![]() |
![]() |
|
|||||||
![]() |
This is a discussion on Mud Golem are overpowered within the Suggestions to improve TAO forums, part of the Development category; I understand the point and purpose of a Mud Golem in the grand strategy of things: they exist to break ...
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Junior Member
Join Date: Sep 2007
Posts: 12
![]() |
Mud Golem are overpowered
I understand the point and purpose of a Mud Golem in the grand strategy of things: they exist to break up heavy concentrations of units.
And in their role they do well. I'm not concerned about a Mud Golem's ability to take on units stronger than itself, I'm concerned about its ability to take on units weaker. To this end, I'd appreciate it if we place any comments about Muds vs. Dragons or Muds vs. other golems (etc) onto other threads. If someone wants to comment ABOUT this thread and not stay on topic, I would appreciate it if you created a separate thread and directed out attention to it. Please, let's keep this thread discussion about a mud's ability to trounce units that are weaker than itself. For the purposes of this thread, the attacker will be the one who possesses the Mud Golem, and the defender will be the one who does not. Weaker groups of units, those available to starting players have virtually no chance of winning against an attacker with a Golem. The amount of resources it takes to dispatch one: three turns of heavy attacks (for someone who knows what they are doing, weaker units could take four, even five turns to destroy a golem), is so difficult for a starting player to muster that it becomes too distressing. By the time they've invested the resources it takes into destroying or warding off a mud golem, they are easily overwhelmed. I'm concerned because this gives Mud wielding attackers a false sense of hope. These people begin to believe that they are good at the game, when in fact, they just rely too heavily on one unit. Additionally, and c'mon, admit it, people with Mud Golems enjoy trouncing the have-nots. While this may increase their sense of fun, new players can get discouraged if they enter a fight with no chance of victory. Just like the fool who tells his newbie opponents "HIT F5 AND YOU'LL WIN THE GAME!" Newbie players feel cheated by this ... and subsequently don't return. The fact of the matter is, there is about a 300-400 point gap that is created by the current power level of the Mud Golem. That is, people's stats are artificially increased because they keep trouncing on poor have-nots, while the have-nots stats are artificially kept down because they keep losing to people who they have no strategic ability to respond to, simply because they have nothing that can outmaneuver the Golem. The inclusion of multiple DMW or Furgons can begin to even up the score, but there's still a wide gulf nonetheless. I see a few ways of handling this, any one should be effective: 1. Reduce the damage of a Mud Golem's attacks. Instead of 15/10/5, perhaps 10/8/4 is more appropriate. This would allow defending units an additional turn to rally a concentrated effort against the unit or get away. The attacker 2. Reduce the golem's HP by 10. This would make it so that most defenders worth their salt could destroy the unit in 2 turns instead of three. 3. Increase the Wait by 1. Golems are supposed to be slow, right? If a Golem had to wait an additional turn, then defenders could react more thoroughly against them. 4. Reduce the amount of Teleportation by 1. The reduction of 1 move on the part of the mud golem would allow the defender to retain at least some "safe" positions on his starting phase. 5. Develop a new unit that is available to greys. The units grand strategy would be to disrupt Golem attacks. The good thing about this is that a) everyone loves a new kind of unit. 2) You don't alienate the players used to the Golem's current power level. 3) You bridge the stats gap and return strategic thinking back into the game. The point of this creature would be to somehow disrupt the golem, either by doing extra damage to it, increasing its wait, limiting its ability to teleport, and so on. The Furgon may be the closest thing to a unit of this type, but the shrub making ability of the Furgon is about only half-as effective as necessary in order to fully compensate for the teleportation ability of the Golem. I am a published writer in the gaming industry, I hope that this speaks towards my ability to judge overpowered game units. Additionally, I pursued my undergraduate degrees (I have two) in business strategy and marketing, so I hope this speaks towards my strategic input. There's a good discussion here about this as well, but it is general, not just about Mud Golems: Hearing me out Your thoughts are welcome: |
|
|
|
|
|
#2 (permalink) |
|
Sort of Retired
![]() Join Date: Jun 2005
Location: A Created Universe... Iowa, USA
Posts: 1,198
![]() ![]() ![]() ![]() ![]() ![]() |
I don't think the mud is overpowered. I just think you are at a disadvantage if you don't have one. In grey games, if your opponent has a mud or a frost, you are going to have a big disadvantage. You just need to get the drops, which is easier said than done.
__________________
|
|
|
|
|
|
#3 (permalink) |
|
NOT Reprimanded
Join Date: Aug 2007
Posts: 607
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I understand your view point but all golems if you noticed have the same Hit Points 60, and I also think just because it can quake or "teleport" doesn't make it a heavy power unit, its based on how you are using the mud golem, besides its very easy for a dropless grey to take down a unstoned mud after he has atked since it has no blocking. I see your view but I DONT think muddies are overpowered, infact you are comparing this against weaker people with less drops ,a furgon would be more overpowered because they would have no mudquake, and probably havent mastered LOS very well, therefore causing them a heap of trouble.
Besides the thing is it probably won't change, Seed has left us because he just saved a bunch of money by switchingg to Geico ![]() |
|
|
|
|
|
#4 (permalink) |
|
Never Forgotten
Join Date: Apr 2006
Location: Dark Abyss
Posts: 19,146
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
It's not overpowered. You have to remember that it does not do 15/10/5 to all units. It depends on what units you are attacking and how many tiles away.
__________________
Biggest Spammer/Rep Whore 2007 ![]() Go into battle with one goal....DESTROY EVERYTHING! |
|
|
|
|
|
#6 (permalink) |
|
Strategic Insomnipwners!
Join Date: Oct 2006
Location: England!
Posts: 5,484
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Mud isn't overpowered;
If you use more than one it's crap. it has no armor. It gets killed by a LW + 2 knight attacks, even if healed once. It's the unit that I actually lose in most of my games. If you see in my wins that I've won by 9 units, more than likely I would have lost my Mud. But also it's abilities make it nor underpowered or overpowered. It's just a class unit, essential to all sets. |
|
|
|
|
|
#7 (permalink) | |
|
The Liability
Join Date: Aug 2006
Posts: 867
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Quote:
Any gold unit against a grey set with no drops will seem overpowered. Drops are just a way to "reward" greys who have played for a significant amount of time.
__________________
Dave McKean
|
|
|
|
|
|
|
#8 (permalink) |
|
~Delta Force~
Join Date: Sep 2007
Location: Scotland
Posts: 187
![]() |
When I play gold games and I put my mud in, I actually think the mud is underpowered, so if you think it is overpowered, you are wrong.
Muds are easy to take down, you can 3 witch it, 3 knight it, freeze it, etc. They are easy to take down because they have no evasion or armour. So..... |
|
|
|
|
|
#9 (permalink) |
|
Shake It Baby.
![]() Join Date: Aug 2006
Location: Australia
Posts: 634
![]() ![]() ![]() ![]() ![]() ![]() |
My grey dropless set, seems to beat most mud sets. Muds are easily killed if the grey player actually knows that they are doing. If they have blocked LoS to cleric, and a mud charges in, only if hit actually HITS the cleric for 20 damage will it die. But normall a mud quake is what happens. If they are not using a BW, Witch Mud, move witch out of harms way. LW mud. Dropping it to 6 health. Opponent most likely would have healed. I scout mud with scout or hit with knight. Bam mud dead. I still have cleric.
|
|
|
|
|
|
#10 (permalink) |
|
Reprimanded 2
Join Date: Nov 2006
Location: Wait for account: Twinkle
Posts: 3,747
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
If you're so concerned about the mud, agree mud-less games with people, then if they cheat, Report them. Simple, huh?
IMO It's underpowered even though no golem's can black and have no armor, it's the most offensive unit, Even more than the GA. |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Fun Game; Tays Single Mud Golem Gets Bullied | ~Deepsea WarrioR~ | Battle Reports | 10 | 12-20-2006 11:54 PM |
| Mud golem or not? | Brimsheen | Training Room | 33 | 11-12-2006 01:43 AM |
| Quick mud golem/assassin question | Cross Punisher | Training Room | 5 | 10-11-2006 10:06 PM |
| Mud golem | starm | Battle Reports | 23 | 05-04-2006 01:45 AM |
| Tao History: Mud Golem | XCI | Help Forum | 0 | 10-09-2005 02:06 PM |