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Endless flames is grossly overpowered

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9 years ago
Oct 15, 2016, 8:19:39 AM

I was playing as the Morgawr, and I sent my fleet of mighty Vores, the greatest beasts to wonder the seas, using the most technologically advanced weapons, to deal with the Roving Clan's pitiful fleet of one fire ship and two boarding vessels (ban me from the market will you), all of them un-upgraded.  These great beasts were led by my fearless hero, who has his Ancient Mariner skill maxed out, giving him 964 hp while embarked. During the supposedly one sided battle, the fire ship sailed up to me and unleashed it's flames, but his poor attack and damage ratings only netted him 21 damage. The very next turn my hero acted, I find they pathetically managed to light his ship on fire, dealing a meager 193 damage to him. He quickly and heroically.... hold up a minute, 193 burning damage after a 21 damage attack?


Sweet mother of Fotios, did an un-upgraded ship just nearly put my fully equipped hero out of commission?


This was a prevailing problem throughout my attempts to gain control of the sea in between us. Despite him never fielding more than the base level fire ship design, my advanced fleet of vores would suffer catastrophic damage, with 2-4 casualties per battle and the rest of them being at orange health. I get being on fire should be something serious, but the base level fire ship being capable of taking on any other vessel, regardless of era or equipment, and coming out on top is a bit silly. The Necrophages aren't even this bad. 


I get the distinct feeling that if I was playing multiplayer with my friends, fire ship spam would dominate the seas, with any attempt at diverging from this meta being swiftly punished. No reason but to put anything but an iron Endless Flames on them, why spend to much on a ship if it's just going to burn down the first battle it participates in anyway?

Updated 9 years ago.
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9 years ago
Oct 15, 2016, 5:05:26 PM

I noticed the AI is pretty much spamming fleets that only contain Fire Ships (unless they are Morgawr). So there is definitely something wrong . The fire damage is indeed huge and they are quite tanky aswell. 

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9 years ago
Oct 16, 2016, 7:44:07 AM

I actually did a multiplayer game with my friend sometime after my first post.


As expected, he mounted flamethrowers on everything. I was cultist with no sea access, but everyone else in that game was feeling the burn. Apparently bathyspheres can use endless flames too. That was literally the only thing he built, no one else could get to any sea fortresses before he snuck up behind them and burned their ships/deep sea creatures down. 


I suppose a plus side is that taking on the kraken thing is a cakewalk, however.

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9 years ago
Oct 16, 2016, 10:01:30 PM

Suddenly all of those aggravating, inexplicable losses against 'pitifully weak' Fomorian fleets makes sense... ship strength doesn't count the added damage done every round from flames, does it?

If further testing proves fire ships to really be this overpowering, I hope they get a nerf in the next patch.

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9 years ago
Oct 17, 2016, 3:21:35 PM
TheTakenKing wrote:

Suddenly all of those aggravating, inexplicable losses against 'pitifully weak' Fomorian fleets makes sense... ship strength doesn't count the added damage done every round from flames, does it?

If further testing proves fire ships to really be this overpowering, I hope they get a nerf in the next patch.

Yes it does.

Endless Flames and Dust Focal will be better balanced hopefully in the next patch though. Thanks for the feedback.

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9 years ago
Oct 18, 2016, 7:59:26 AM

Yes fire ships are definitely op, and much better than vores. I'd reduce the sustained damage to 15%.

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9 years ago
Oct 18, 2016, 8:50:36 AM

I agree. But devs saw the problem so it should be solved I wish.

Updated 9 years ago.
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9 years ago
Oct 18, 2016, 1:17:30 PM

Right now fire ships dominate until you get to artillery ships.  Those things can shoot across the entire battlefield and with any amount of melee ships playing blocker can destroy fire ships quickly. 

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8 years ago
Nov 18, 2016, 4:14:56 PM

With the endless flames nerf from 20% down to 10% damage per turn in the latest patch notes...i also noticed a comment about submersibles being immune to endless flames trait. Can someone explain this to me. I was unaware of this. Perhaps submersible spam is the answer to AIs frigate spam?

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8 years ago
Nov 18, 2016, 7:29:43 PM

I was unaware of it too, until a game I played recently when I basically built my entire navy out of subs.  Basically as long as a sub is submerged it can't get endless flames applied.  At the start of every round of battle subs are submerged giving them extra defense and immunity to flames.  When they take their turn they unsubmerge and are like normal ships for the rest of that round.

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8 years ago
Nov 18, 2016, 8:46:18 PM

So low initiative actually provides an advantage to them. Hmmmm. I will have to do some research into the viability of a morgwar leviathan spam with pourpously low initative where applicable. 


Another detail i recently discovered when reading notes is boarding ships equiped with the alternate weapon can actual steal enemy ships? i have yet to try it out but again it may be a viable way to "collect a naval force for cheap from later tier fomorian facilities.

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