Need ideas for nerfing undead - round 4: Proposal
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Mummes get loner, but also access to G-skills
does have sense?
I really don't understand why undead have a sort of big guy without flaw
a very good nerfing can be "trasmutate" a mummy in a ogre like: BONE HEAD to mummy
Lose all ghouls. Wights become 0-4.
one of the biggest merit of undead is the big number of positional and the 2 type of line.
wight 0-4 seems good and intelligent
Ghouls reduced to 0-2
is a very very little flaw, not enught (IMHO) to really debuff
Ghouls changed to 7338 - GA
loosing dodge?
good but not enought, but good, it will be my second choice
Zombies gain decay
not changing the undead style of play, not really nerfing
Zombies replaced by 0-2 zombie blockers (50K) 4328 regen, GS
too many positional, please not add another
(sorry for my horrible english)
does have sense?
I really don't understand why undead have a sort of big guy without flaw
a very good nerfing can be "trasmutate" a mummy in a ogre like: BONE HEAD to mummy
Lose all ghouls. Wights become 0-4.
one of the biggest merit of undead is the big number of positional and the 2 type of line.
wight 0-4 seems good and intelligent
Ghouls reduced to 0-2
is a very very little flaw, not enught (IMHO) to really debuff
Ghouls changed to 7338 - GA
loosing dodge?
good but not enought, but good, it will be my second choice
Zombies gain decay
not changing the undead style of play, not really nerfing
Zombies replaced by 0-2 zombie blockers (50K) 4328 regen, GS
too many positional, please not add another
(sorry for my horrible english)
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Tripleskull said
I've faced undead before starting with guard on both mummies, and that's a strong choice too.
I figure by 2nd skill though, G-skills will make a difference.
That being said, in my experience, the ability to GFI with mummies is crucuial!
Loner would most likely keep them to their 3 MA, so push them back and knock them over, and they won't be back in your TZ.
It would play up their low MA, and I really like that.
Cheers
Martin
I'm not entirely sure.The loner/general acces shifts from nerf to boost to fast. Maby take away mighty blow and ad general acces with no discount could do the job?
I've faced undead before starting with guard on both mummies, and that's a strong choice too.
I figure by 2nd skill though, G-skills will make a difference.
That being said, in my experience, the ability to GFI with mummies is crucuial!
Loner would most likely keep them to their 3 MA, so push them back and knock them over, and they won't be back in your TZ.
It would play up their low MA, and I really like that.
Cheers
Martin
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Block Mummies are scary. If you went to G access but not S, you'd find that Mummies are a lot better at up to 30 SPP and not quite as good over 50. The exact opposite of the objective.
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Then just make the Mummy 0-1 with Loner at 110k, and be done with it. Give him Loner and he's marginally better than a Troll on a team that's otherwise quite a bit weaker.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Dwarfs should have Undead's number. They have everything they need to counter everything Undead have.
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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Imo it looks like the winners are:plasmoid wrote:Ouch. This poll as lagging far behind the rest.
Not only that, but we have a 4-way tie for runner up!
Would anybody care to break that tie?
1) Decay the zombies (doesnt change much)
2) Reduce the number of AG3 pieces (the wight option or the 0-2 ghouls option). With a slight lead on the 0-2 ghouls option..
So shouldn't this be what you are looking for:
Code: Select all
0-16 Skeletons 40,000 5 3 2 7 Regeneration, Thick Skull G ASP
0-16 Zombies 40,000 4 3 2 8 Regeneration, Decay G ASP
0-2 Ghouls 70,000 7 3 3 7 Dodge GA SP
0-2 Wights 90,000 6 3 3 8 Block, Regeneration GS AP
0-2 Mummies 120,000 3 5 1 9 Mighty Blow, Regeneration S GAP
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Hey Tripleskull, being an undead coach something a bit more constructive might be helpful?
Oh - and I need my minis in a week
Actually, I think 0-2 ghouls would make a difference. I mean, I've seen a lot of tournament sides with 3+ ghouls, because they blodge so easily (and because of the resurrection rules). I've also seen several league teams go to 4 ghouls very fast. So I think the ghoul thing would put a lid on their performance.
The decay things is a mess. It won't do anything, and it screws with the necro roster. Hate it, but it won the poll.
Looks like someone broke the stalemate in the poll. 0-2 ghouls is now the runner up. Don't like that much either, as it will screw with miniature requirement. But there you go.
I have to get a bit creative here, but what about this:
So - it has the cut to ghouls. It also removes the zombie lineman option. But it replaces the 2 lost ghouls with 2 zombie blockers. Not great players at all - but S-access will help some long term.
That's the thinking anyway.
Oh - and I need my minis in a week

Actually, I think 0-2 ghouls would make a difference. I mean, I've seen a lot of tournament sides with 3+ ghouls, because they blodge so easily (and because of the resurrection rules). I've also seen several league teams go to 4 ghouls very fast. So I think the ghoul thing would put a lid on their performance.
The decay things is a mess. It won't do anything, and it screws with the necro roster. Hate it, but it won the poll.
Looks like someone broke the stalemate in the poll. 0-2 ghouls is now the runner up. Don't like that much either, as it will screw with miniature requirement. But there you go.
I have to get a bit creative here, but what about this:
Code: Select all
0-16 Skeletons 40K 5327 G Regen, Thick Skull
0-2 Zombie Blocker 60K 4328 GS Regen, Thick Skull, Decay
0-2 Wights 90K 6338 GS Regen, Block
0-2 Mummies 120K 3519 S Regen, Mighty Blow
0-2 Ghouls 70K 7337 GA Dodge
70K ReRolls
That's the thinking anyway.
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The reason that the the nerfs in question are bad is that they dont adress the problem. You are right in saying that 0-2 ghouls would help somewhat short term and in tournament, but the effect would be minimal in the first couple of games in league play and it would be at the cost of making the team significantly worse in the long run, and thats not a good idea, since they are already week at high tv.plasmoid wrote:Hey Tripleskull, being an undead coach something a bit more constructive might be helpful?
The decay on zombies does next to nothing short term and again it hurts the team in the long run.
I feel like Im repeating myself and I dont have any new points, so il just let it be now. Its not like this wil likely affect me anyhow anyway...

I kind of like your suggestion, but im puzzeled as to whether AV 9 is to good?
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