Changes to Zeus rage & Sea Storm

MookFamous

Hipparchus
Yeah Zeus Rage is op now, never remember it being that strong. Makes no sense why the catapults always die first not to mention when youd don't send them it's either my mythical units go or I just loose half my force I sent. Don't get me started with Sea Storm, sent a CS with a ton of LS and for some reason my CS was first to go. Was really going to rage quit at that moment. Was told you need to send a certain amount of LS so your Cs won't get hit which makes no sense. Back in the days the escorts would get hit the hardest not this bull where my CS is automatically killed.
 

bugeyes10

Phrourach
Makes no sense why the catapults always die first

It makes perfect sense. The CS and the Catapults have the highest population in the attack. If you cast either of these spells it picks a number between 10-30% to kill. As these units have a higher population, it hits them first because they fill up more of that RNGed %. Lets say you send an attack with 1000 pop, 20 cats costing 300 total pop and then 700 slings. Lets say the defender casts Zeus Rage and it rolls 25%. That's 250 pop dead. 250/15(population of a catapult)=16.6666 so it would kill 16 cats and then fill the rest of that 25% with slings in this case it would be 10 slings.

sent a CS with a ton of LS and for some reason my CS was first to go.

As for this, the same concept applies as above. This is avoidable by sending a maximum of 39 LS with your CS
 

MookFamous

Hipparchus
It makes perfect sense. The CS and the Catapults have the highest population in the attack. If you cast either of these spells it picks a number between 10-30% to kill. As these units have a higher population, it hits them first because they fill up more of that RNGed %. Lets say you send an attack with 1000 pop, 20 cats costing 300 total pop and then 700 slings. Lets say the defender casts Zeus Rage and it rolls 25%. That's 250 pop dead. 250/15(population of a catapult)=16.6666 so it would kill 16 cats and then fill the rest of that 25% with slings in this case it would be 10 slings.



As for this, the same concept applies as above. This is avoidable by sending a maximum of 39 LS with your CS

Now when you explain it like that it makes sense. So the unit with the highest population has the most chance of getting hit got it.
 

VIRTUALSELF

Phrourach
It's been brought to my attention that many players aren't happy with the mechanics of the spells.

1) Defenders can rage/SS the same attack as many times as they want to.
2) If you send a bunch of fake attacks you'll be warned for "spamming"
3) Zeus kills all your cats on the first rage

Some changes I would love to see are defender cooldowns & changing the Zeus rage to where it doesn't kill all the cats in 1 spell. Defenders really have a huge advantage because of these spells & when you send fakes, they cry spam.

Quite honestly, the rage spell just kinda triggers me. There's just some kid on the other end of the computer laughing because he just got free bps.
Defenders dont have a big advantage, the game has only shifted more into the attacker's favour the past 3-4 years.
With recent removal of GA offer limit, stuff like ZR is a necessary for "non-GA" players, set up a good favour farm and you may survive against it. If this gets removed then flipping and goldblocking are the two last options.
 
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