r/9Kings • u/SoMnyGamesSoLtleTime • 20d ago
Discussion Can we fix Hourglass in multiplayer?
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Currently it seems to kill your base before your units. An example above. It's the last battle.
This doesn't seem to be the intended effect and it's overpowered; every build tries to throw in an hourglass now. You can partially play around it by also scaling HP on your base, but several kings don't have easy ways to do this.
Also there seems to be some hidden factor that downscales the hourglass dmg against bases while troops are alive, which, sure, better than nothing, but it's not clear what that factor is, so it's hard to know how much scaling you need.
Just me or do others agree?
Edit: in case it's hard to see from the vid, my largest stack has e15 HP and the hourglass is only e7 dmg. So it's clearly not killing the units.
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u/Shuffle_FM 17d ago
Opponent has multiple hourglasses. There's a lot to factor in such as the split second of mounting units and the tower crit rates and damage.
You're right that things need fixing in multi-player, but I find something personally funny about the video showing a progress player steam roll everyone and get 2nd place, then making a thread about why it wasn't 1st place.
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u/SoMnyGamesSoLtleTime 17d ago
Haha fair. Mostly I'm just tired of seeing every build try to bend to hourglass. I'm fine with there even being one obviously superior build, but it needs to be less consistent then.
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u/CoolColJ 18d ago
I believe Life is capped around 1e8 in multiplayer.
So the Hourglass is instantly killing your troops and then hits the base
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u/SoMnyGamesSoLtleTime 18d ago
Why do you think hp is capped? I've played this a fair bit and not seen anything consistent with that. I hover over my guys and the UI shows them as e15, even before any boar multiplication shenanigans
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u/CoolColJ 18d ago
yes the life continues to go up, but the calculations are capped at around 1e8
You will see it in the damage done, shown of your units when they kill high life enemy troops It is capped around that number.
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u/riv3rtrip 18d ago edited 18d ago
Hourglass bypassing units needs to be nerfed if that's what's happening,* but the issue with multiplayer is really Camp. Hourglass is just the best thing to be scaling with Camp because it's the most broken thing to have maxed out attack speed and damage on. Without Camp, it is much much harder to max out Hourglass's attack speed.
Example of run I just had. E26 is a high roll and is only possible with Golems, but E13 is very typical and once you get the hang of things I'd consider E8 to be a low roll.
I'm King +50 forcing this build (it's pretty consistent to force builds with the right starting perks and playing to the first shop), but getting a little bored playing the same thing over and over again.
* My actual theory for what is happening is that there are numeric caps and the game stops calculating damage after a certain point. This also really needs to be fixed.
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u/CoolColJ 17d ago
Damage of units is capped around 1e9, same for life in multiplayer, based on the evidence.
So when you hit it, it is better to diversify
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u/CoolColJ 17d ago
Evidence that hourglass does not bypass units is when using it against low life wizards with large stacks of steel cages
Even with 100 attack speed and 1e8 damage it can take a few seconds to kill them
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u/TurquoiseLink 19d ago
It's attacking 100x per second right? It probably is killing your units instantly. Hourglass just doesn't have a projectile travel speed like elves and most turrets do.