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-   -   Is Ghost Riders too powerful ? (http://forum.shrapnelgames.com/showthread.php?t=17196)

Kristoffer O January 8th, 2004 12:02 AM

Re: Is Ghost Riders too powerful ?
 
Quote:

Originally posted by NTJedi:
This spell doesn't work... so I can't compare the two. Looking forward to the patch tho.

<font size="2" face="sans-serif, arial, verdana">Oops, Sorry!

True about the rear provinces, but there are rarely any troops there either (making the attack a temporary loss of a province). Priests and armies are often moving together.

15 trolls? Does not sound very mighty http://forum.shrapnelgames.com/images/icons/icon7.gif

At higher research costs armies might be larger at the time when you reach lvl 9 research. Try playing around with alternate costs a bit. It might very well improve how you feel the game should evolve.

apoger January 8th, 2004 12:09 AM

Re: Is Ghost Riders too powerful ?
 
>Do you have any idea of how strong of an army is required to survive an attack from these guys.


A small screen of HI, a handful of priests, one mage casting paralyze. That should handle it with minimal losses.


>Even an army of 15 trolls with 10 archers would still take big losses... especially if they retreat because of the wraith lord.


15 Trolls and 10 Archers?
That's not an army. By the time 9th level spells are in play that's a nuisance raiding force.

Taqwus January 8th, 2004 12:11 AM

Re: Is Ghost Riders too powerful ?
 
NTJedi --
You've never seen what an Iron Dragon can do, then, as an accessory to battlefield slaughter.
Hell, even I've had a mere Wailing Lady with marble breastplate, boots of quickness, black heart and luck talisman get over 100 kills by itself against the AI. I've equipped a Vampire Lord to the point that it routed out an army of 1600 AI units in a single battle, alone. The ability to keep, and if helpful equip, units is very handy.

ywl January 8th, 2004 12:19 AM

Re: Is Ghost Riders too powerful ?
 
Quote:

Originally posted by NTJedi:
Of course I see the value of keeping units... this spell is a perfect example!

With ghost riders NONE of my units or commanders are in danger plus the enemy is guaranteed to lose lots of units and/or army for a small price. (with the rare exception that frost/fire dome is in place)

Do you have any idea of how strong of an army is required to survive an attack from these guys. Even an army of 15 trolls with 10 archers would still take big losses... especially if they retreat because of the wraith lord.


AGAIN the cost of the spell compared with the power is way too good.

<font size="2" face="sans-serif, arial, verdana">I tested and didn't find it that impressive. I cast one on an indie with 50 light or heavy infantries, no priest. All the riders got minced within ten turns. The Wraith Lord fight on and finally scared away the others but most units escaped alive.

If you cast more than one and cut off the retreating path, that will be a good use of the spell. But otherwise, one or two doesn't look impressive to me.

And Death Level 4 is *not* a low requirement. There are two items to increase death, other than the artifacts: Skull Staff (10 gems) and Skull Mask (20 gems). Skull Mask is expensive, so to use this spell in large number, you basically need access to Death 3 mage. Only two nations (regular C'tis and Ashen Ermor) have that. Even Jotun and Broken Ermor need the right random pick!

NTJedi January 8th, 2004 01:36 AM

Re: Is Ghost Riders too powerful ?
 
Taqwus
an Iron Dragon means you place one or more of your commanders in danger just for going into battle.
Now if you cast Ghost Riders 5 times (same cost as your Iron Dragon) it will EASILY do more damage than your one Iron Dragon and no commanders are in danger. (except for the rare case where the player has a lab and fire/frost dome casted)

Quote:

15 Trolls and 10 Archers?
That's not an army. By the time 9th level spells are in play that's a nuisance raiding force.
<font size="2" face="sans-serif, arial, verdana">This was an example as for a strong back province defense... of course it's not front line.

Quote:

The Wraith Lord fight on and finally scared away the others but most units escaped alive.
<font size="2" face="sans-serif, arial, verdana">THANK_YOU ! The point is the province is no longer protected and any enemy which owned the province is no longer collecting incoming/resources... your troops if they were set to attack now take the place without conflict unless another army was also moving to the location. Now cast the spell 5 times... your enemy just lost 5 provinces... same cost as one iron dragon. That's a good chunk of incoming and men lost... more damage then one iron dragon can do.

Quote:

I've equipped a Vampire Lord to the point that...
<font size="2" face="sans-serif, arial, verdana">Different spell requiring 4 death and 4 blood to cast plus 44 blood slaves. Lots more difficult and expensive to cast... thus in a completely different Category.

Quote:

any troops there either (making the attack a temporary loss of a province).
<font size="2" face="sans-serif, arial, verdana">The loss of a province could mean 50 gold or more for that turn... even if the spell is casted only once every turn... that adds up fast.
plus a possible loss of gem income from mg sites.
plus the player has to spend a turn for a commander and maybe an army to recover the location. Men which could/should be supporting/patrolling the front line or castle.

[ January 07, 2004, 23:56: Message edited by: NTJedi ]

licker January 8th, 2004 02:00 AM

Re: Is Ghost Riders too powerful ?
 
Welcome back NT, glad to see your rinse, wash, repeat tactic of agruing hasn't changed any.

Anyway, why not have 5 casts of riders attack an iron dragon or otherness, or whatever other spell you don't feel is up to the challenge. Seems the best way to actually tell if they are balanced no?

Well remember also that to get off 5 riders on the same turn you need 25 death gems (not hard at all) and 5 death 4 mages (now that's a bit more tricky for many races).

Also will not domes effect the riders spell? Any other summoned will just walk in and ignore the dome.

NTJedi January 8th, 2004 02:05 AM

Re: Is Ghost Riders too powerful ?
 
I'm saying that for only 5 gems this spell seems too powerful.

Run some tests...


I've seen enemy AI and human player armies with 120 men having lost the battle to this single cast of a spell. The lost province means loss of gold, units, province defense and maybe gems.

[ January 08, 2004, 00:07: Message edited by: NTJedi ]

NTJedi January 8th, 2004 02:13 AM

Re: Is Ghost Riders too powerful ?
 
Quote:

Originally posted by licker:
Anyway, why not have 5 casts of riders attack an iron dragon or otherness, or whatever other spell you don't feel is up to the challenge. Seems the best way to actually tell if they are balanced no?
<font size="2" face="sans-serif, arial, verdana">5 casts of ghost riders on a province which has only one iron dragon. I seriously doubt the iron dragon would live. Remember the iron dragon also places a commander in danger another cost not seen by ghost riders except for the rare case of a fire/frost dome.

A better test is create an average army and see which does more damage.... one iron dragon or 5 casts of ghost riders.

Quote:

Well remember also that to get off 5 riders on the same turn you need 25 death gems (not hard at all) and 5 death 4 mages (now that's a bit more tricky for many races).
<font size="2" face="sans-serif, arial, verdana">Others were using spells as a comparison which were 5 times as expensive... thus I had to show the effect of 5 times for ghost riders thats why.

Quote:

Also will not domes effect the riders spell? Any other summoned will just walk in and ignore the dome. [/QB]
<font size="2" face="sans-serif, arial, verdana">Check my previous Posts you will see I've already wrote about the frost/fire domes... which require a lab for that province.

[ January 08, 2004, 00:20: Message edited by: NTJedi ]

Zapmeister January 8th, 2004 02:39 AM

Re: Is Ghost Riders too powerful ?
 
Quote:

I'm saying that for only 5 gems this spell seems too powerful.
<font size="2" face="sans-serif, arial, verdana">Well then, since no-one is agreeing with you, you're in the ideal position to exploit the imbalance and win lots of games, aren't you?

Alternatively, you might not enjoy a greater success rate than expected statistically, in which case you'd have to admit you're wrong, so forget I spoke http://forum.shrapnelgames.com/images/icons/icon12.gif

I guess my point is that the spell clearly isn't breaking the game at the moment (else you'd be getting more support) so until some supportive evidence (game results) shows up, there's not a lot to be said beyond the dogged repetition of the claim.

Jasper January 8th, 2004 01:22 PM

Re: Is Ghost Riders too powerful ?
 
Quote:

Originally posted by Keir Maxwell:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Jasper:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Keir Maxwell:
In all my PBEM and SP play in Dom1 and 2 I've never got to cast a 9th level spell.

<font size="2" face="sans-serif, arial, verdana">Never? Strange... I found games with shifting alliances to often Last longer.

I'm curious, do you tend to play on small maps with permanent alliances? That's the only way I can imagine games consistently having such low research.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">[snip description of aggresive play]
I've played enough games (I've been a multi-player addict for over 25 years) with a wide variety of settings and different Groups of players that I've come to the conclusion that this is generally the way it works when I'm playing. *shrugs*
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That's what I guessed. Considering you play so aggresively it's not much of a surprise your games are short: You either win quick, or you lose quick.

IMHO this seems to color your perceptions of the benefit of blood magic, or higher level magic in general.

[ January 08, 2004, 11:34: Message edited by: Jasper ]


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