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Death & Blood a little borked?
These two paths SEEM to have some of the best summons in the game at somewhat low research levels.
As examples: Devils, Banes, Wrights. All exceptional summons for their cost, all at low tech levels. Now if these paths were the ones that had poor higher levels summons then I would say that makes sense from a balance perspective. However they also have excellent higher level summons as well, ex: demon lords, ghost riders, tartarus gate. Finally, even if they had just some of the best summons but had poor combat magic then I would say : "maybe they are balanced." Now it is true that blood has pretty bad combat magic. But death has excellent combat magic. Eg: Life Drain, Soul Vortex, raise dead. All excellent. I don't get it. It seems like death and to a lesser extent blood are just better paths than the other magic paths. Is this intended? Perhaps I am missing something? [ June 02, 2004, 19:06: Message edited by: Huzurdaddi ] |
Re: Death & Blood a little borked?
I haven't played a lot of Blood Magic. But I have noticed that most of the powerful Blood summons require significant skill in both blood and some other sort of magic. This seems to be less true for other schools of magic.
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Re: Death & Blood a little borked?
One of the reasons why ERMOR is so strong is because death magic is very powerful. In my multiplayer games we've Banned the ghost riders spell simply because it's way too powerful for its low cost. Many gamers on the forum are using the castling strategy because of spells such as this.
[ June 02, 2004, 19:35: Message edited by: NTJedi ] |
Re: Death & Blood a little borked?
Death summons are unusually vulnerable to Dust to Dust, Wither Bones, Solar Rays. Some also suffer from a tendency not to play well with others (cold aura, disease spreading) and this is especially true of death battle magic (area life-draining / disease-spreading / decay-causing tends to be indiscriminate, for instance.)
Death magic also lacks friendly fliers, has few mounted units, provides fairly limited forging, and is very bad at providing other benefits such as countering other magics (no domes or ward spells, say), providing mobility (Stygian Paths is late, hard and dangerous), no troop enhancement spells et al. It's quite strong at what it focuses on, but hopeless at others. Blood is similar in degree of focus. It's great for summons, especially in winged summons, but lousy at most other tasks. |
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Re: Death & Blood a little borked?
And Astral ... don't forget about astral .. you may get your path level 5 pretender killed by a lousy shaman !!
oh, wait, does it make it too strong or too weak??? Damn, nerf it anyway. All of them... [ June 02, 2004, 20:15: Message edited by: Arralen ] |
Re: Death & Blood a little borked?
All the death and blood summons can be banished or destroyed by the many things that bLast the undead.
Against opponents with enough cheap priests or whatever, these things are not so tough. PvK |
Re: Death & Blood a little borked?
IMHO:
Death is pretty specific in its combat usefulness. Unless you have undead army, its combat usage is fairly limited. Even its early combat summons are not too great unless cast by a powerful mage - a DD mage can only summon a few skeletons before colapsing; useful, but not too great. Blood is even more specific in combat, as it's very exhausting and require the presence of frail blood slaves (ever had any blood slaves left on Abyssian mage after combat?). As for the summons, I find most of the early ones to be rather cost-ineffective in mage time, all the way until you get to higher levels of research, when other paths get good summons as well (well, maybe not water apart from sea trolls). I mean, 5 death gems and a DD mage's turn for a single wight is not all that great. I would rather put him to research so I can access the more useful summons sooner (which is a shame, because I almost never get to use the early ones that don't have high-end counterparts, such as the drakes). The rest of it is fine and balanced IMO. You cannot really cast powerful globals with death unless you're Ermor, so you have to have something that is in favor - and this is where remote summons come into action. High blood rituals are also either risky, or summons. Yes, the late summons are very powerful, but that's the essence of blood anyway. You have flame storms and shimmering fields on one side, and heliophagi on the other. [ June 02, 2004, 20:58: Message edited by: HJ ] |
Re: Death & Blood a little borked?
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However the "problem" with air is not that most of the spells are busted, but rather that a few are very efficient (eg: Wrathful Skies, Lighting Orb ). While I think that the problem with Blood and death is more pervasive. Of course some people simply like the status quo. I would imagine Zen that you argued like heck against nerfing the VQ. |
Re: Death & Blood a little borked?
Death summons are strong... until they get banished, which is a cheap, very effective, and common weapon which anyone with holy priests can use, without any research or gem investment.
Blood summons are almost all the same way (a bit more resistant, but less numerous), and having to use masses of blood slaves for everything is a strong limitation. PvK |
Re: Death & Blood a little borked?
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The death summons are powerful, but not _that_ powerful when you consider their weaknesses. The commander type summons can defeat many normal troops, but this also requires that you put a very large amount of gems into them. Nature magic also has very good summons. Lamias, for example, are extremely hard to kill, and can be summoned in very large quantities at a low cost. Quote:
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Which combat magics would those be, by the way? Specifically? Or is it only one combat magic that you are thinking of in particular that has, since Dom1, been considered 'abusive'. Quote:
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It is an inevitable course of the game that people will feel ANYTHING needs nerfing because of their own personal reasons. Most of which stem from their inability to use them, cope against them, or abuse of them to win games. Edit: It seems to me the learning curve hasn't quite hit the "number of gems to feasibly create an 'abusive' enviroment" for a number of people. [ June 02, 2004, 22:07: Message edited by: Zen ] |
Re: Death & Blood a little borked?
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I do see a number of Posts extolling the virtues of many air combat magics ( orb lighting, wrathful skies, storm to name a few ). I have seen many Posts extolling the virtues of both death combat's summons and their combat magics. I have seen many Posts which explain in mind numbing detail how to gain a blood economy and how to exploit, utilize if you prefer, the very powerful summons in blood. There are few mentions on this board titled: "How to dominate all with the raw naked power of Nature!11!." I simply notice a trend on the Boards which is that people comment frequently about spells which are in the death and to a smaller amount in the blood domain. In the few multilayer games I have played I see quite a number of death and blood summons, but I see few of the other magics. Thus I began to wonder: is this simply play style ( or post style ) or perhaps is there some fundamental imbalance between the different schools of magic? |
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Death is a powerful school of magic, but then, so is nature. |
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[/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmmm, correct me if I am wrong Zen, but unless you have argued "for" and "against" VQ in different times (and have been changing your opinion in between), it sounds like you mostly argued just for the sake of agueing?... http://forum.shrapnelgames.com/image...s/rolleyes.gif |
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[ June 03, 2004, 00:27: Message edited by: Zen ] |
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Astral is the only school that this might not be the obvious case. Only because the Summons are not price-friendly but the Item Forging and Combat Spells are extremely powerful. |
Re: Death & Blood a little borked?
I'm with Zen.
The latest thread popularity is a really bad indicator of what is good, bad, useless, overpowered or broken in the game. This game is full of tons of stuff. Some of it is very powerful in the right circumstances, but not without costs and trade-offs. I've been playing Dominions since months before D2 came out (playing D1:PPP), and there is still tons of stuff I haven't seen, let alone used or figured out strategies for. Some stuff can be hugely effective without being flashy. Death and blood magic tends to be flashy and dramatic. When expected, it also tends to evaporate in a cascade of cheap banishment attacks. Nature magic can win battles and wars without even being noticed. For example, getting steamrollered by a huge army... because there were some commanders with nature items allowing many more living/eating units to exist in a single location without starving, perhaps even marching straight through dead Ermorian provinces with no supply problems. No strong water magic? Hmm... got strong underwater units? Got clams? Unimpressed with my sword of swiftness and boots of quickness? PvK |
Re: Death & Blood a little borked?
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I'm sure that you have played a number of on line games. Usually it starts with one or two Posts about something being "darn good." Then perhaps a discussion about it being "overpowered." This claim is almost always followed by counter claims supported by the assertion "with more experience you will understand." Sometimes the clamour dies down for a while. Then after some more time there are further Posts about how it is "imbalanced" this time more vocal. This is followed by even more people ( perhaps the very people that are exploiting the imbalance ) posting that "you simply do not see the counters" and perhaps illustrating a few ( difficult to implement or fraught with their own perils ) counters. The clamour dies down then. Then finally a good percentage of the gaming population starts doing this "abusive" strategy, and people come to the Boards en mass to say it is broken at which point the developers start to take a look. It's a pretty classic cycle. Now to be sure there are plenty of people who yell "nerf" without proper justification. However I would say that, in most games ( perhaps dominions2 is the execption, time will tell ), the claims are justified more often than not. Quote:
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Mind Duel (Limited but incredibly effective) Stellar Cascades Astral Fire (Includes Fire) Nether Darts (Includes Death) Astral Tempest (Army Killer Use Returning) Body Ethereal Luck Battle Fortune (Realistic in most Games) Doom (Army Killer) Will of the Fates (In line with "Best Buffs of the Game") Resist Magic Astral Weapon (Like to kill SC's?) Astral Shield (Like to be a SC?) Astral Healing (The Unsung Hero for Living Armies) Antimagic (Never leave home without it) Communion (This is totally useless, don't do this, right?) Paralyze (Neutered, but still extremely effective) Soul Slay (Kill's dead, remember your Penetration Items) Vortex of Returning (Game Winner) Also the only Battlefield wide "Life Drain" spell is Soul Drain, all others are single target, no area effect spells. I'll leave you to guess what paths Soul Drain is. Quote:
To sum up: Seems you've been playing with too many people who only use Lifedraining SC's. This is absolutely no surprise to me as it is the easiest way to make a SC and make them effective. But they have very real weaknesses, not the least of which is an entire class of units that cannot be life drained. And for every Wraith Sword or Blood Thorn on a SC, you're going to see a Antimagic Amulet and a Luck Pendant/Luck Coin with it. If not; then that is a disregard for their gems and they're planning on having a very real loss of gems by doing so. [ June 03, 2004, 04:57: Message edited by: Zen ] |
Re: Death & Blood a little borked?
Don't forget Air buffing spells!
Mistform and Mirror Images (which usually in combo with the +3 Def of Quickness become very deadly, in fact I believe Mirror Images should be easier to break, perhaps removing one mirror image each time it's struck since the warrior realizes he's hit an illusion, and all mirror images if the real unit is struck). Air Queen are the strongest of Elemental Lords, ethereal, flying, mirror images by default (2 out of 3 iirc), can trapeze. Death is superior to Astral in direct combat magic, since Death spells can't be stopped, while astrals are countered by magic resistance (easily improved by amulet of antimagic). Astral however is a little more versatile, cause covers all aspects, but it most is beaten by others. Blood is good for summons, Astral Corruption could be nice, but most of the battle spells require blood slaves in battle that can be easily arrowed, killed, or even burned by your heat in case of Abysya (very sad this aspect ...) Nature is good too, except for their unique summons, that I believe should be a little "stronger" ... I mean, their problem is = move, and they cannot teleport, only Faerie Trod which is expensive. They can't too raise a lot their magic skill since they've 2 misc slot, so a Druid with a treelord staff can easily get 4N and having too the summoning vinethings bonus. Water I believe is very nice, but only for a strict selection of Nations, water nations especially. Fire I believe it's too strict, and not very well working. It should be the best battle magic, for direct damage, but it isn't since it could be resisted, while Death can't. Holy Pyre shouldn't be resisted by FR, if we consider the damage is HOLY and not FIERY, or however it should be affected at maximum by a 50% FR. It lacks of a generic good global. Everyone has the "gem creation global", and fire has 2 specific global, a hot increaser (specific for hot nations), and an anti undead. Earth path is the best defence by "common" damage. Not very good IMO, except some cranking spells like Forge of the Ancients or Wizard Tower!. E bless isn't very good too ... Summary of my mind: Well obviously I believe Air is the most powerful, followed by Death. Blood is fine, with his strenght and weaknesses. Nature and Astral are fine too. Water ... is nice too, quickness + breath of winter are very very good. Fire is fine except for Holy Pyre as I told. Earth should have 1 or 2 more defensive buffs, one that could be nice is a MagmaSkin, combined with 1 or 2 ranks of fire, a sort of hot breathe of winter. Or a whirlwind of sharp stones swirling around the caster. I'd like to see in next patches some new spells with mixed paths. |
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If you use communion probably you won't go for a E blessing ...
_________________________________________________ Yes I put enphasis on HOLY because it does triple damage on undeads and daemons. If it should be fire only, well or *3 should be forgotten, or even a fireball should be *3 against undeads and demons ^^. Death has many other combat spells, especially vs Undeads, like Dust to Dust or Wither Bones or generic ones like Shadow Bolts ... A Wraith Lord with elemental armor can't be stopped easily without another SCs if you haven't death mages or astral (with spell focus and other mr piercing items). However everyone has its own mind and experiences. I'm awaiting for next patch to see some changes ... if any will occur. |
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Well Zen I guess I'm through playing with you and your continual insults and random jabs. It's is funny though. |
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I have no problem with memory, thank you very much. And I remeber what you told me about VQ and Liches. However I am surprised that you are saying that priceworthness have nothing to do with combat effectivness, when in fact they are clearly related. If you take any strong SC chassis and give it 0 base chassis and 10 new path price, you'll make it more priceworthy. And the same time you will increase its combat effectiveness, since now for the same price you can make more powerfull pretender (relatively to any other pretender for the same price). In reality they are two sides of the same coin. Of course the cost is not the only thing that affrcts combat effectivness, but it is one of the factors. Anyway I am not really interested in the main subject of this thread, I just wanted to clarify your position on the VQ issue after it was mentioned here, since it was not clear to me from your "for and against" post, which you now did, thanks. [ June 03, 2004, 09:54: Message edited by: Stormbinder ] |
Re: Death & Blood a little borked?
[quote]Originally posted by Huzurdaddi:
It does have a weakness, units which are resistant to it's particular damage type, but other than that it's quite amazing.[/QUOTE} It has another weakness, which is that it requires your mage to stand at the very front of the battlefield. Quote:
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[ June 03, 2004, 14:03: Message edited by: Zen ] |
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[quote]Originally posted by Huzurdaddi:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> ... Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, for those who can and do abuse them, but isn't that objection irrelevant in this thread? The thread suggests death and blood may be too powerful, and that water is weak. But clams are just one example of how water is strong. If they get reduced, presumably they may get something improved for balance, as well. Until then, they are a notable strength. Quote:
PvK |
Re: Death & Blood a little borked?
The various paths of magic seemed damned well balanced to me. Some are better at certain things than others. That's the whole fricking point! If they all had great globals, summons, battle magic, and items, than the game would be more boring!
However, if you still think death is overpowered, then choose death magic. It's the easiest path for anyone to get into. Dark Knowledge is a D1 spell. You can create TWO easy +1 D items with D2 (skull staff and crown). You can summon revenants with D1 mage with a skull staff. A revenant can cast Dark Knowledge. A revenant with a skull staff can summon more revenants. A revenant with a skull staff and crown can summon a spectre (D1, 2?). A D2 spectre can take the staff and crown from the revenant and summon a Mound Fiend (D3, unholy 3). The Mound Fiend with the staff and crown is D5 and can do pretty much anything you want death-wise. So if you like death, go for it. As a final point, I would say that Posts on an open forum whining about things being overpowered without any sort of clear argument backed up by specifics is a really bad barometer about real game balance. |
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... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">To which Huzurdaddi replied: Quote:
Designs where anything "effective" is broken tend to be annoying mis-applications of rock-paper-scissors game balance, a "principle" based on one of the most pointless games ever conceived, often with equally-pointless (and anti-"thematic") results. Dominions offers many effective, and later, more and more powerful spells. That's one of its many charms, and not at all a problem. It does this on purpose, and it's able to do this without being unfair or imbalanced, because there are so many other effective alternatives available to everyone, and practically everything has some kind of counter-move. High-powered magic is supposed to be effective in this game, and it is, without being unfair. There are many effective strategies and techniques for every path. There are also many ways to squander points and be ineffective with the things a player has chosen to acquire. Some things may also be more obvious or overt or less tricky than others, particularly when they are explained on a forum to players who haven't yet found equally effective techniques, or who don't have a clear plan for play except for a few tricks. Moreover, the whole suggestion that certain paths are "borked" would be somewhat impractical, even if it were true, because there is rarely any direct contest between one path and another. In play there is never a simple contest of one flavor of magic versus another, and research is not even down a single magic flavor. PvK |
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