guilds get 1 space for a relic plus upto 5 spaces with upgrades for a max of 6 relics.
those guilds with one relic are at a disadvantage to those with more relics.
part of relic strategy is not to get stuck with a relic, forcing need for upgrade. getting stuck with relics is important part of game.
1. why just stam gain? been mentioned, what about stam? and damage?
2. adding seems easier, affecting wiki less.
3. message on home and forum. giving notice and seeking feedback. nice.
4. player post #58 in pinned feedback and suggestions made suggestion, no whining.
5. relinquishing relics is important but violates getting stuck. should only relinquish if relic spaces are full (not maxed) with chance of relinquishing another relic (excepting guild with 1 relic filling the only 1 space) by taking a relic.
be nice to depower relics, gold drain can be hard on some mature guilds. empowering requires chance, depowering should require chance.
6. attackers attack when chance of a win. so attacker adjust to new situation.
7. remember values when relic is fully empowered. don't want too powerful relics.
8. gems? that is another cow game.
9. more gold upgrades for individual players? might help.
10. what is a relic button? [edit: oh, a button to abandon relics thus violating the getting stuck policy. relinquishing a relic should be more difficult.]
11. auto-abandon? because one can't defeat an undefended relic? also, a way to relinquish relic with no consequences. relic is responsibility of the guild that took it.
12. cooldown is great.
Edited by michael65, 11 June 2021 - 12:00.