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Re: Paralysis is overpowered.
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I think the Raging unit attacks the closest units to it. My mages were at extreme range and the Pretender ran back to his army which was not advancing because they were archers (and my troops were not advancing because I didn't have any). I think he killed himself on their Fire Shields. Quote:
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I mean, I only highlighted the sexier single casting options. There are plenty of SC killing tactics at low levels. For example, ten Storm Demons on Fire Large Monster vs an SC not immune to lightning can be instant death.... Swarms or summoned undead can be instant death on turn 75....a single caster E1/S1 with Gifts from Heaven can just be a dedicated SC killer with a few common items..... My point is that nerfing a type of magic that is already weak at low levels is not the answer. It's not going to solve the problem of people killing your SCs and it weakens all existing Astral nations. Considering that with a high MR it still takes an act of God to even work.... well, that just confuses me. I mean, why nerf something that only has a 1-2% chance of working anyway? Is the pro-SC lobby that insecure? Don't they want their opponents to have any chance? |
Re: Paralysis is overpowered.
Could someone post the actual paralyze mechanics from the manual?
I'm at school and don't have the manual with me, but IIRC paralyze damage is transformed into rounds paralyzed through some pretty weird formula that takes size into account, so that big units spend less time paralyzed. Analyzing the damage caused by Paralyze and the formula, and then looking at how different values would compare, seems like a much better idea than comparing Paralyze to other low-level spells. IMO, 20 or more turns of paralyzation for a size 2 unit is fine (almost as good as Soul Slay, at small units), and even size 6 units should be paralyzed for several turns (because big units are targeted first, and it wouldn't be fun if your mages spammed Paralyze at an Elephant that only gets 1 turn of actual paralyzation, recovering just in time to be targeted again). I don't know what would be a good average amount of paralyzation for big units, but I expect that the average isn't 20 turns even with the current values. |
Re: Paralysis is overpowered.
Bows of Botox. Visions Foes.
Communion + just about anything. Sure tho bows dont actually kil em. But does render them useless. Also, to enter a comment in - for S3 mages etc, paralysis is deprecated in favor of soul slay, at least often. 1. I think SC's are too strong. 2. I think paralyze is stronger than other schools spells, but I would rather boost other schools than penalize paralyze overly much. 3. Ryalla is a big part of the problem. If you had to fix it - why not make it instead of turns of paralysis - a cumulutive action point drain? That way, quicken, haste, would counter act it somewhat - and faster units would resist paraylsis somewhat better than slow ones. |
Re: Paralysis is overpowered.
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Regardless of what the manual says it does, or did 2 years ago, that's what it actually does in game. :p |
Re: Paralysis is overpowered.
S2 & S3 make a big difference. Because of the extreme duration, paralyze is almost as powerful as soul slay and disintegrate. We know disintegrate need Alt 8, and there is no way to empower death path other than item & communion. But with a mere astral gem(light of the northern star), all S1 mage in the battlefield can spam paralyze like crazy. I think it's overpowered for a Thau 4 spell. Either increasing the prerequisite to S3 or increasing the research level to 6(same as frozen heart) or 7 looks fine to me. Or give it a reasobable duration like 3-5 rounds.
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Re: Paralysis is overpowered.
Paralyze damage is (damage-size)/2 so on short duration things like mind blasts and a failed petrification size has a major effect, but paralyze does 60+ damage, so knocking off 6 isn't gonna make much of a dent. Seems like it actually works like it's supposed to as well. =)
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Re: Paralysis is overpowered.
Finally, a debate that I have something to add to! ; )
Once you look at all the factors (100 Prec, long-ish range, low research, easy paths, low fatigue, paralysis duration, etc etc), it is very hard to consider Paralyze balanced in comparison to other SC killers. In that respect, Paralyze is overpowered. However, it is also hard to consider SCs and thugs *themselves* as balanced, compared to regular armies. It is a common (although perhaps not universal) belief--one that I happen to share--that Dom3 late game in particular is all about the gems. Once the SCs and battlefield spells arrive, armies of 'regular' units become so much disposable chaff. In that respect, SCs are far more overpowered than Paralyze. Anything that weakens SCs and thugs--balanced or not!--is a *very very good thing* in my book! ; ) --IndyPendant. |
Re: Paralysis is overpowered.
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Re: Paralysis is overpowered.
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Re: Paralysis is overpowered.
The only thing annoying about paralyze is when your playing a nation where mages have more HP than your units. Since paralyze targets the units with the highest hp your units are virtually ignored while your mages are paralyzed. Can be a pita.
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