The changes to enhance player stats over clan stats were made in my opinion to make the game more inclusive to players who didn't want to shell out big bucks on hired clan. I wasn't around before this change was made but in a situation that favored clan size over all the game would be too biased on the big spenders to the point where the low spenders and free players wouldn't have a chance for the greater portion of the game.
Back on topic whoever posted the idea about having 3-4 types of attacks and 2-3 types of counters had a good idea. I was thinking something like:
standard attack - 1 stamina - loses vs all counters
power attack - 5 stamina - added XP - loses vs all counters
flanking attack - 2 stamina - breaks normal counters, 50% chance of winning decisive ambush
berserkergang - 5 stamina - does greater damage if no counters in place/breaks all counters in place
counter attack - 2 stamina - normal counter
decisive ambush - 2 stamina+double gold cost - can counter flank attacks
take fortified position - 1 stamina to set up+gold cost player has ridiculously high defense boost, costs player 2 stamina per attack repelled, while in this state players cannot attack back, lasts automatically until stamina runs out or player attacks another player or boss.
Good point. To a lot of low and mid level players counters are an important part of their game and the only defense against certain bullies with high defense that cant be attacked back. (turtles, tyndalls, etc) Remember that the game is not just built for us top tier players but for everyone. A game change with the motivation to ruffle the feathers on a Pimp's hat may be pleasing to some but the unintended side affects would piss off a lot of lower level warriors struggling to build their character against turtley aggression.
Last edited: Apr 21, 2011