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Re: Clams overpowered?
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If water magic becomes more useful, it's possible that the nations that use it will have to be nerfed - because they were balanced under the assumption that water magic isn't good for much. (Except T'ien Ch'i, which is weak enough already.) But if other aspects of water magic aren't improved and clams are nerfed, why bother looking for water sites at all? |
Re: Clams overpowered?
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If water magic becomes more useful, it's possible that the nations that use it will have to be nerfed - because they were balanced under the assumption that water magic isn't good for much. (Except T'ien Ch'i, which is weak enough already.) But if other aspects of water magic aren't improved and clams are nerfed, why bother looking for water sites at all? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Of course you'd have to make water magic more diverse or powerful, but at the same time, clams can't stay the way they are. I don't mean for anyone to nerf clams and keep water the same. |
Re: Clams overpowered?
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If water magic becomes more useful, it's possible that the nations that use it will have to be nerfed - because they were balanced under the assumption that water magic isn't good for much. (Except T'ien Ch'i, which is weak enough already.) But if other aspects of water magic aren't improved and clams are nerfed, why bother looking for water sites at all? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Of course you'd have to make water magic more diverse or powerful, but at the same time, clams can't stay the way they are. I don't mean for anyone to nerf clams and keep water the same. |
Re: Clams overpowered?
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Similarly the water combat spells : Cold Bolt and Cold BLast ... can't be used underwater! Water is weak, largely in part because it's schizophrenic - too much is either only useful on the land, or only useful in the water, and very little that's useful in the littoral. (That being where the land and sea meet - coastal waters, and land coasts.) I don't expect this'll happen in Dom2, but for Dom3, there ought to be more attention paid to coastal territories. For instance - no reason why giant crabs and even Krakens shouldn't be able to attack coastal provinces. "History" (as reported by Pliny the Elder, et al) is full of Krakens attacking fishing towns, harbors, etc. Many crabs are capable of coming up onto the beach and seaweed covered rocks. War-seals and walruses, maybe. http://forum.shrapnelgames.com/images/icons/icon12.gif Amphibious summonings. Likewise - water spouts, wave strikes, etc - some combat spells that could be cast in the water, and also coastal provinces. Perhaps even ones with lakes and/or rivers (again - might be something that would only happen in a Dom3). And, just to reiterate - Ice Castles. Doesn't make sense that _Nature_ makes fortresses in the ocean, but Water doesn't, and Ice Castles (Glacial Keeps, whatever) could be both water and cold / mountain. |
Re: Clams overpowered?
I agree, overpowered.
Basically, 10 water gems equals 5 pearls, if u use alchemy to translate them for something useful (how many ice swords do you need...?) So, for investment of 1 turn of research (as mage could be doing that instead) you get payback in 5 turns, so very little downside to making a clam, rather than translating into pearls direct. And it is easy to make it a compounding investment. I agree that price should include 5 astral - that way, they are still useful (as a renewable source of pearls for combat mages in the field) but wouldn't make as powerfull as a banking strategy. |
Re: Clams overpowered?
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Re: Clams overpowered?
I still like my idea to have clams draw on a limited worldwide supply of pearls - say one per sea province on the map. Once there are more clams than pearls, a random selection equal to the surplus of clams, don't produce pearls that turn.
PvK |
Re: Clams overpowered?
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Re: Clams overpowered?
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If there was going to be a limit on clams, I think it would be better to be per-player rather than overall. This would prevent any player from hoarding them (which is the goal, I think), while still allowing them to be used normally by the non-hoarders. I think that having a reasonable limit on the number of clams (what that number is, is debatable, of course), combined with some improvements to the water path to add some decent rituals as an attractive alternative use of water gems, would solve the problem. |
Re: Clams overpowered?
Another interesting thing about Clams.
Can you name a Water nation that can't use Astral Pearls well? Atlantis - Water, Astral R'lyeh - Water, Astral Base Pythium - Astral, Water Mictlan - lots of stuff, Water, Astral etc. About the only one is Caelum, and it doesn't preclude a Pretender that can make Clams. Part of the problem with Clams is that the output (pearls) are directly useful to those nations best able to make them. It's not just an indirect benefit. As a counterexample, if the Clams made, say, Air gems, a lot fewer nations would profit from them. (Caelum would turn into a big winner, though.) Not suggesting a change to the product, just a look at the other influences. To me, Astral Magic is overpowered, and Water Magic is underpowered, so it's not hard to see in the least why an item that converts Water Gems to Astral Pearls is considered overpowered. Bayushi Tasogare |
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