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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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Description:
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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REMINDER: v1.18 will be used in round 2 of the 2vs2 Team Tournament.
==
gabthegab and Sjow answered the questions I asked them in a written interview for the 3 participants to the final phase of the 2015 PBEM Duel Tournament. Their answers will be published in news articles whenever they are eliminated in the final phase (which should start soon since the match between gladis and Fistandantilus seems to be getting to its end).
==
Please remember to vote What would be the best system to prevent participants to choose always the same class/race in the next tournament? to help choose the best system for next PBEM Duel Tournament. We currently have 10 votes.
The 2016 PBEM Duel Tournament's registrations should open around mid-October (but may be delayed in order to coincide with the release of a new design for the website). Registrations should stay open for 2 to 3 months in order to wait for v1.2 of the balance mod to be ready for its round 1.
==
Thanks Jean for the feedback!
Please check that report for an example of why Whispers of the Fallen is OP: http://www.the-battlefield.co... />
@others: if you haven't yet, please follow the example of Jean! Without your feedback, we won't be able to finalize v1.2 any time soon!
No need to react on AD15 and Th06 any more (they're now dropped!), nor on Ne06f (confirmed for v1.2).
GC10 against. In the late game you often don't need to convert/seduce in the tactical battle because you win it easily anyway. All these snowballs abilities are important on the strategic map as they allow you to comeback in a difficult position or give you a chance to get some free units to tackle a fast snowball of your opponent (for instance, druid's or necromancer's)
AD11 for. Any weakening might be good for tier-1 units that level up so easily. You will need to play more carefully in tactics and sometimes do not use an injured animal at all.
AD15 against. Bad concept
Dr15 Â That's a good proposal, for. Even with emergency repair a dread hero "heals" injured machines in his stack too slowly.
Ne11 For. Necromancer should be nerfed more.
Â
Th06 Well...This is a very painful proposal for theocrat. I consider this ability to be his "business card". And as I don't consider theo to be a super strong class in PBEM I won't agree on this proposal right now. Against.
Ha20a Indifferent
Ha21 Â For.
..................................
GC12 Â That's a very good proposal. We can call all these ideas "a package of laws" against snowball strategies. Everything that stoppes these strategies is welcomed by me. For
AD08 Â It will upgrade orc archidruid. I always see archidruids playing elves, draconians, so, I think, other races here are welcomed. For
AD10a For
AD17 Â For! That's important. Sometimes you get a second here - archidruid, are lucky to get animals nearby and end the game having a stack of level uped guys. Not funny.
Dr04b  Against. Don't like this "stunned" anti-buff
Dr17a  xD. Okay, for
Ne01a Against. This spell was already nerfed and became much less useful. Right now it's okay I think.
Ne05h For. This new ability will be more interesting in my opinion. And less powerful.
Ne06f  For.
Ne06g Against.
Ne09a  For
Ne13 Against. It's a good scouting option for undead guys, cutting hp will weaken it.
Ne13a  Against
Ne13b  Against. Bad concept.
Ne13c  Against
Ne14 Â Indifferent.Â
Ne15 Â If honestly, I see necromantic aura ability really used in the game very rarely. Would like to see it used more often so against cutting it.
Ne16 Â Against. Don't like ruining key features of classes.
Ne17 Â Against.Â
Ne18 Explain to me, please, why do you consider the spell to be so imba? I have little experience playing necromancer and when I played it I somehow didn't see anything too powerful in this spell. So some explanation is welcomed. I'm also looking forward to study necromancer more xD
Ro06a  Indifferent
Ro09 Â Indifferent
Ro09 Â For
Th05 Â For
Wa05 Against. This nerf is gonna be too cruel
Wa11a  I guess for. Spells dependancy is a good option to weaken Death March.
Wa12 Â Against.
Ha03b  For
Ha08 Â For
Ha09i  Indifferent
Ha10 Â Just forest will be enough. But for.
Ha13 Â For
Ha15 Â For
Ha15a  Indifferent
Ha16 Â Just forest concealment. For
Ha19a  Just forest. For
Ha28 Â For
The aim is to use v1.2 of the balance mod for this future tournament, which should bring many significant changes such as: healing once per battle, higher risks for high-level sites, boosts to weak specialisations, increased upkeep for mind-controled units, etc.
However, we are currently very late both on mod implementation (because Zaskow works alone and he has other things to do! by the way, big big thank to him for his work) and on choosing the changes for v1.2. So, could all of you please provide some feedback on the priority changes I listed in my previous post as well as the remaining 9 changes considered "to be dropped" so that we can slim down the list further:
GC10
Converted, Charmed, Seduced, etc. units are converted only until the end of Battle and disappear afterwards
AD11
Baby Spiders and Serpents have -6 HP and -1 defence and -1 resistance
AD15
Baby Spiders and Serpents are T2
Dr15
Dreadnought heroes and leaders can now choose Mechanised Field Medic at level X for Y points
Ne11
Necromancer heroes and leaders can choose Heal Undead at level 1 for 3 points
Th06
Divine Justicars is removed.
Theocrat heroes and leaders can choose Resurgence at level 11 for 7 points
Ha20a
Halfling military RG1 gives an additional +10 HP to Jester (was 0).
Ha21
Halfling economic RG1 gives +75 population growth to outposts and villages (was Store House costs 35 less to build) (Necro variant gains +75 dead population)
When we reach about 20-30 remaining priority changes + "to be dropped", I'll add new proposed changes that have been discussed in the last few months.
Thanks a lot!
If all goes well, it should be pushed to the main branch in the next few days since it contains v1.17 of the balance mod, which mainly fixes a few bugs in v1.16 and updates the display of several abilities to make their effect clearer to players.
==
REMINDER: round 1 of the PBEM 2vs2 Team Tournament will end on 15 October.
However, 2 matches received extension of 1 month because they had to restart due to team changes, they are matches #2 and #4.
Match #6 may also get an extension because it started later.
Hopefully matches #10 and #12 of round 2 will be able to start on 15 October and the rest will be only slightly delayed.
==
We currently have 37 Priority Changes listed in the balance change table. It's a lot! Time to slim down a bit by either validating or rejecting some of them. So could you please give feedback on the following changes, here on the player pool or by PM or (best!) on the official forum http://aow.triumph.net/forums... (no need to read everything, just post your feedback direclty):
[the table is here: https://docs.google.com/docum... ]
GC12
Units acquired during a fight (mind-controlled or ghouled) start with 0 MP on the strategic map
AD08
Orc Hunters get Inflict Crippling Wound on Veteran
AD10a
Baby Spiders and Baby Serpents get the abilities of their evolved state (Spider Queens and Mature Serpent) on Elite, namely:
Dread Spider Baby: Inflict Severely Poisoned
Hunter Spider Baby: Inflict Enfeebling Fever
Vampire Spider Baby: Inflict Exhausting Fatigue
Baby Reed Serpent and Baby Shock Serpent get +4 MP
AD17
Independent Spiders and Serpents lose the Evolve ability (only summoned and produced units keep it)
Dr04b
Engineers have Lesser Overload: give +20% damage to target machine or Musketeer until end of combat, but has a chance (physical strength: 7)Â to be stunned for 2 rounds after attacking.
Dr17a
Juggernauts produced in Halfling and Elf cities have Forestry
Ne01a
Stiffen Limb has a strength 13 Spirit check and cost 8 CP. If it fails, its target gets -12 MP for one turn (was no attack check and 7 CP).
Ne05h
Lesser Reanimate Undead and Greater Reanimate Undead give Undying to their target (was reanimate it at 50% and 75% HP respectively)
Ne06f
Ghouling Strike has strength 10 (was 11)
Ne06g
Ghouling Strike does not give any damage bonus (was +5 physical, +5 blight)
Ne09a
Energy Drain has a physical strength 10 (was spirit strength 10)
Ne13
Raise Corpse reanimate cadavers with 75% HP (was 100%), Greater Reanimate Undead reanimate units with 50% HP (was 75%)
Ne13a
Raise Corpse reanimate cadavers with 50% HP (was 100%)
Ne13b
Raise Corpse can reanimate only corpse of previously alive units (not corpses of Undeads)
Ne13c
Raise Corpse reanimate units without any medal
Ne14
Devour Corpse heals 20 HP (was 25 HP)
Ne15
Undeads that attack a unit with Necromantic Aura get “Immune to Necromantic Aura†(cannot be dispelled) if the Aura fails its 7 spirit attack check on them. Units with “Immune to Necromantic Aura†cannot be affected by it.Â
Ne16
Whispers of the Fallen cannot appear in the Research Book or be already researched at the beginning of the game
Ne17
Whispers of the Fallen is Tier 2 and costs 120 RP (was Tier 1 and 60 RP)
Ne18
Whispers of the Fallen provide 2 RP per unit tier for each unit killed in combat. Fallen Heroes provide 10 RP (was 3 RP per unit tier and 15 RP)
Ro06a
Rogue heroes and leaders can choose Antiserum for 4 points at level 5. Antiserum can be used once per battle on a Poisonned unit (touch ability): it heals 10 HP and gets 100% Blight Protection for one round.
Antiserum does not heal units on the strategic map
Ro09
Rogue heroes and leaders can now choose Assassin’s training: all units in the stack now have Backstab (stackable with other Backstab) – cost 7, available at level 11
Ro15
Rogue heroes and leaders’ Charm is a touch ability (was Short range)
Th05
Divine Justicars costs 12 points (was 10)
Wa05
Researching Death March allows to cast Death March for 60 CP (was 20) and Individual Death March for 20 CP, which has a similar effect. Individual Death March can only target 1 stack of 1 T1 Irregular (and units can only be targetted once by Death March or Individual Death March).
Wa11a
Scout Death March (new spell) can be researched for 140 RP, is tier II and cost 20 CP to cast. It affect only Irregulars (excluding Sphynx) and has the following effect: All units in target friendly army gain additional MP equal to their maximum MP until end of turn. All affected units lose 50% of their current HP. The MP capabilities of the units in combat are not affected.
Death March requires Scout Death March to be researched. Researching it costs 200 RP and is tier III (was 140 RP and tier II)
Units can be affected only by one of the two spells each strategic turn.
Wa12
Death March can be casted only once per (strategic) turn
Ha03b
Jester gets:
- 10 strength for their AoE attack (was 9)
- Fireworks does 10 physical damage (was 9)Â and 5 fire damage
- can target an hex (like Fire Bomb) and does not require a valid target. That way you can dazzle units with 1 extra hex range
Ha08
Halfling cities get +75% on “Produce merchandiseâ€
Ha09i
Brew Brothers cost 75 gold and 20 mana (was 70 gold and 20 mana)
Ha10
Halfling Exalteds gain Forest and Urban concealment but cost more in mana
Ha13
Halfling Shaman get a special version of Nourishing Meal on gold instead of Healing. That version would have a 2 turns cooldown
Ha15
Halfling Assassins get Pass Wall on Veteran (was on Elite)
Ha15a
Halfling Assassins get a new ability Shoot Poisonous Darts, short range, 1 physical damage, 4 poison damage, Inflict Noxious Vulnerability, Inflict Enfeebling Fever, Inflict Exhausting Fatigue, Inflict Severely Poisoned, and costs 10 gold more
Ha16
Halfling Succubus have Forest and Urban Concealment and their cost is increased
Ha19a
Halfling Bard get Urban or Forest concealment (or both)
Ha28
Farmers cost 45 gold (was 50)
I posted some thoughts here but nobody answered: http://aow.triumph.net/forums... />Also, I'm going to open a poll to see everyone's opinion on the "no same class/race twice in a row" rule, please post on the official forum if you have other ideas than: 1 round cooldown, 2 round cooldown, never the same class/race, no limitation. I will add the other ideas in the poll.
Modding goes much slower than expected so I'm not sure when the PBEM Duel Tournament will be able to start because I'd really like to play it with v1.2 of the balance mod, including increased upkeep for converted units and healing only once per battle (for heroes and leaders for now, and probably for all units after we further discuss it).
Also, please continue to provide feedback on the proposed changes I listed earlier and on which DreadReapr and AlX provided feedback.
GC10, HA20a + Th06 (for it).
neutral:Â
AD11, HA21
Against all other suggestions.
against all other suggestions
Update on the Duel tournament:
Match gladis vs Fistandantilus under way.
When it's finished, it will be the winner of that match vs Sjow.
I plan to interview the 3 players of the final phase, here are the questions I thought about: http://aow.triumph.net/forums... Feel free to propose new questions!
The best option to give your feedback is to post here: http://aow.triumph.net/forums... />Otherwise you can just reply on the player pool, or in the chat (http://www.the-battlefield.com/aow3/index.php?page=community#chattab1) or send me a PM.
Please find below the list of changes that are on the brink of being dropped and for which we would need a confirmation. If you agree that we can drop them, or if at the opposite you think they are good ideas, please say so!
GC10
Converted, Charmed, Seduced, etc. units are converted only until the end of Battle and disappear afterwards
AD07a
Non-Tigran and non-Elf Shamans can summon a T1 boar/warg in tactical battle (once per battle)
AD07a
Non-Tigran and non-Elf Shamans can summon a T1 boar/warg in tactical battle (once per battle)
AD11
Baby Spiders and Serpents have -6 HP and -1 defence and -1 resistance
AD15
Baby Spiders and Serpents are T2
Dr04c
Engineers have 34 movement points (was 28)
Dr04c
Engineers have 34 movement points (was 28)
Ne05b
Greater Reanimate Undead works only on T1, T2 and T3 (was up to T4)
Ne11
Necromancer heroes and leaders can choose Heal Undead at level 1 for 3 points
Th06
Divine Justicars is removed.
Theocrat heroes and leaders can choose Resurgence at level 11 for 7 points
Ha04
Make Pony Riders available at Barracks, unarmoured and with lower stats
Move Nightwatch to War Halls and gets Backstab
Ha10a
Halfling Exalteds have Backstab or High Morale
Ha11
Halfling Musketeers’ Musket becomes firework-like: 17 physical damage and 8 fire damage, can dazzle units around and panic animals around. They cost 90 gold (was 80) and 20 mana
Ha11a
Halfling Musketeers get a new ability “Lucky Cocktail†usable once per battle for 0 action point which gives them 3 fire damage, +3 electric damage and Inflict Dazzling for oneround but has a 10% chance of stunning the Musketeer.
Ha17
Halfling Crusaders have Urban Concealment and Backstab (Backstab was on Elite)
Ha18
Halfling Crusaders have High Morale and a second copy of High Morale on Veteran
Ha19
Halfling Bard get Nourishing Meal
Ha20a
Halfling military RG1 gives an additional +10 HP to Jester (was 0).
Ha21
Halfling economic RG1 gives +75 population growth to outposts and villages (was Store House costs 35 less to build) (Necro variant gains +75 dead population)
Ha29
 Halflings no longer dislike or hate Subterranean terrain
Zaskow just released v1.17 on the beta branch of the mod: http://steamcommunity.com/sha... />
Please use it on all your new game outside the tournament. The tournament will always stay with the main mod (http://steamcommunity.com/sharedfiles/filedetails/?id=661597466).
@gladis and Fistandantilus: please send your class/race to judges for the final of the Duel Tournament #3 (and gladis, obviously, do not send it to Fistandantilus ).
There are by Chance some thoughts about Necro.
I wrote that there was a Chance for Keldon to kill me if he would had won this fight on Turn 21.
But for the balancing - not to defend my playing - you should Keep in mind some circumstances:
1. No ghoul Curse or any other converting from my side at this Point - except a wraith king who survived and reached Lvl 13 at the end of the game
2. It was nearly a suiced attack, being outnumbered 8-14 - I was some Kind of forced into this battle because I took a risky path via UG and wouldn´t have been able to defend my throne if I wouldn´t have stopped this army right there.
3. My incompetence, cause IÂ had played Necro only one time before in PBEM and failed heavily in this game after all
PS I think Keldon and I have the same Level in this game, so he really should give feedback as well.
Necro seems to remain unbalanced, even with v1.16 (and v1.18 for that matter), so I have set up a small group to discuss its balancing in depth. However, we need one or two additional players to provide ideas and feedback on existing ideas. It would be really really useful if a few of you could volunteer to discuss that with us. Please send me a PM or write here.
Also, please note there is a new poll opened: What games of Triumph Studios have you played?
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Information 2016 PBEM Tournament Player Pool
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Reminder: you can participate to the balance discussion here: http://aow.triumph.net/forums...
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Information 2016 PBEM Tournament Player Pool
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Information 2016 PBEM Tournament Player Pool
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Information 2016 PBEM Tournament Player Pool