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-   -   Thoughts on balancing MA Man (http://forum.shrapnelgames.com/showthread.php?t=39064)

thejeff June 3rd, 2008 02:25 PM

Re: Thoughts on balancing MA Man
 
And Charm is hard to use. It has a range of 20, which makes it almost useless against regular mages, who'll have a wall of troops in front of them. Even if you got in range, I don't think it'll target mages, specifically.

It can be really nice against thugs, if you can spam it to get by the MR. Or if you can get Wind Ride to work.

Jazzepi June 3rd, 2008 02:50 PM

Re: Thoughts on balancing MA Man
 
Quote:

thejeff said:
And Charm is hard to use. It has a range of 20, which makes it almost useless against regular mages, who'll have a wall of troops in front of them. Even if you got in range, I don't think it'll target mages, specifically.

It can be really nice against thugs, if you can spam it to get by the MR. Or if you can get Wind Ride to work.

Charm is useless against mages. Most of them have lower hitpoints than normal troops. Spells like charm ,paralyze, soul slave, etc all target high hitpoint troops in effect doing the most "damage" based on the number of hitpoints "killed" when the unit is stolen.

They're great against thugs and SCs since they always tend to have 30+ hitpoints which is far and above even normal high hitpoint chaff.

Jazzepi

Aezeal June 3rd, 2008 03:32 PM

Re: Thoughts on balancing MA Man
 
Is man so much weaker than say oceania?

chrispedersen June 3rd, 2008 03:44 PM

Re: Thoughts on balancing MA Man
 
yes.

Xietor June 3rd, 2008 03:58 PM

Re: Thoughts on balancing MA Man
 
Well,

Evilhomer has a very low opinion of Oceania as well, but he is spoiled by playing the ryleh all the time. I never play water races, so it is hard for me to compare a water race to a land race, except to say it is much safer typically to start in the water than on land.

But if you read my 1st post, i am careful to say, of the ma land races.

Aezeal June 3rd, 2008 04:07 PM

Re: Thoughts on balancing MA Man
 
but does oceania have much MP wins?

the start of man isn't the problem either you said.. but I think oceania has a very hard time mid and end game.

Xietor June 3rd, 2008 04:16 PM

Re: Thoughts on balancing MA Man
 
you and evilhomer may have to start a thread named, "Thoughts on balancing MA Oceania" then. don't hijack mine! http://forum.shrapnelgames.com/images/smilies/happy.gif

JimMorrison June 4th, 2008 12:00 AM

Re: Thoughts on balancing MA Man
 
I would agree that it makes sense to raise the age limit on crones. There is a definitive difference between old age, and degradation. In many mythologies, the old wizards, witches, crones, what have you are old - or even ancient. However, through the use of their magics, they are incredibly hearty and deceptively strong, with bodies that may seem shriveled and dying, but are still more capable than yours or mine.

It would seem that the point of the whole thing is that in this specific case especially, the nature magic was keeping their bodies from withering and decaying. It seems a bit silly in fact, to have a mostly nature based nation where the entire idea behind their mages is that they are very long lived because of their connection to nature, but still, they are on their last legs. http://forum.shrapnelgames.com/image...ies/tongue.gif I'm not saying it can't make sense either way, simply that since it CAN make sense either way, it's a viable area to remove one of the numerous weaknesses that plague the nation.

Zeldor June 4th, 2008 12:18 AM

Re: Thoughts on balancing MA Man
 
But they lived for 150-170 years! And they suddenly start dieing every 12 months when you recruit them. Massive extinction of them! And it really doesn't matter if they get N1 or N4. With N4 old age starts at 150 and the youngest one you will get will be 155 years old.

Agema June 4th, 2008 05:31 AM

Re: Thoughts on balancing MA Man
 
Possibly if crones could get to W2 or E2 with a reasonable possibility (say 10-25%+) they could branch into lower-mid W and E via boosters. And they should still lose the old age.


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