
Nah the attacker still takes some losses no matter how much offense they have unless the defense is really small.A large enough army can raid a small army without taking any losses. As near as I can tell, the raid mechanic just requires a larger power difference than the siege mechanic does.
Aegon Targaryen said:
A large enough army can raid a small army without taking any losses. As near as I can tell, the raid mechanic just requires a larger power difference than the siege mechanic does.
Attackers deserve their losses
Defenders just want to be left in peace lol
Oberon's Combat Algorithm shows similar losses for attackers and defenders but was a big lie - misinformation direct from Oberon himself
B / (A+B) should determine loss percentages for everyone, but has been seriously nerfed (and now includes a Victory Tax)
Sparta tried to introduce 1:1 losses a long time ago, but was shouted down by coiners and gung-ho idiots who only care about pvp points, but expect no losses in return
Improved, more balanced formula for deciding the outcome of battles
Not really I like to kill offense with my defense :))Aegon Targaryen said:
A large enough army can raid a small army without taking any losses. As near as I can tell, the raid mechanic just requires a larger power difference than the siege mechanic does.
Attackers deserve their losses
Defenders just want to be left in peace lol
Oberon's Combat Algorithm shows similar losses for attackers and defenders but was a big lie - misinformation direct from Oberon himself
B / (A+B) should determine loss percentages for everyone, but has been seriously nerfed (and now includes a Victory Tax)
Sparta tried to introduce 1:1 losses a long time ago, but was shouted down by coiners and gung-ho idiots who only care about pvp points, but expect no losses in return
Improved, more balanced formula for deciding the outcome of battles
Here is a raid battle just done yesterday by 1 of my players just to annoy a marshal of an enemy league, this battle might seem normal but check out the stoneheart unit losses in the attacking army against a tiny amount of build que troops and spirit wardens, this castle has just level 1 walls with no decent amount of castle guards, to me it looks like spirit wardens are extreemly effective against stoneheart troops, maybe someone has other battle experiences of this type too



Christine Hare said:
extremely effective against stoneheart troops, maybe someone has other battle experiences of this type too
Never sent enough infantry units
Sending Purgs against so many Spirit Wardens was foolish, unless accompanied by a large army of Paladins etc
!6 Purgators with only 108 Paladins - He should have expected them all to get wiped out before they even reach the castleIts not only wraits. I lost 3/3 imperial pals when i should none and more then i should have regular pals. It looks like a bug.
Thats why single archer kills inf warden. I've been spammed few times since wardens were introduced and every unit sent killed one of my wardens, pike pal archer wrait it didnt mattered. Very irritating, not the spamming - you get used to it - but unclear and moronic mechanics.
As far i can tell it only affects infantry, none of the other kinds of units had this problem. In the attack, from which my inanrty screenshot comes from i've sent every kind of unit, and killed all types of wardens.
Stormfall said:
Its not only wraits. I lost 3/3 imperial pals when i should none and more then i should have regular pals. It looks like a bug.
Thats why single archer kills inf warden. I've been spammed few times since wardens were introduced and every unit sent killed one of my wardens, pike pal archer wrait it didnt mattered. Very irritating, not the spamming - you get used to it - but unclear and moronic mechanics.
As far i can tell it only affects infantry, none of the other kinds of units had this problem. In the attack, from which my inanrty screenshot comes from i've sent every kind of unit, and killed all types of wardens.
It's the case I explained in my previous reply: no matter how much attack power a Unit has, a Spirit warden will take this damage and then die.
For example, if you're attacked by one archer, your Spirit Warden will take all the damage this Archer can give and die after it.
It's a part of mechanics devs are going to change in the future.we were told we would get units that would render fireballs useless - this is what we got (to a degree) unless of course they are killed before hand
I am pretty sure the purpose of the wardens was to deter excessive fireball use and encourage more troop use - i believe that this was achieved
just sayin .....
Dear Lords
i still havent found any way to know how predict the attack against a castle with spirit wardens
what i can see its that all attacks sent against a castle with spirit wardens all or almost all wraiths die in the combat even if you have zero looses on every group of troops.
so, the mechanics is other than we know or as Lady Alina said it will be changed by devs and all we again will see regular combats
RegardsAlina Phoenix said:
It's the case I explained in my previous reply: no matter how much attack power a Unit has, a Spirit warden will take this damage and then die.
For example, if you're attacked by one archer, your Spirit Warden will take all the damage this Archer can give and die after it.
It's a part of mechanics devs are going to change in the future.
Even if they do change this dumb new rule (and I have absolutely no confidence that they will) we are still left with minimal pvp points from warden combat
Why do we get such tiny pvp and tournament points when our wardens are wiped out by fireballs? Power Points from warden combat has obviously been set far too low (and was not altered when baseline defense was doubled/trebled)
This entire feature needs reviewing
You wipe out our wardens, you wipe out our wraiths, and nobody even gets pvp pointswardens are cheap so who cares how much pvp WE get the person tossing fireballs is also getting little pvp - we all complained about fireball warriors now we have a simple safeguard unless someone wants to take the time to send small attacks to kill the wardens before fireballs which I just cannot see happening :))Snowgoon said:
Why do we get such tiny pvp and tournament points when our wardens are wiped out by fireballs? Power Points from warden combat has obviously been set far too low (and was not altered when baseline defense was doubled/trebled)
I don't agree with that.
One of my first thoughts with the wardens was whether they could be abused between alts for absolutely free PvP and tournament points.
Its a VERY good idea that they can be.
The only downside I can see is that the fireball coining warriors cry when they get no PvP. And to be honest 99% of the rest of the game will rejoice at that. Maybe people will see wardens as having changed the castle warfare dynamic but that isn't really about the PvP points that is about the existence of wardens.
I see the minimal PvP points mechanic as only a win win.
You may start seeing more of this http://prntscr.com/l7jm3w
I am not sure why besides having a champion in my castle there were total losses because i do not defend my castle unless i see something coming
there were only trip units in my castle besides
JEZEBEL said:
You may start seeing more of this http://prntscr.com/l7jm3w
I am not sure why besides having a champion in my castle there were total losses because i do not defend my castle unless i see something coming
there were only trip units in my castle besides
Your Champion was useless, you should only activate a castle champion when defending with normal units
Your Dryad risked being stunned for days
Spirit Wardens get no bonuses from champions, dominant element, castle walls or anything else because they meet the attack outside our castle ... and I doubt that Castle Guard units get any benefit either since they were all nerfed
Watch the youtube videos - http://prntscr.com/l7l53e
Sir Dan Saul Knight said:
I see the minimal PvP points mechanic as only a win win.
But there is no reason for this
Why don't we get points for each fireball 'killed'?
Every fireball has min 12,600 offense ... I think we should be fully rewarded for stopping them instead of only getting tiny points for each spirit warden lost
737 points for killing infantry, so why not similar scaled points for 'killing' fireballs? - https://prnt.sc/l7jm3w
I have noticed that we do get Power Points for quests for killing fireballs , so why can't these Power Points be converted to PvP points like any other unit
Every fireball gives 12,600/40 = 315 pp
I agree with Jezebel, Forums are a very handy way to find helpful information on parts of the game we want the information from and I would much rather offer helpful advice for players asking it on the forums if I understand what is being asked, otherwise I will ask for help myself and stay positive about it
Over the years I saw many players complain about Settlements how unfair they were to the average player so we lost Settlements and got Hamlets to replace them.
The next was of course Fireballs, even though we had Weors Protection which we could win from tourneys to put on our castles many still complained about Fireballs so Wardens were brought into the game which I like the Warden's effectiveness against fireballs,
Now with the Road Map I saw many complain that they can't compete in the upgrade tourneys as they have nothing left to upgrade and others always complaining they wanted new unit types so we get Stoneheart which I'm learning to enjoy as well now too.
The Coalition was an idea in suggestions by a few players and it is with us now and I like it, its advantageous for a league like mine when wanting pvp targets in an alliance we are at war with, just a faster way to find the leagues to fight.
Next I think is improvements to Forts and Beacons by the Road Map which also I saw many complain beacons arn't worth holding, Forts are to hard to get to level 20, to everyone who complained, you will all get your wishes but maybe not in the way you wanted them,
Plarium has made many changes to the game due to complaints but to try to make the updates so all can play it, sure it takes time if we don't coin but Stoneheart, we have players out there willing to trade scrolls so why buy them when you can trade with your league members to get your Stoneheart lost arts done faster.
Me I am adaptable and I will take the time to learn any future updates to the game as I always have so it benefits my league and alliance 
why should a player have to relocate their castle to avoid spam attacks? Just make the combat mechanics work with SWs the same way as everything else. The SWs have a specified defensive stat. This stat should mean exactly the same whether the defensive unit is an archer, a castle guard, or a spirit warden.Snowgoon said:
JEZEBEL said:
enjoy the game for what it is and have fun with it - all the belly aching is not going to get us anywhere - we all know this!! just sayin ....
if you get spammed with multiple spam attacks the easy fix is to put up a weor's protection bubble or relocate your castle - the second option is most annoying I think as all the time spent spamming is then a waste to the spammerSingle unit attacks every few seconds and this goes on for weeks - http://prntscr.com/l7lq4w
probably using third party software with no chance of ever being caught
but let's ignore the problem and hope it goes away because we know that plarium are not listening?
You always complain about my posts - but it is posts like mine that make the game better ... and then everyone benefits
Belly aching is our only weapon against plarium's excesses
If you don't like my posts then please ignore them
relevant input is what makes the game better - incessant posting of dis-satisfaction will likely be ignored
as i said if your friend relocates his castle all the attacks will return to Stu if its third party software then they would have to change the settings to continue the attacks - otherwise they should as I quote the mods "contact support"
I am not complaining about your posts but all the negativity is a downer to be honest - can people not just find something to be happy about?
The forum is for everyone - as a Marshal I read the forums to keep updated - incessant complaining about things that will not change is senseless and is in no means a "weapon" against plarium's excesses - have you seen change from all the complaints? When we get what we asked for re: wardens why continue to complain about them when they serve the purpose they were created to serve?
Aegon Targaryen said:
JEZEBEL said:
I think they are working as they should they were created to deter excessive fireball use and as Snowgoon stated he believes it to be third party software that is creating non stop attacks - so its not for the purpose of killing wardens but for the purpose of being a nuisance there is a difference to the player issue in this case
If they are working as intended, then the defensive stat that is displayed in the information screen needs to be lowered to reflect actual value.
As it stands right now, they do not deter my FBs if I intend to take out any defense. I just send in the cheap fodder first if I want to avoid wasting them on low pvp SWs. Metal and Food are free and fast replaced. The sapphires used to purchase FBs have much more value.
With that being said, considering I generally only attack when sufficiently provoked, SWs were never really going to stop me anyway. Time = money, so FBs vs cheap fodder is dependent on various factors, the biggest of which is probably going to be my available time.I do believe their use, especially as spies (I've used single FBs as spies quite often in the past), has been reduced somewhat. I've mostly reverted back to using PF stacks as my spies, though single FB spies still have their moments, especially with distance. I've already implemented a combination of PFs, Spies, and FBs to gather intelligence on enemy defenses.
While I'd prefer to remove FBs from SF and not have SWs to begin with, I know that is not going to happen. So, IMO, the defensive stats for SWs should reflect the same combat mechanics as any other unit.
look at my screen shot my wardens defended just fine against a paladin attack
how many coiners are going to waste their time sending a bunch of single fodder attacks at a castle?
your pathfinder stacks won't work ... again look at the screen shot I posted
here i will even make it easier for you https://prnt.sc/l7jm3w