into a unit of equal or lower tier and that unit dies after 3 rounds (was Target unit is saturated with powerful magic and transforms into a new random unit of equal or great power. The new unit is inherently unstable and will die at the end of combat). If it fails, the units receives two random debuffs and will die at the end of the combat.
Debuffs include Cursed, Weakened, Bleeding, Blinded, Broken Spirit, Choking, Crippled, Dazzled, Disgusted, Enfeebling Fever.
Wi02
Pandemonium gives two 60% weakness to two random damage types to hostile units (was one 100% weakness)
(other effects of Pandemonium are unchanged)
Pa02b
Hide Out is renamed Cloaked in Shadows and gives: all units in target friendly army gain Invisibility until end of turn (was All friendly units in enchanted city’s domain are invisible). Cloaked in Shadow costs 60 CP, 120 RP and is tier II.
Were you serious Tasslehoff or did i manage to offend you somehow and sarcasm was the only option left for you - i can't make my mind ):
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Information 2016 PBEM Tournament Player Pool
More than Stiffen Limbs was, IMHO
i approve all suggested balance tweaks except:Â GC24Â
the reason why i don't like it is that undead/necro are already too strong (yes - still) and the Dungeon is anyway best taken on turn1 with weak army by Necro (no lose of units and all that). Just add some dispell efect and all will be fine (; or better yet - no spells can be cast inside or at least make something that punishes Necro too.
Tournament going fine, at least two matches on turn 17. Round 2 ends around 15 January.
One match has not started because embarh and Boze are unreachable. Lightform and Jundland Banshee should get a win by walk-over.
== 2017 PBEM Duel Tournament ==
The payment system is operational! Please go to the tournament page https://www.the-battlefield.c... and then click on "Donation for the tournament" (direct link https://www.the-battlefield.c... The minimum if you give through Paypal is 3€ because of fees from Paypal which make it not worthwhile to give less. You can give less (1€ or 2€) by bank transfer. Reminder: this tournament has prizes, so a financial contribution of 3€ is recommended but optional. Players who give 3€ or more will be able to win prizes, for the top 3 and 1 random prize awarded among all these players. Details in the article launching the tournament: https://www.the-battlefield.c... />Zaskow is pretty busy and it seems we won't get v1.2 soon... Even more problematic, he is not able to release the new map size. So the start of the tournament may be delayed. If any of you is interested to help mod, please contact me! It would be really great and would help us move forward on the balance mod.
== Balance ==
Reminder: we need more feedback on the changes below.
I think for elemental specs, we are going to try to give more usefulness to Domain of xx and Empire of xx techs first and then we'll see later if we decrease their cost. As most Adept specs were already quite liked (e.g. Air and Water), we'll try to boost Earth Adept more. Elemental Master specs were not as liked. So maybe the current proposals are not sufficient to balance well specs, we'll see after the changes are implemented.
I also think more debate is needed about high level sites. I see that the current proposals do not get much support. But I think at the same time most people agree that Legendary or Mythical sites should be harder than Epic sites like Tomb, which is not the case now (like Tasslehoff illustrated with the Dread Reaper in Tombs).
GC24
Dungeon's battle enchantment is Suffocating Sadism. Every turn, one enemy unit is hit by 15 physical damage, Undead, Machine, Elemental and Incorporeal are immune. Every time an enemy dies, all defenders of the Dungeon get +100 Morale and +1 melee strength.
GC25
Earth Elemental cannot be obtained as a reward any more in the Forbidden Sanctum
GC26
Forbidden Sanctum's batte enchantment is Mass Bless / Mass Curse and Shock Missile cast every turn on a random enemy unit
GC27
Sunken City's battle enchantment is Frost Missile (cast every turn on an enemy unit)
GC28
Sphynx Temple's Greater Immolation affects 2 enemy units every round (was 1)
GC29
Hall of the Forefather's battle enchantment is Vengeful Totem: enemy units are affected by Glacial Totem and one enemy unit is hit by Vengeful Frost every turn
GC30
Ziggurath's battle enchantment is Filth Pith
GC31
Lost City's battle enchantment is Bell Tower
GC32
Castle of the Lich King's Batte Enchantment is Lich King's Undying Army: all defenders have Undying and enemy units get 20% Spirit Weakness.
GC33
Healing is once per battle (was cooldown 3).
Shamans and Evangelists get Combat Healing in addition to their Healing ability. Combat Healing starts fights with an initial 4 turns cooldown, it heal 20 HP and it can be used once per battle. Combat Healing has no effect on the strategic map (but Healing still works on the strategic map). Order of Healing gives Healing and Combat Healing to Theocrat's Supports
Ro16b
Lesser Charm and Charm have strength 6 (was 7) and 8 (was 9) respectively
Th08b
Lesser Convert and Convert have strength 8 (was 9) and 10 (was 11) respectively
Pa02
Hide Out costs 40 CP to cast and has an upkeep of 15 mana/turn. Disjunction cost is 55 CP (was 60 CP and 20 mana/turn ; disjunction cost was 80 CP)
Pa02a
Hide Out gives Invisibility to all your units in enemy’s domain (was All friendly units in enchanted city's domain are invisible). It costs 700 RP, 150 CP, is tier V, has an upkeep of 40 mana/turn and its disjunction cost is 170 CP (was 60 CP and 20 mana/turn, 120 RP, tier II; disjunction cost was 80 CP).
Ea01
Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP).
Ea02
Domain of Earth gives +1 defense to allied units in the enchanted city’s domain.
Ai01
Domain of Winter costs 160 RP, 40 CP and 15 mana/turn (was 180 RP, 60CP, 20 mana/turn).
Ai02
Domain of Winter gives +1 ranged damage to allied units in the enchanted city’s domain.
Ai05
Artic Empire gives Inflict Chilling and Inflict Frostbite to units in your domain.
Ai07
Air Master gets Dark Storm instead of Wind Ward. Dark Storm is a strategic spell which gives -2 vision range to all enemy units. It costs 2500 RP and 600 CP, is tier VII, its disjunction cost is 500 CP and its upkeep 80 mana/turn.
Ai07a
Air Master gets Heavy Winds instead of Wind Ward. Heavy Winds is a strategic spell which gives -2 vision range to all Flying enemy units and prevent them from Flying in tactical combat. It costs 800 RP and 150 CP, is tier V, its disjunction cost is 170 CP and its upkeep 60 mana/turn.
Cr02a
Domain of Life gives Fast Healing (stackable) and +20% Spirit protection to allied units in the enchanted city’s domain.
Cr02b
Domain of Life gives +5 HP to allied units in the enchanted city’s domain.
Cr04
Temperate Empire gives +1 defense and +1 resistance to allied units in your domain.
De04
Blight Empire gives Inflict Curse to allied units in your domain.
Wt01
Water Master gets Hail Storm instead of Drench the Land. Hail Storm is a strategic spell and causes 5 physical damage and 5 frost damage to all units and gives Weaken for 1 strategic turn to all Machines or Undead up to 2 hexes away from its center. It costs 350 RP, is tier IV, costs 90 CP.
GC19
T4 all have Mind Control Immunity
GC23
Heroes and leaders now require more experience to level up, with 25% more time needed to reach level 5, +40% to reach level 9, +72% to reach level 13, +88% to reach level 15 and then +400 XP / level instead of +200 XP / level
(See full details in this XP table)
Fi01
Domain of the Sun costs 160 RP, 50 CP and 20 mana/turn (was 180 RP, 70CP, 30 mana/turn).
Fi02
Domain of the Sun gives +1 fire damage to allied units in the enchanted city’s domain.
Fi03
Tropical Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn).
Fi04
Tropical Empire gives Inflict Immolation to units in your domain.
Cr01
Domain of Life costs 160 RP, 40 CP and 15 mana/turn (was 180 RP, 60CP, 20 mana/turn).
Cr03
Temperate Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn).
De01
Domain of Corruption costs 160 RP, 40 CP and 15 mana/turn (was 180 RP, 60CP, 20 mana/turn).
De02
Domain of Corruption gives +1 Blight damage to allied units in the enchanted city’s domain.
De03
Blight Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn).
Ai03
Artic Empire costs 310 RP, 60 CP and 30 mana/turn (was 350 RP, 80CP, 40 mana/turn)
This is the third time I found one in the last few game.
The Titan/Dread Reaper have nothing to do with battle enchantments though, its simply luck of the dice (different sets of defenders is possible, same as all other sites).
The issue which prevented from changing the status to "Ongoing" has been fixed. Please update the status of the games which started.
1 game has not yet sent its class/race but otherwise, all games are started or about to start I think.
== Balance ==
@Tasslehoff: are you sure you had Dread Reapers in Tombs? Weren't there rather Death Bringers? I've never seen a Dread Reaper in a Tomb.
@all: why make high-level sites harder? marcus provided some elements. You can find more here: http://aow.triumph.net/forums... And I'll make videos of how I do high level sites probably soon.
We are talking about Legendary and Mythical sites here, that is to say the top 2 hardest-level sites, namely Dungeon, Forbidden Sanctum, Sunken City, Sphynx Temple, Hall of the Forefathers for the Legendary ones and Ziggurat, Lost City,  Castle of the Lich King for the Mythical ones (hardest).
Tass, you said you never do these sites now. So changing them would not change anything for you. But it would prevent players who know how to make them to crush you without giving you any chance even you play a better strategic game than them. These sites provide huge rewards (500 RP, secret spells, crazy items, 2 T3, etc.) which are game-changing. We could reduce the rewards but that is difficult to implement through modding. But in any case, it should not be easier to do a Legendary site (Dungeon) than an Epic one (Tomb or Forbidden Sanctum for instance).
At the minimum, we should add a battle enchantment for Dungeons which is one of the worst offender as it gives (usually) two free T3 units.
We should not determine the results of all the quarter final games of tournaments based on who clear better than the rest. AoW3 is not just about clearing, it's also about good strategies (movements on the map and choice of armies basically) and good management of resources. If we don't change anything, it will be like the quarter finals of the previous Duel tournament where - when Necro is not dominating -, the result depends on who gets the top items, spells and units (through mind control) faster and production or summoning is totally absent from the equation.
So sure, top clearing players should get an advantage, but, no "It is my fault that I can't clear high level dungeons on turn 10 (I can clear the Lost Library!). Other players are picking the right race / class combinations and are just flat out better than I am" it incorrect. Top players should be able to clear high-level sites on turn 20 or so and average players maybe on turn 30-40 or so, so that top players still benefit from their skills but games are not just a competition on who exploit the AI best.
Making high-level sites impossible to clear with T1 and T2 will not make the game less fun. It will make it more fun because you will have more strategies in mid game and maybe reach late game more often so you will experience more of what AoW has to offer. And you will still be able to clear them but just not with T1 and T2.
We can reduce the strength of the proposed battlefield enchantment to make the sites not much more difficult than now. But we really need to prevent the current exploits of taking many turns to position and split the enemy and win a Dungeon with basically 2 heroes, 1 T2 and 3 T1.
I hope I can make some videos soon to illustrate that and convince some of you.
Happy to discuss that more on the chat!
Edit: in the last few games I found a Dread Ripper in every Epic Tomb. c'mon guys!!!
But I do believe that a site, witch is so rewarding (2 t3, or 1t3+t2) should at least offer a difficulty worthy of such a reward. I also think its worth to mention that the stalling technique used to clear such a site very early in the game, will not effect most players in a horrible way, if you approach it when you are more suitable to it, i.e with 3 t3 and 3 leaders, the spell wont hurt you as bad as if you approach with 2 heroes, 1 t2 and 3t1 units. Your units will have more hp and def so suffocate(the spel) wont damage you so much.
But to offer a compromise, maybe put together a few people that can trial it and offer feedback in beta before its officially moved to the main branch.
Rookie, Tass and Eskild who was first to offer input should be included in such a trial and can provide non-biased feedback.
It is my fault that I can't clear high level dungeons on turn 10 (I can clear the Lost Library!). Other players are picking the right race / class combinations and are just flat out better than I am. I will likely be against proposed changes to dungeons.Â