Poll: Old crazed or new crazed?

lexington1

Chieftain
Joined
Sep 28, 2008
Messages
24
Personally, I vote for old: it gave you units with a strong combat bonus that would ultimately turn against you-excellent cannon fodder to weaken entrenched stacks/cities. The new one gives you units that run off and kill themselves in completely purposeless suicide attacks. But I'll let everyone else weigh in-I'm fairly new to ffh, after all, maybe someone has figured out how to actually use the revamped crazed/enraged.
 
you forgot to set up a poll, was that intentional? the problem of course with the old crazed is that you could turn it off...

Pretty much sums up my thoughts on it. I disliked the old rage as you could just cast loyalty and it'd negate it.

I'm all for switching it back so long as loyalty could no longer affect it.
 
I'm all for switching it back so long as loyalty could no longer affect it.
Agreed about enraged. As for crazed, maybe it shouldn't turn units enraged as long as they stay in cities with asylums? Otherwise crazed units are too much of a chore to micromanage.
 
Agreed about enraged. As for crazed, maybe it shouldn't turn units enraged as long as they stay in cities with asylums? Otherwise crazed units are too much of a chore to micromanage.

What exactly is there to micromanage? Your Crazed units get Enraged and run around on their own. If you are using the exploit of giving them orders the turn before, then it's your own fault for micromanaging.

I like the new Enraged because I find it entertaining watching the units run around plus it adds an element of uncertainty that just fits with the RPG aspects of FfH.

As long as you had Loyalty, the old Enraged was nothing more than a free movement and strength promotion.
 
I like the old enraged better (just remove the bonuses, so Loyalty can still negate it with out the added luxury of extra strength)

BUTTT I think the crazed mechanic should be saved for the Lunatics. I like the way it works with them. I absolutely HATE the new enraged when the Armageddon counter hits 90, not fun at all.. Hell I would give up my mana from my vassal's capital just to get this one fixed....

So my overall opinion is that they should both the kept, but used in different ways.
 
add a real comment

add a real comment to you too.

on a more related note, I rather like the new enranged, I think they just need to only attack units in their sight range, and attack at the best possible odds. It makes no sense that an enraged unit would go and attack a unit it can't even see. If they would only attack at the best odds, then they would not be so useless by suiciding themselves on a defender and just giving it free exp.
 
add a real comment to you too.

on a more related note, I rather like the new enranged, I think they just need to only attack units in their sight range, and attack at the best possible odds. It makes no sense that an enraged unit would go and attack a unit it can't even see. If they would only attack at the best odds, then they would not be so useless by suiciding themselves on a defender and just giving it free exp.

Going for the closest guy I can understand. It makes sense. However, the enraged guy taking a second to stop and think "Hmm, I wonder which one of those guys is the easiest target..." is a bit far fetched. Not all mechanics should hold your hand and be nice. Although I do like that, playing on my immasculine noble difficulty.
 
What exactly is there to micromanage? Your Crazed units get Enraged and run around on their own. If you are using the exploit of giving them orders the turn before, then it's your own fault for micromanaging.

I meant that IF we get the old enraged back without loyalty to counter it, then you'd have to constantly check your crazed units to see if they need their fix again.
 
I still do not get what was wrong with the old enraged. The new one sucks and I am considering playing with the AC turned off in my games. good so far that I have still a bunch of the scenarios to finish.

If only the AI was affected with the new version then I would considerate it but now it is just unfair and as some write with the AC 90 game breaking.
 
I like the new Enraged. I do not think there should be an end all cure for it (ie, Loyalty), and it goes away when you attack so you do not lose the unit for ever. Unless it dies, but it is a negative promotion, after all.

The only thing I have against it is the AC 90 event. It is annoying and only hurts the player. It does, however, really encourage me to keep the AC down...
 
I like them both and think they should both be used for different things.

new enraged is cool, it just needs a couple fixes:

1) it needs to affect the AI
2) AC 90 needs to be fixed
3) the queue-orders exploit should be fixed
4) enraged units should attack nearby units, not ignore targets and wonder around till they find an iron longbowman behind city walls :D

if old enraged gets added back for something, I thing loyalty should remove the +1 movement and combat bonus. exploit fixed.
 
I've always thought the simple awnser was not to demolish it like it has been and turn it into something that seems to infuriate players, but to make it so that Loyalty just removed the "gone nuts" promotion - solving the control issue and solving the buff issue.
 
I like the new enraged, but only if they can get it to effect the AI units as well.

Also, I think it should not be as common as a mutated promotion.
 
My problem with enraged is that it makes the spell Mutate (and Wonder, which will eventually do a random mutation) too painful. Last game I had two Archmages running around like madmen, accomplishing nothing (I controlled the entire continent, so they couldn't even fight).
 
I wonder if it would be a good idea to add a 5% or so chance to wear off, so then your units which have no chance of fighting anything could still come back to your control.
 
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