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PoD vs. VQ vs. Liches (was: Blood Arco mod)
In an attempt to empirically value the Elemental Demons (i.e., Frost Fiend, Storm Demon, Demon Knight, and Devil), I created an Arco mod that gives it Blood magic. Specifically, it changes the Mystic to a Blood-2 Element-2, with the Element chosen randomly. I also switched the Priestess's Nature pick to Blood (to give a relatively cheap Blood hunter).
The results were quite gratifying. Due to still having Astrologers (see below), I researched to Construction-4 (for the SDR), then Conjuration-5 (for Acashic), and then blitzed Blood. I was quite lucky in that I had a Library in each of two adjoining provinces, but by turn 20 certainly, I was producing one of each type of Elemental Demon per turn, and generally seeing a slight increase in Blood Slaves on top of that. For balance's sake, I really do think that the Astrologer and Heart Companion should be removed (basically, lose the Tower). Perhaps they should receive 1 of each type of Elemental gem, plus a Blood slave each turn. That puts them QUITE close to Mictlan, and CERTAINLY better troops, but they lose access to both Astral and Nature magic. I'll have to do more tests. Another issue is that they have no way to innately increase their Blood magic (meaning, no national level-3 Blood mage, nor chance of one). If they choose to use their Pretender for this (as I did), Arco has a VERY poor selection of Pretenders to use for Blood magic. Finally, an issue about the Prince of Death. I think, with the changes to the VQ, that the PoD is going to emerge as a new contender for her crown. While he's neither ethereal nor immortal, he has twice the base hit points, a much better Fear effect, a good base protection, a much less base cost (100 points goes a long way), and no superfluous magic (I've never heard of anyone using a SC VQ for her Blood magic). Anyway, just some thoughts. If anyone is interested in the mod, please LMK. http://forum.shrapnelgames.com/images/icons/icon7.gif Scott [ June 11, 2004, 18:41: Message edited by: Bayushi Tasogare ] |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
If memory serves, the Prince of Death already had some notoriety as an early expansion weapon for Ulm as a zero-enc commander with good combat stats. PoD + full plate is good early, could add a better weapon (Rod of Death was strength-not-added, not too impressive; even a Sword of Sharpness would arguably be better for a physically strong pretender against ordinary troops) if you like.
Without native astral, nature, or death, but with the usual dominion rules; hm. Note that you'd only need to empower -one- blood-2 mage to blood-3 and then give him a dwarven hammer to crank out brazen vessels, athames, even armor of souls if need be, and you wouldn't need to divert slaves to maintain or expand dominion. Mictlan would have easier Crossbreeding, 'tho, for rapid reinforcement. Intriguing. If I wanted a Blood nation, I'd probably prefer this Version for the drastically reduced micromanagement (until Illwinter adds a 'sacrificers don't pool slaves' or equivalent rule, that is). Heroes might need tweaking, but I can't remember them except for Orokestes. |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
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I sort of made this to test out various things, but I guess it does cut down on the micromanagement. Quote:
Scott |
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Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
On the VQ issue, I fall more in line with Norfleet: there's actually very little reason to use the VQ now. And trying to argue that an Undead Pretender is non-thematic for Ermor is really pushing it. After all, you DO have Broken Empire as the base. (OTOH, BF Ulm is the most thematic for a VQ, not Ermor.) What irritates me about the VQ is that it was ONLY removed from Ermor, and that's too much a silver bullet.
Basically, the VQ changes, in the main, were aimed at the way Norfleet (and only Norfleet) plays. With all of the changes that were made to the VQ, it was totally unnecessary to remove it from Ermor as well. Now, having said that, I disagree with Norfleet's comment that 'no useful content' was added in the patch. Desert Tombs became much more viable with this, and Pangaea is much more robust with their Revelers. I think this is a situation where both sides are overstating their cases. I'm going to be trying to find a 'better balance' with everything through the modding. If I find anything that seems to lead to better games in the main, I'll be sure to post it. Since I play SP, my mods will be balanced for SP... which IMO should be the focus for modding, anyway, since MP is more complex to do, requires the acquiescence of the players involved, and is the focus for the developers anyway. Scott |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
Seems to me that VQ doesn't make much sense for Ermor to have thematically (as well as for balance reasons) because with a killer dominion, the prospects for good blood drinking are few.
VQ seemed to have too little cost for all the abilities she had, compared to other gods. The patch increased her costs, without reducing her abilities. So she wasn't nerfed, so much as given an appropriate price tag. Seems all good to me. Other changes also include new abilities and tweaked values. Pangaea and Desert Tombs players got some new goodies. PvK |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
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Personally, I'd rather have an unclear reason for an omitted pretender choice, than a couple of pretender choices that don't make a lot of sense (vampire queen with murderous dominion exterminating her blood sources). Quote:
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PvK |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've still never heard of anyone besides Norfleet successfully using his strategies. [ June 11, 2004, 03:47: Message edited by: Yossar ] |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
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You can have Order 2, Sloth 1, Cold 2, Misfortune 1 with AA WWW EEE DDD BBB and dominion 5 on a Vampire Queen. For that I get an immortal, flying, erthreal, regenerating, poison and cold resistant pretender who can realisticly summon her first ice devil on turn 15-20. So she's not the hands down champ anymore? So what. There's at least 20-25 pretenders that are worse. Now she's more of a niche choice rather than a default selection. Good on the developers. |
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1) 100 points in favor of the Prince of Death. 2) 2 base Dominion in favor of the Prince of Death. 3) DDD (PoD) as opposed to DBB (VQ). If you are talking about an SC build for them, this is a point in favor of the PoD. I've never heard of an SC using Blood magic in combat. 4) The PoD has about a 2-3 pt. edge in every fighting statistic over a VQ. He also enjoys twice the base HPs of a VQ. Now, balanced against this, you have the VQs Etherealness, Immortality, and Regeneration (there's also the Life Drain attack). If you think that's balanced, that's fine. I, personally, do not, especially since everything but the Immortality that the VQ possesses, the PoD can attain through items or spells. As a test, I took a VQ and a PoD, and bought them up to the same level. The amount of points that took for each was: VQ: 195 PoD: 116 Also, any further increase to Dominion (which is currently a 3) or to Death magic will favor the PoD, while an increase in Blood magic (which, for an SC, is suboptimal) favors the VQ. Quote:
Then there's the question of why it was removed from ONLY Ermor. If it had been restricted farther, I'd actually have less of a problem with it. But the 'only Ermor' removal smacks of silver bulleting, which is generally not a good way to enhance game balance. Quote:
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Scott |
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There is an annoying tendency amongst some posters to assume that illwinter is blown about like helpless leaves by the winds of whine. I also wish to categorically deny that illwinter is wire tapping Norfleets phone. |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
Interesting comparison of VQ and PoD. Thanks Scott. It still seems to me that VQ and PoD are apple and orange choices and so one doesn't out-do the other except for a player who is already decided on one play style. PoD is a phenomenal fighter, but is not immortal. So I compare VQ to Liches, and see more combined abilities for more points. PoD is a superiority SC you try to keep alive, and may send breifly on strikes out of dominion. While VQ is a living-army-consuming defensive immortal SC, or just a middleweight but immortal SC for in-dominion defensive strikes, perhaps capitalizing on her immortality by letting her fight to the death repeatedly. Immortality and combo of strong built-in abilities is a very different thing from non-immortal but a great fighter. So again, they both look good to me, but in different ways.
Also the nature of the immortality effect (instant return with little loss on death, and recuperation effect) is very strong in itself and essentially a multiplier, which is why is gets extremely strong when combined with other abilities. I think for this consideration it makes sense for VQ to cost more and perhaps be unavailable to Ashen and SG, since they have scads of points to dump into the VQ. Minor items: * Built-in Ethereal for the VQ means she can wear body armor. The PoD, unless I'm missing a trick, needs to choose between body armor and no ethereal, body armor and self-cast ethereal meaning he needs to have Astral power (with its risk or cost), or wear an astral cloak which offers no protection (and requires someone else to forge it). So it doesn't seem to me like it's just something that can easily be got by the PoD with no disadvantage compared to the VQ. * Seems to me Blood magic does have a good trick or two (or more?) for SC's, even if not commonly used. Quote:
However, death and especially extinction dominions for anyone do seem contradictory for vampires, so Desert Tombs and Carrion Woods also seem like they would make less sense with a VQ. There's no really good mechanic in the god-selection GUI to make that perfect, though. I don't really see any of this as much of a problem, though. I think a simple mod could allow VQ back in Ermor, while at the same time taking out the themes. The only thing that seemed to me like a slight problem surrounding all this was the cheap cost of the VQ when taken to extremes. PvK |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
The VQ is still perfectly servicable as a SC in every instance of the word. Now though, it does not have the potential to be a rainbow Immortal. That is left to the Liches.
The PoD vs VQ is not an accurate depiction. Since a PoD does not have Immortality. If you take the best Lich (Sauro or Queen, depending on your perspective) you'll see that they fill the niche just as easily as the VQ did previously. Ermor is purely thematic in not having the Vampire, I would hope that having more pretenders restricted and other pretenders added would be a desire for players of Dom2. But if not, there is no reason you have to patch at all. Everyone can refuse to patch because something/anything was changed in a way they do not like. They can also make as many mods and play games with said mods to create whatever vision of balance they have. Also, IW does not work at the speed of light, or the speed of other's desire. This game in it's current state, with the Battle Speed fixed, has had more support than a good portion of games out there, for less money and no cost of expansions. So personally I feel they have done enough for 'me'. Whatever they do now, is just icing on the cake. Edit: With the exception of Bug Fixes, that crop and are patched usually as soon as Illwinterly possible. [ June 11, 2004, 17:04: Message edited by: Zen ] |
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And, if I may, I want to explain the 'silver bullet' term. To me, it means that a change was done to fix too narrow of a problem. The VQ changes, _in general_, were good and IMO necessary. It's just the 'only removed from Ermor' thing I have issues with. Quote:
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Scott |
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And, really, with the difference in point costs, you could probably make a PoD with 'good enough' Astral magic for the same cost as a VQ without. In fact, if you look at standard 'Ermor' scales (Magic-3, Luck-3, -3 everywhere else, Dominion 10, Ermorian Castle), the VQ has 205 points left for magic. The PoD, OTOH, has 424. This allows a PoD to take Astral-6 and still have more points (234) than the VQ. Whether this is 'good enough' to prevent Magic Duel death is up to you, but I believe that's the general benchmark. Quote:
Scott |
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As for the second point, the Lich Queen and the Saurolich are both heavily restricted Pretenders (to Ermor and C'tis, respectively, IIRC). The VQ is not. If the VQ had been restricted to Ulm only (e.g.), I would take the comparison a little better. My comparison of VQ to Lichdom will be to the standard Lich. Quote:
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Just chalk this up to my slight annoyance that my 'VQ Blood BE Ermor' l33t strategy has been totally demolished. http://forum.shrapnelgames.com/images/icons/icon12.gif Scott |
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Anyway, the BE Blood idea is not a very good one. I just like the fact that BE Ermor has such easy access to undead patrollers. Jotunheim is almost as good, except theirs is all gem-based, and they need gems for undead commanders as well. Desert Tombs and Black Forest suffer from a death scale. BE Ermor's problem is, obviously, a lack of good Blood mages. Ah well. http://forum.shrapnelgames.com/images/icons/icon12.gif Maybe I'll have to rectify that. Scott |
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Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
True. I would say this combines into 'you have to be more careful with a PoD than a VQ', but I find this all well and to the good.
Yes, and that has it's cost in points. http://forum.shrapnelgames.com/images/icons/icon7.gif I think the real consideration is not being careful (but there is a distinct lack of being careful with certain people and their VQ's, I personally see this as a flaw in their playstyle) I think the real consideration is not being surprised http://forum.shrapnelgames.com/images/icons/icon12.gif True enough. The Lich and the VQ are now on a much more even keel, comparatively. My only concern here is the one that IW themselves brought up; namely, that very few people play with Liches. It would seem to me that if you balance a Pretender against a Lich, they should be played at about equal frequency. Which means bad things for the VQ. http://forum.shrapnelgames.com/images/icons/icon7.gif Imagine it this way. Out of 100 Games, 50 people want to play with an Immortal. And out of those 50 People, 25 of them want to play with a Rainbow Mage or a Bless effect while having Immortality. The other 25 Want an Immortal SC. 25 of those people can now choose a Lich, the other 25 can choose a VQ. Previous to 2.12, all 50 chose the VQ because there was no advantage to choosing a Lich for being a Rainbow, the advantage was having a SC that could be a Rainbow. I'm not saying that those are precise numbers of people who want Immortals, or Rainbows but based on those numbers, it seems that it wasn't the Lich's stats that were holding it back, but rather the VQ's obvious advantage. Along with Autosummoning. With the removal, it's more of a question of timing. It certainly doesn't _look_ like it was done for thematic reasons. I trust IW, but other, less trusting people probably won't. The way IW works on things is they have a huge list of things to do, they pick the few that they can allot their time to then fix those things and everything they feel needs to be fixed with it, thematic or not. You can't fault them for doing a thorough job on the things that have their attention. Right. But it does reduce the power of your 'well you can just mod it' argument. Considering the various other improvements in 2.12, I certainly think you'd want to mod 2.12 rather than not patch and stay at 2.11. Not really, you can just mod it if you choose to. Noone is stopping you except your desire to play with people who don't think the same way. One thing about some Dom2 players, what you'd think they would want and what they do can be totally different. Most I believe are crazy in some fashion. |
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Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
[quote]Originally posted by Bayushi Tasogare:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by PvK: Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">But a lot of people are winning using VQ with different strategies, which only confirms that VQ was overpowered. Now VQ seems to be a niche choice, either as immortal monster-SC (but very expensive) or as a decent (and immortal) SC capable of summoning Ice Devils and undead SCs. Both cases may work well for some nations in some circumstances, but it's not automatic choice for every nation anymore. |
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I think it would be nice if pretender availability could be restricted by theme instead of by nation, but currently it can't, so if a Vampire Queen shouldn't want to rule AE/SG Ermor (who would she eat?), BE Ermor can't take her either; and if CW Pangaea needs undead pretender options, normal/NE Pangaea get them too. The VQ doesn't have the same thematic problem with Desert Tombs (which, like Broken Empire, has the living side by side with the dead), but arguably does with Carrion Woods. But Ermor is often AE/SG, while Pangaea is rarely CW, so until theme-by-theme restrictions are implemented (if ever), the current arrangement is the best available fit. Also, in response to the original question, I think the blue dragon is available to every land nation except Abysia (but, IIRC, the red dragon is available to every land nation *including* Caelum). There's an obvious thematic reason why a blue dragon, with cold immunity, powerful water magic, and frost breath, is inappropriate for either theme of Abysia. (The red dragon is just as inappropriate for Caelum and Jotunheim, and the blue dragon possibly for Machaka as well, but those are probably oversights.) The VQ's unavailability to Ermor is just more noticeable because there has been a lot of discussion on this board of specific VQ/Ermor strategies, while nobody would really want to take a blue dragon for Abysia (or indeed, a red or blue dragon for any nation of the opposite temperature preference). |
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Immortality is very important and unique, especially for something that can make an impact by fighting to the death. The more of an impact it can make, the more important it is. The more abilities (like drain strength and etherealness and immunity to poison and cold) it has built-in (so no loss on (un)death), the more important immortality is. The VQ gets a lot of bang for its no-risk death, and it used to get even more, when buff-giving paths were also cheap. Quote:
It's a great plus for the PoD, but the PoD still has to choose whether to use an Ethereal robe, or to stack even more protection on top of his natural skin. People do not have to be crazy not to be using magical weapons against a VQ, because it's not easy to get magical weapons on troops, and the VQ may well be choosing the fights, anyway. What the VQ does well is wipe out most troops, especially living ones. You don't have to be crazy to use troops. PvK [ June 12, 2004, 05:03: Message edited by: PvK ] |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
Bah!
Since my comment about how easy it would be to give the VQ back to Broken Empire Ermor was overlooked, I went and whipped up a mod to do it, so I wouldn't have to keep hearing about it. Sadly, it (#restrictedgod 8) doesn't work! It should be a very simple mod, but apparently Ermor is hard-coded not to allow the VQ. Someone with enough interest to spend the time could of course duplicate the VQ for Emror stat by stat and rebuilding the sprites. I have the patience to do the unit stats, but not to do the sprites. I really wish there were a mod command to #borrowsprites (from unit number) - I would have done many more mods by now with that. The screenshot rebuilding technique is a discouraging amount of work just to get graphics that are already in there. PvK [ June 12, 2004, 16:36: Message edited by: PvK ] |
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Scott </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I wasn't offended, and the Norfleet comment was me trying to be funny, since I got the impression that Norfleet felt he exclusively was being targeted by illwinter. I also lumped you and Norfleet together since you were arguing the same point, more or less, and I was to lazy to separate you. |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
This is a bit of a delayed response but, since no one else seems inclined to do so, I've gotta commend Illwinter on the changes made to the VQ. I positively love the new Version. She can still be made into a proper, nigh unvanquishable SC, but point costs are so prohibitive that both serial castling and dominion pushing are much, much less viable.
More importantly, relying on a VQ SC at the expense of your ability to muster or summon a proper army means there's very little you can do against a massive enemy stack marching towards your capitol, particularly if they are equipped with necromancers(Scripted to wither bones/dust to dust) or flyers(Particularly Caelians, elementals, angels, and others with magical/anti undead weapons) Choose not to rely on a high-end SC strategy, though, and you've got a great pretender in the VQ. She still makes for a cost-effective, recuperating lower-end SC, she's still a spectacular raider, who gets to choose her own battles and achieves superb results even with relatively low path levels, she's still a better expendable defense mechanism than the Lich ever was(And she doesn't even have to teleport to get to the battlefield on time), and she's a superb addition to any army, even if she's no longer an army in her own right. I mean, a 0 encumbrance stealthy regenerating ethereal flying immortal with great combat stats and a life draining attack, how could you not find a use for that? She can fill a variety of roles, none of which really overlap those of any other SC, she has balanced strengths and weaknesses, and she gets the coolest titles. Two thumbs up. They shoulda been up a few weeks ago, but I always assumed someone else would beat me to it. |
Re: PoD vs. VQ vs. Liches (was: Blood Arco mod)
I agree. I like the changes in the latest patch, and think the VQ changes are a welcome and appropriate change.
PvK |
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