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Re: The next patch
[quote]Originally posted by Jasper:
Sea Trolls, Water Queens, Frost Blades, Quickness boots, Quickening, Frozen Heart, and Murdering Winter are all effective. Sea trolls have a gold upkeep that will ruin your economy if you try and make a good sized army of them. Frozen heart is nice, but not useful at all against a sixth of the enemies you will face. Water elementals are also probably the weakest of the lot in a normal temperature dominion. Quote:
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Re: The next patch
Why do the magic paths need to be balanced? If water is seen to be weaker than the others, that doesn't mean it won't get used. If your national mages have water, and you get water gems, you'll obviously use them for one of the uses that have been listed in this thread.
The problem arises if one of those uses (clams) is clearly better than the others, and leads to an arguably straightforward, difficult-to-stop winning strategy (clams -> astrals -> wishes). I believe that this is the case (let's not argue it again) and while I would prefer the nature-1,water-1 solution because I think it would supply the necessary balance, and keep the item on a par with fever fetishes cost-wise, I would also be happy with the water-3 solution. The main hurdle at this point, though, is that there's no consensus that clams are broken. Jasper, Wendigo and the devs constitute a powerful lobby, by anyone's reckoning. |
Re: The next patch
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Also, in my experience Murdering Winter is quite effective; one can always find or make a cold dominion in which to use it. Domes are a very limited defense against it, and aren't limited to clam hoarders anyway. Honestly, I've tried the Clam strategy, and found it just too slow -- even on a fairly small scale, when I defintely had use for Astrals and had no immediate use for Water gems. I would have done better if I had saved them and either forged Frost Blades or summoned Sea Trolls/Water Queens. Yes, Clams kick *** if you can count on everyone leaving you peacefully alone for 40 turns, and nobody else conquering much. I haven't yet seen this happen in Dominions, but I have seen games that were effectively decided by 40 turns. The biggest advantage I see from Clams is that they let you have some secret growth (assuming statistics turned off) without the diplomatic problems that can come with conquest. They're also a good deal if you're planning to transmute water gems to astrals anyway. |
Re: The next patch
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Whether it works in heat 2 or not is moot, as even if it were only usefull in one's own cold dominion it would still be powerfull. Domes offer limited protection because they're not mobile, and in practice heat dominion similarily isn't a practical defense. And this is without taking into account that one can indeed enforce cold dominion with Wolven Winter (which is usefull in it's own right), or the tactic of blowing through domes with cheap rituals. [ April 06, 2004, 07:03: Message edited by: Jasper ] |
Re: The next patch
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However, IMHO the game would be more enjoyable if they were more balanced. I also think it wouldn't take much change to make water more interesting at lower levels of research, and so this would be an easy way to improve the game. As it stands the only reason I can see to take water on anything other than a Rainbow pretender is for the nice Water 9 blessing. |
Re: The next patch
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Re: The next patch
Water is great on pretenders for:
1) Quickness, one of the best combat spells in the game 2) To mix with blood for easy access to ice devils. Breath of winter is really good for taking independents too. If you're going to be doing any fighting with your pretender, a few points in water is never a waste. |
Re: The next patch
I used to do that a bit as well, but found I got better battle results out of Fire, Earth, Air, or Astral. Mostly because Water's main benefit to a combat pretender is quickness, which can be easily received from Quickness Boots. Being able to go underwater is nice too (unless R'lyeh, Atlantis, or Ermor or playing), but this too is available through Construction.
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Re: The next patch
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For battle magic, my own Favorites paths are Water, Earth, Death. With Air and Nature as outsiders. |
Re: The next patch
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For battle magic, my own Favorites paths are Water, Earth, Death. With Air and Nature as outsiders. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I like air, especailly air 2 - I often take it of my SC pretenders. Mistform+mirror is quite efficint combo. [ April 06, 2004, 10:32: Message edited by: Stormbinder ] |
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