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Clams overpowered?
Forgive me if this has been done before, I'm curious what the current thinking is among those who might take the time to vote in a poll, to add to the opinions of those who have weighed in on the debate in one of the various thread discussions.
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Re: Clams overpowered?
OMG 100% FOR BROKEN!!!111... jk (only 1 vote, and from me)
Having a clam is like having a single pearl magic site. Having two is like having a single magic site of anything. And the more clams you have, the more you can make. Edit: so much for only 1 voter [ April 14, 2004, 16:56: Message edited by: HotNifeThruButr ] |
Re: Clams overpowered?
I thought it was 2 water...
I'm not voting because I haven't been playing with Clams in Dom1, and as I don't have full 2 yet going with Clam-strategy would give out almost nothing. I think it should be possible to use clams to reduce micromanagement by giving them to mages who can use the pearls (in battle) without need of ferriers. I also think it shouldn't be possible to make endless amounts of clams to gather the 'free-flowing magic power' all around the world... atleast not without any consequences! The good solutions I have seen are Horror Marking the Clammer, having maximum clams any nation can have (what about Charmed commanders with clams?) and a maximum pearls clams can produce on one turn(if there are more than 30 clams anywhere in the world only 30 or so of them will produce pearls). Maybe clams should only produce pearls on watert and/or astral mages. The problem with that is that it limits the usefulness of Clams to very few nations. An idea that just wouldn't work out would be making clams underwater-only: that would not remove the problem but limit the choice to two races, or races with cheap sacred commanders if Atlantis/R'lyeh are not in game. |
Re: Clams overpowered?
Ok with my vote it is 23 vs 23. http://forum.shrapnelgames.com/images/icons/icon10.gif
Reminds me of the current pre-election situation in USA somehow... http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Hmm, reading the forums, you'd think clams were the biggest problem in the game. Yet, make a poll and the majority of people think they are fine. Odd.
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Re: Clams overpowered?
I play/played 3 big mp games and in all of the endgames the most import thing was to hord the most clams.
Good armies and strong heroes are not as important then just cast wish for gems, Doom Horror and Armageddon all the time. So i think clams are overpowered. Increasing the cost to 20 water would give the game more color and creativity especially in the endgame. |
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[ April 16, 2004, 02:09: Message edited by: Norfleet ] |
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Discussions about balance issues are not "whining" - they are undertaken in an attempt to improve the game. If (and I concede this is an overstatement) strategy in Dom2 amounts to little more than choosing the VQ and hoarding clams, then clearly it will become a more complex and interesting game if those imbalances are corrected. The impression I get is that Illwinter concedes that Dom2 is not as well balanced as it could be, and encourages these discussions. From time to time, they act on our advice and very few people dispute that the game is better for that. |
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If a nation tries to grow more powerful by aquiring provinces for gold and gem income, they have to compete with all the other nations for a finite resource. If a nation tries to grow more powerful by making clams, all they have to do is invest their gems and wait. The gem income from clams has no upper limit and is a lot less vulnerable than income from provinces. Growing steadily more powerful without having to fight for it doesn't seem to fit in with the spirit of the game. |
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IMHO, clams are not the problem. The main problem is wish. Other things that could be part of the problems are ghost riders, vampire queens, and people playing on big maps with fewer people than the game is balanced for.
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[ April 16, 2004, 03:06: Message edited by: Graeme Dice ] |
Re: Clams overpowered?
Wow so much anger over the poor little clams!
Me...I like my clams with butter and beer!!! |
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The real problem I see with the game is...troops. If you do not think having more troops than your opponents is unbalancing, I suggest you play a game some time where you build absolutely no troops, and your opponent builds hundreds. |
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[ April 16, 2004, 03:56: Message edited by: Stormbinder ] |
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Troops also don't provide the resources for unlimited growth of more troops. To get an income of 100 astral pearls from territory, you'd would need to control something around more than half of the world map at 75% magic site frequency. |
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You can not really say that clams are overpowered or not until you really try hoarding them in at least one MP game, and fail or succeed, or until you face opponent who will do it himself and you'll see its effects on your game. Quite an oposite, I think the fact that 40% of all people who stated that opinion said "Yes, clams are overpowered and need to be fixed" speaks volume about seriosness of the problem. |
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If you want lots of clams all you need are water gems and time. |
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EDIT: ouch,triple post.
[ April 16, 2004, 04:04: Message edited by: Stormbinder ] |
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EDIT: ouch,triple post
[ April 16, 2004, 04:05: Message edited by: Stormbinder ] |
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The enemy pretender, especially if a goodly 400-500 points have been invested into making it godly, SHOULD require a great deal of effort to kill! There's a world of difference between even a low-end VQ, and a 500-point combat-tweaked anything. Is it unreasonable to expect that you should have to put together an actual force designed to kill it, rather than simply expecting to be able to win anything by dogpiling troops at it? Quote:
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[ April 16, 2004, 04:21: Message edited by: Norfleet ] |
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I know nothing about modding, so this may not be feasible but ...
Why don't we just make a mod that downpowers the VQ and alters the cost of clams? I'm sure that games started with such a mod would have no trouble getting players, and Norfleet would be left free to continue over-running people willing to play in his games. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Alas, you weren't there, and I'm not sure we have enough people for a game now. Quote:
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Ultimately, I hold a dim view of people screaming "nerf, nerf, nerf". [ April 16, 2004, 06:38: Message edited by: Norfleet ] |
Re: Clams overpowered?
Isn't it the Ermorian dominion that's allowing for supercombatanthood the broken thing and not the Vampire Queen herself?
About clams making up for the rest of the water path, compare it to this scenario plucked from Warcraft 3. "Undead has crappy melee units. The Abomination and Ghoul simply cannot stand up against heavier hitters like Tauren or Huntresses, heck, they get slaughtered by Riflemen, which they're supposed to counter! Because of this, the only viable strategy is mass Crypt Fiends with Obsidian Statue support and it makes up for Ghoul and Abomination crappiness by being uncounterable, whereas the other strategy is countered by EVERYTHING. So Undead, as a race, is balanced" Of course, this just means that everyone will pick Undead to use Statues and Crypt Fiends and completely neglect all the other units, so they have a force that can beat every enemy without any element of crappiness. Now, for you who aren't experienced with Warcraft, replace "Undead" with "Water", "Crypt Fiends and Statues" with "Clams" and "Ghouls and Abominations" with "the rest of the water path" On a side note, only you can prevent forest fires. Edit: And on another side note, Gargoyles are apparently the new cheese now. Edit 2: I must look like a rambling moron to anyone who can't figure out what I mean... which is probably around 87% of you. *shrug* [ April 16, 2004, 07:15: Message edited by: HotNifeThruButr ] |
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If in a strategy game something is overbalanced ( as evidencied by most people doing it ) then it should be nerfed. That being said I think that the VQ is overbalanced. Actually it's lifedrain that is overbalanced. It really allows for wacky stuf when it is on the SC chassis. By wacky I mean early expansion. I don't know how much I would nerf her though. She costs a lot right now. She has a moderate cost for new magic paths. But something should be done, really. Few pretenders are as good as her our of the gate. Certianly she slows down some as the game progresses, but at the start she is fearsome. Oh and Clams are pretty messed up. Something should be done, really. Don't know what. Perhaps just take the damn things out. Astral pearls are just very powerful. [quote] About clams making up for the rest of the water path, compare it to this scenario plucked from Warcraft 3. [quote] Ahh sweet warcraft. The best RTS ever made. TA was the best engine ( and with extensive moding the best RTS ever ) but WC3 has the whole package right out of the box. And killer match making. Quote:
BTW, you got to love CF + Statues. Decent firepower, great durability. If they had slow they would rule ( cripple is no substitute ). The low micromanagement allows you to take full advantage of the powers of your heros. Quote:
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Re: Clams overpowered?
Piercing beats unarmored much harder than siege does *150% I think, whereas siege does 125% for certain, or as many would put it, "fo' sho'"*
The real problem was that while Riflemen, Archers, and Head Hunters make rock-strewn meat out of gargoes, Death Coil makes meat out of them, so does stone-form-when-they-focus-fire. They should rename Spell Breakers to Crack Addicts... well, Magic Addicts. But we're going off topic now. |
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For a non-hoarder to win against a clam hoarder, he needs to conquer his opponent's provinces and he needs to do it quickly before the hoarder's gem income becomes overwhelming. Fighting your opponent to a standstill actually means you are losing ground. ------- "Well, in our country," said Alice, still panting a little, "you'd generally get to somewhere else -- if you ran very fast for a long time, as we've been doing." "A slow sort of country!" said the Queen. "Now, here, you see, it takes all the running you can do, to keep in the same place. If you want to get somewhere else, you must run at least twice as fast as that!" [ April 16, 2004, 07:57: Message edited by: Catquiet ] |
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If VQs and Clams were the most powerful things ever, I'd be seeing EVERYONE with a VQ pouring out clams. Clearly, this isn't the case. Plenty of games are won by non-VQs without a sizeable clam hoard. For every game won by a clam hoarder with VQ , many other would-be clam hoarders and VQ drivers are gruesomely beaten to death by rushers before their clamming can give them anything useful. To prove this point, I aim to find a game to pit myself against a would-be VQ clam hoarder and kill him without having the starting VQ or the clam hoard. Grah! Quote:
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[ April 16, 2004, 08:03: Message edited by: Norfleet ] |
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Raising cost sounds really nice, that way, you don't have hordes of clams spawning more and more clams like demon-rabbit-aphrodisiac-cracked up-clams
Demon clams, come unto me! |
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Re: Clams overpowered?
Seems that in order to get lots of clams and have them be useful (that is, not get them first at turn 90), you need to
- produces water mages - use those water mages to go and find water gems - use those water mages to forge clams/turn - use those water gems to forge clams That is what you spend. This has a nice payback, of course. People who do not horde clams can, surely, do other worthwhile things with those resources instead of produce mages, have them find water gems, have them forge clams? This is not to say that Clams might be harder to research, or require 10-water 5-astral pearls to make (my personal choice), but they certainly do not break the game in my opinion. I find the comparison to Warcraft III extremely poor, no offense intended. WIII is an excellent game for what it is, but lacks the diversity found in Dom2. I really dont think there is any "cheese" in Dom2, which is not to say that everything is perfectly balanced (I feel some nations are stronger than others on the whole, but that is just me), just that there is no real comparison to WIII ("when you get to 2 minutes 40 seconds you will have your Beastmaster do XXX while your opponent still needs 20 seconds to get that Grunt out..."). Any nation with good magic gem income capabilities just needs to fight those other nations to a standstill. Yes. But I just think that is easier said than done. Just my opinion, however, and I am a certified newbie. |
Re: Clams overpowered?
i like fire gem hoarding http://forum.shrapnelgames.com/images/icons/icon10.gif
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Fever fetish or blood stones are both at a normal cost/benefit rate. There are 3 major advantages for the clams: 1. It cost only (2) water. Its easier to find mages with water magic path then the 2 different pathes of the fetish/stone. With robe/bracelet water 2 is easy. 2. clam is without disadvantage. Fever fetish diseases and blood stones costs are to high for hording. 3. clams produce astral pearls and this are the universal gems in the game. They can be exchanged in each other gem for a 2:1 rate. Later the pearls are used direct for wish/disentchant/arcane nexus. Last one is really hard when cast with 1500-2000 pearls. Non-horders have no chance to dispell and the horder can easily disentchant each other non-horder global entchantment and take the slot for his own spells. With an 200-300 astral income (clams+arcane nexus) there are enough pearls to wish for doom horrors, armageddon or just more gems. The problem with the clams occurs mainly in the longer medium/big map games. In smaller maps the clam tactic may be to slow. Anyway with a cost of only 10 and without any disadvantages the clams are overpowered and clam hording is a "performance of duty" for every MP player in an endgame. Its really boring because its always the same mechanism... [ April 16, 2004, 11:27: Message edited by: calmon ] |
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So BS are broken!!!</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">To get to 200 earth stones, which is the equivalent in magical income to 100 clams, will cost you 4000 blood slaves if you don't have hammers on your forgers, or 3000 slaves if you do. The stones do produce earth gems to pay for that part, but you can't alchemize gems into blood slaves. |
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After looking at the VQ (I never played her) I think the developers just forgot one thing that would balance her. It follows all the themes in the game and makes logical sense (just watch any vampire movie) She should simply be very susceptible to fire. I know whenever I meet a vampire on the street I have an overwhelming need to set them on fire!
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Enjoy the loss! |
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Sorry to digress but it's a great game ! http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
Look clams are much like metal makers + fusion in TA. Actually, it's basically identical. In 1v1 games metal makers are not "overpowered" as you can win without using metal makers (by rushing hard). However in FFA games they are dramatically overpowered since they are the only path to victory ( again against competent opponents ). This game is much like an FFA game ( since we generally play with multiple opponents ). Further, clams are worse than metal makers + fusion since they require a resource which is not as critical to one's war machine as the metal + energy which goes into the fusion+metal makers ( clearly water is important but not as important ). As to the VQ. She's just amazing at the start of the game. Maybe she is balanced considering that she's not great at the end. Maybe she is balanced since she costs quite a few points ( mostly for the magic ). Maybe. I don't think so, personally. If I was playing against someone near my level ( which I do not think is that high ) I would take a VQ for sure. |
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