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Rise of the Witch King

Offhost DW vs Boobs gobs

#1Muadd  Mar 13 2017, 15:06 PM -
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Nothing fancy. Just shows how good goblins are in 1v1 esp against DW. ~40mins HF

This post has been edited by TheDestroyer001: Mar 18 2017, 04:45 AM
#2tehboohb  Mar 17 2017, 14:30 PM -
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I thought I was gobs and you dwarf, Muadd
#3Muadd  Mar 17 2017, 15:51 PM -
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QUOTE(tehboohb @ Today, 17:30 PM)
I thought I was gobs and you dwarf, Muadd

Offhost DW vs Boobs gobs
#4brabox  Mar 22 2017, 09:03 AM -
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So annoying how high risk every Dwarven attack becomes when Goblins have Scavenger, fire drakes and some heroes.

Best case = you take out some tunnels.

But most likely you're forced to fight troops you're gonna just end up crying because you'll never end up dealing any lasting damage to heroes and fire drakes. All you'll do is feed PPs and money (Scavenger).
#5Muadd  Mar 22 2017, 09:30 AM -
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QUOTE(brabox @ Today, 12:03 PM)
So annoying how high risk every Dwarven attack becomes when Goblins have Scavenger, fire drakes and some heroes.

Best case = you take out some tunnels.

But most likely you're forced to fight troops you're gonna just end up crying because you'll never end up dealing any lasting damage to heroes and fire drakes. All you'll do is feed PPs and money (Scavenger).

Ye this is one of the biggest joke mu:s . If you dont finish gob within 10mins or level dain+gloin in time there is nothing you can do
#6Excelsior  Mar 22 2017, 09:46 AM -
I notice that players hardly use BWs in this match-up. How the heck can Dwarves effectively deal with Goblin spam without​ BWs? If it's lings that deter players, we should further reduce their damage against BWs. -5% isn't going to change much.
#7 Elendil  Mar 22 2017, 10:18 AM -
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only real chance is like muad said first 10 min.
only thing working is axes spam and forwars statue, otherwise u dont stand a chance vs a good gob player
#8Excelsior  Mar 22 2017, 11:05 AM -
So we do you suggest we do in order to fix this matchup?
#9brabox  Mar 22 2017, 12:28 PM -
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Despite the MU being hard, I think players need to radically rethink their strategy against a defensive Scavenger opponent (although I'm not fond of that, it's just the way things are ATM). IF your opponent has Scavenger, they won't have a kill spell for quite a long while. A Dwarf with map control can probably muster up a pike+MoD army large enough that Goblins can't deal with it. Then, you keep it together, ideally combined with buff or buff+LS (with BW you can simply wait until cave bats expire), an park it in front of his base.
Fire arrows wouldn't be bad either.


About balance:
The last thing you want it make BWs unkillable until Drogoth is out. BWs are useful in the MU already, no need to overemphasize that. Besides, we all know how insane buff+LS is.

Dwarves suffer vs all defensive plays from more economic factions. A nerf to all eco powers would already help Dwarves because they're the faction that suffers the most by not really being able to retreat.

In v7, at least Muadd would've gotten much more exp/pp from those Goblin heroes, drake broods and fort drake. So, that'd help getting Riches and MoD summon sooner.

I also think healing builders and easier banner access combined with lvl2 units no longer having ANY disadvantage compared to lvl1 units could help Dwarves here.


But some concrete other concrete suggestions:
- Dwarves were nerfed vs slash but I think that was very SoG-specific. Goblins with poison+flank melt guardians a little too easily.
- Very obvious, but make mines easier to defend tongue.gif. Simply a slight health-boost (or extra slash/specialist armor) doesn't seem dangerous to me because hardly any faction has a hard time harassing Dwarves ATM.
#10Excelsior  Mar 22 2017, 14:47 PM -
QUOTE(brabox @ Today, 12:28 PM)
Despite the MU being hard, I think players need to radically rethink their strategy against a defensive Scavenger opponent (although I'm not fond of that, it's just the way things are ATM). IF your opponent has Scavenger, they won't have a kill spell for quite a long while. A Dwarf with map control can probably muster up a pike+MoD army large enough that Goblins can't deal with it. Then, you keep it together, ideally combined with buff or buff+LS (with BW you can simply wait until cave bats expire), an park it in front of his base.
Fire arrows wouldn't be bad either.


About balance:
The last thing you want it make BWs unkillable until Drogoth is out. BWs are useful in the MU already, no need to overemphasize that. Besides, we all know how insane buff+LS is.

Dwarves suffer vs all defensive plays from more economic factions. A nerf to all eco powers would already help Dwarves because they're the faction that suffers the most by not really being able to retreat.

In v7, at least Muadd would've gotten much more exp/pp from those Goblin heroes, drake broods and fort drake. So, that'd help getting Riches and MoD summon sooner.

I also think healing builders and easier banner access combined with lvl2 units no longer having ANY disadvantage compared to lvl1 units could help Dwarves here.


But some concrete other concrete suggestions:
- Dwarves were nerfed vs slash but I think that was very SoG-specific. Goblins with poison+flank melt guardians a little too easily.
- Very obvious, but make mines easier to defend tongue.gif. Simply a slight health-boost (or extra slash/specialist armor) doesn't seem dangerous to me because hardly any faction has a hard time harassing Dwarves ATM.

All good points. I've brought up the suggestion of raising the Dwarven Mine Shafr's health to 2500 before. This would at least buy them some time.
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