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Re: Death & Blood a little borked?
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The death summons are powerful, but not _that_ powerful when you consider their weaknesses. The commander type summons can defeat many normal troops, but this also requires that you put a very large amount of gems into them. Nature magic also has very good summons. Lamias, for example, are extremely hard to kill, and can be summoned in very large quantities at a low cost. Quote:
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Re: Death & Blood a little borked?
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Which combat magics would those be, by the way? Specifically? Or is it only one combat magic that you are thinking of in particular that has, since Dom1, been considered 'abusive'. Quote:
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It is an inevitable course of the game that people will feel ANYTHING needs nerfing because of their own personal reasons. Most of which stem from their inability to use them, cope against them, or abuse of them to win games. Edit: It seems to me the learning curve hasn't quite hit the "number of gems to feasibly create an 'abusive' enviroment" for a number of people. [ June 02, 2004, 22:07: Message edited by: Zen ] |
Re: Death & Blood a little borked?
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I do see a number of Posts extolling the virtues of many air combat magics ( orb lighting, wrathful skies, storm to name a few ). I have seen many Posts extolling the virtues of both death combat's summons and their combat magics. I have seen many Posts which explain in mind numbing detail how to gain a blood economy and how to exploit, utilize if you prefer, the very powerful summons in blood. There are few mentions on this board titled: "How to dominate all with the raw naked power of Nature!11!." I simply notice a trend on the Boards which is that people comment frequently about spells which are in the death and to a smaller amount in the blood domain. In the few multilayer games I have played I see quite a number of death and blood summons, but I see few of the other magics. Thus I began to wonder: is this simply play style ( or post style ) or perhaps is there some fundamental imbalance between the different schools of magic? |
Re: Death & Blood a little borked?
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Death is a powerful school of magic, but then, so is nature. |
Re: Death & Blood a little borked?
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[/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmmm, correct me if I am wrong Zen, but unless you have argued "for" and "against" VQ in different times (and have been changing your opinion in between), it sounds like you mostly argued just for the sake of agueing?... http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Death & Blood a little borked?
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[ June 03, 2004, 00:27: Message edited by: Zen ] |
Re: Death & Blood a little borked?
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Astral is the only school that this might not be the obvious case. Only because the Summons are not price-friendly but the Item Forging and Combat Spells are extremely powerful. |
Re: Death & Blood a little borked?
I'm with Zen.
The latest thread popularity is a really bad indicator of what is good, bad, useless, overpowered or broken in the game. This game is full of tons of stuff. Some of it is very powerful in the right circumstances, but not without costs and trade-offs. I've been playing Dominions since months before D2 came out (playing D1:PPP), and there is still tons of stuff I haven't seen, let alone used or figured out strategies for. Some stuff can be hugely effective without being flashy. Death and blood magic tends to be flashy and dramatic. When expected, it also tends to evaporate in a cascade of cheap banishment attacks. Nature magic can win battles and wars without even being noticed. For example, getting steamrollered by a huge army... because there were some commanders with nature items allowing many more living/eating units to exist in a single location without starving, perhaps even marching straight through dead Ermorian provinces with no supply problems. No strong water magic? Hmm... got strong underwater units? Got clams? Unimpressed with my sword of swiftness and boots of quickness? PvK |
Re: Death & Blood a little borked?
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I'm sure that you have played a number of on line games. Usually it starts with one or two Posts about something being "darn good." Then perhaps a discussion about it being "overpowered." This claim is almost always followed by counter claims supported by the assertion "with more experience you will understand." Sometimes the clamour dies down for a while. Then after some more time there are further Posts about how it is "imbalanced" this time more vocal. This is followed by even more people ( perhaps the very people that are exploiting the imbalance ) posting that "you simply do not see the counters" and perhaps illustrating a few ( difficult to implement or fraught with their own perils ) counters. The clamour dies down then. Then finally a good percentage of the gaming population starts doing this "abusive" strategy, and people come to the Boards en mass to say it is broken at which point the developers start to take a look. It's a pretty classic cycle. Now to be sure there are plenty of people who yell "nerf" without proper justification. However I would say that, in most games ( perhaps dominions2 is the execption, time will tell ), the claims are justified more often than not. Quote:
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Re: Death & Blood a little borked?
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Mind Duel (Limited but incredibly effective) Stellar Cascades Astral Fire (Includes Fire) Nether Darts (Includes Death) Astral Tempest (Army Killer Use Returning) Body Ethereal Luck Battle Fortune (Realistic in most Games) Doom (Army Killer) Will of the Fates (In line with "Best Buffs of the Game") Resist Magic Astral Weapon (Like to kill SC's?) Astral Shield (Like to be a SC?) Astral Healing (The Unsung Hero for Living Armies) Antimagic (Never leave home without it) Communion (This is totally useless, don't do this, right?) Paralyze (Neutered, but still extremely effective) Soul Slay (Kill's dead, remember your Penetration Items) Vortex of Returning (Game Winner) Also the only Battlefield wide "Life Drain" spell is Soul Drain, all others are single target, no area effect spells. I'll leave you to guess what paths Soul Drain is. Quote:
To sum up: Seems you've been playing with too many people who only use Lifedraining SC's. This is absolutely no surprise to me as it is the easiest way to make a SC and make them effective. But they have very real weaknesses, not the least of which is an entire class of units that cannot be life drained. And for every Wraith Sword or Blood Thorn on a SC, you're going to see a Antimagic Amulet and a Luck Pendant/Luck Coin with it. If not; then that is a disregard for their gems and they're planning on having a very real loss of gems by doing so. [ June 03, 2004, 04:57: Message edited by: Zen ] |
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