it would be awesome if combat ratings meant anything

So, after losing an auto-resolve to a creature with 1/3rd my combat rating (8 to my 27), I thought the issue was with the auto-resolve.  Then I fought a battle and lost in 2 rounds, without doing any damage, to a sovereign + 1 minion that, again, had a lower combat rating than me.

It went something like this: my sovereign missed 2 spells in a row (no idea why).  Then the enemy's minion cast a spell that damaged everyone; killing 2 of my 4 people and knocking the other two to almost none.  It was then easy work for them.

So, aside from the already-complained-about spell missing (and there's still no indication about why that happens, or if it'll happen before hand), combat rating is not an accurate predictor of relative strengths.  Well, to be precise, it's unclear if the other side's is lower.  If theirs is higher, it's a pretty safe bet they'll stomp you into the ground.  But again, it could be lower and they could still do the same thing.

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Reply #1 Top

Yeah there's a lot wrong in the way combat works now. It will surely get improved, because there's so much talk about it.

At the moment your damage is between 0 and your attack rating. Same works with spells, from 0 to maximum. Then the defenders defense, which is from 0 to maximum, is taken into account. Often damage gets fully absorbed, but current version doesn't have a report for it, so it's just displayed as a miss.

These will certainly change, so just hang on :)

Reply #2 Top

Sounds like you ran into that little demon thing that casts arcane doom.  This isn't a problem with the combat rating system so much as it is with the fact that arcane doom is freaking overpowered in its current form.  Arcane doom never misses and is guaranteed to do 10 damage to each enemy unit on the field.

 

The best way to handle these things is to train stacks of units instead of individual ones.  The HP of stacks is much greater and can survive arcane doom without being one shot or severely weakened.