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Why no love for Caelum?
I was browsing through the games on Mosehansen's server, and I noticed that an inordinate number of them said "no Caelum." Now, I could understand if they said "no Ermor", given people's dislike of fighting against a ruined nation, but the choice of Caelum surprised me.
What is it about Caelum that people hate so much? |
Re: Why no love for Caelum?
Several people think it is too strong. And they don't like the usual Caelum flying attack which jump over provinces and can hit you out of the blue.
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Re: Why no love for Caelum?
Its the flavour of the month.
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Re: Why no love for Caelum?
Personally I think Caelum and dead Ermor are too strong.
Caelum has A2W1 mages at 100 Gold, and A3W2?1 mages for 180 gold. They fly and are cold immune. They can trapeze, quickness, cast lightning that ignores armor, and such. A Marignon F3S2?1 mage or an Abysya B3S2?1 mage, to compare magic paths numbers, costs 270 gold. They don't fly, nor they paths are so powerful as the Caelumnian ones. It is justified by devs that Caelum is a magocracy ... well, so on considering the game is most winned by magic, why not everyone wants a full magic nation (like Caelum, or Pythium, to say). |
Re: Why no love for Caelum?
In the next patch, I really hope that they increase the cost of Caelum mages to be more on par with the other races.
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Re: Why no love for Caelum?
Caelum is actually very well balanced. Their troops are quite weak, and the beefier units are resource intensive. The only real draw for Caelum is it's mages, which is thematically appropriate, being a society ruled by it's mages. If the Seraph's were nerfed, Caelum would turn into a weak nation, and thus, unbalanced. Luckily, the devs agree. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Why no love for Caelum?
I doubt this will happen anytime in the future. Don't get your hopes up about Caelum and Ermor. The minor adjustment to Dead Ermors has made them a midrunner, which is right where they should be considered they were at one point, the weakest of nations.
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Re: Why no love for Caelum?
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Cold resistance doesn't do much, IMHO. The only time I see cold having an effect is with SC's, and you don't want to melee SC's with your mages, anyway. I would much rather have fire resistance or electricity resistance. I would probably even prefer poison resistance over cold resistance. Abysia has other strengths, such as blood. An army of devils led by a couple of demonbred has exactly the same flying capability as a Caelum army, and the troops are much, much, much better. Marignon has inquisition, which is very effective at pushing dominion. As another example, Machaka has 80 gold Witch Doctors. They also have Black Sorcerers, which, for 70 gold more than Caelum mages lose flying but turn into beefy hunter spiders when wounded. I could go on, but the point is, I just don't see it. Just for example, I would think Vanheim would have a pretty easy time against Caelum. The Vans can be on the Caelum troops so quickly that the mages don't have time to do much, and the Vanadrotts can make an entire army resistant to electricity. Plus, Vanheim's stealthy troops can wage the same hit-and-run war that Caelum can, plus they can dominion push or summon with blood from the Vanjarls. I'll conclude by saying that I have less experience with Caelum than pretty much any other nation, so I could be very wrong, but I think it's a shame when people ban or "nerf" nations or strategies they find difficult to counter, rather than trying to figure out a counter. |
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Caelum has tons of problems. Yes, they are strong if you play right into their strengths, but that's true of everyone. Here are just a few of the problems... 1) Caelum troops fly, but relying only on the flying troops results in extremely weak units. The only flying unit they have that is also a good fighter is the Iceclad. But the iceclads cost so much that without a productivity scale you can build only a very few. And if you DO take productivity, you lose many points as otherwise you could easily afford sloth. 2) Caelum has serious, serious problems in heat scale. Of course, this is only useful if you happen to have heat scale http://forum.shrapnelgames.com/images/smilies/happy.gif 3) Caelum flying units can strike behind lines, but if they do that, any of them that rout die instantly. 4) Poor forging ability. Insignificant ability in earth, death, and blood is going to give them a hard time making many of the better items. 5) One-dimensional magic. Caelum can't summon anything useful except Air Queens, unless they build a blood economy around their pretender. 6) Caelum has a hard time with SCs that resist cold and lighting. Other than phantasmal warriors and false horrors, they don't have a lot of stuff that can stop an SC. And those only really slow them down, not stop them. 7) Their mages are at cross-purposes with their units. The mages want storms to protect themselves against enemy fliers and improve their lightning; the units want no storms so they can fly and shoot arrows. |
Re: Why no love for Caelum?
well, if caelum's strength is in its mages, and its weakness is its troops, how is that balanced? mages, as a general concept, are far more useful than troops.
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Re: Why no love for Caelum?
Well, my personal largest grip with Caelum is that it is the only nation in the game, against which any number of PD are totally meaningless. Single 100gp seraphim with no troops can rout even 20+ PD of any nation with no problem. All it need to do is to cast Quickness + endless line of false horrors. Couped with Caelum's ability to strike anywhere anytime it force any nation who is fighing competent Caelum player to madcastle like crazy.
I think it would be good if either false Horror spell would be made harder to cast (even a little bit, like Fatigue 10 air 2/3), and/or their "fear" value should be sharply decreased, or the price of the seraphims should be slightly increased. |
Re: Why no love for Caelum?
from my ( very limited ) experience, archers will kill the ol quickness + false horror trick because the archers target the mage instead of the horrors
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Re: Why no love for Caelum?
dont some nations get some kind of archer for PD? or am i more n00b then i thought. heh.
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Re: Why no love for Caelum?
That is the absolute first time I've heard of Caelum being the 'province defense killers'. There are alot of problems with Province defense and it's feasibility/usability vs Castles, but Seraph are not top on the list. Any point after turn 20 in the game there are so many things that can kill high costing PD that Seraphs are the least of your worries.
Anything with Raise Skeletons, quickness/frozen heart, false horror, blade wind can clear most PD without much effort. The main problem with PD is that they are so vulnerable to even mini-combatants. Caelum is more than likely Banned in most of those games, because of the new influx of Map Designers, and their tendancy to overterrain maps. Causing nearly all nations to be at a strategic disadvantage and Air being more overwhelming than it already is. In such instances of heavy terrain flagged maps, flying is king and Caelum is king of flying and Air Gems for summons that fly and flying boots. |
Re: Why no love for Caelum?
that sounds very reasonable, zen.
perhaps thats why i like small, clear maps like inland or urgaia |
Re: Why no love for Caelum?
Ulm gets crossbowmen for defense. If they manage to hit the mage, that will take it out quite rapidly. But if the mage is far enough in the back that doesn't work.
Rlyeh gets an Illithid Lord commander who can whack the mage with a mind bLast - it's a question of whether the spell works before the false horrors scare all the chaff away. Marignon gets crossbowmen too, but only with their "second stage" PD. Other races get slingers but that is not useful against anything http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Why no love for Caelum?
Slingers are useful vs false horrors.
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If you want to be absolutely safe, you can also take 2-3 archers with you, and postion them in chessbaord mannerfar in the back, while your 100gp mage keep casting 2 fasle horrors per turn. |
Re: Why no love for Caelum?
I think Sheap is dead on with his excellent summary of Caelum and its weaknesses, to which a large number can be added easily.
One could note that both Man (tuatha) and Van have very very easy access to what Stormbinder calls "PD-killers", only that they are more expensive and much much beefier (and with glamour, yikes). Tien Chi S&A comes to mind too, and standard Tien as well with a pair of super-cheap flying boots. Well tons of nations can fulfill the role of PD-killer with flying boots, actually, but whatever. I find Caelum to be very strong -- but, like Ermor (which I dont find that strong in MP), fairly inflexible. Strong, but not crying for a nerf; strong, but not bannable from games. |
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Re: Why no love for Caelum?
Because their best mage, the Harab Elder, costs far more than an Arch-Seraph, and is capitol only.
Meanwhile Caelum could recruit in every of his castle an Arch Seraph ... I don't see Caelum inflexible at all. It's like most nations, with his best mage with 1 random pick. And I don't think their troops are weak. Prec 12 Archers, with wind guide base spell, and a Seraph, are good enought to conquer no knightly provinces. Even you can avoid knight provinces flying around and over. You can avoid to get bottled and lost turns coming back into your provinces. Caelum troops are expensive in resources too because: A: Their armor raises protection in cold provinces. B: Almost all their weapons are considered magic.(get rid of Etherealness, break mistform). |
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Re: Why no love for Caelum?
Master's of the Way. Seithkona, Theurgs (At 150), Initiates of the Deep.
There are quite a few, they just don't happen to all fly as well. If you are so concerned with PD and their lack of fightability during any stage of the game, you are probably up the ganjies without a paddle. |
Re: Why no love for Caelum?
hm i didn't play caelum much and have not an as long expierience in dominions as you zen and stormbinder but i think stormbinder is really right about caelum .
until turn 20-30 you have a very hard time to defend against a good caelum player i think . that all their troops have magic weapons is brutal. earlygame some caelum fliers can kill almost every sc pretender who needs to buff first and has little protection . they can produce the most mages and everywhere . earlygame the battle lightning spells like lightning / orbligthning are very brutal too because most nations can't protect their troops in this stage via lightning . then just switch to stormbinders described battle tactic . even for a seraph with 2a the false horror causes only about 9 fatigue( when i understand the sytem right perhaps a bit more or less) so he can masssummon horrorhordes . 20 mages doing this is would be 40 horrors each combat round and as caelum 20 mages are hard to get . they have airqueens later as Uberscs and they can clamhoard . from cold 3 you get +120 extrapretenderpoints and you can take sloth 3 too with them . i think the main problem is that no other nation can earlygame attack 5-10 provinces in 1 turn with stormbinders described methods . this way they easy can encircle others and then when they rout all is wiped out . scs who need to buff do bad against them . so i think stormbinder and cohen are really true claiming caelum is too strong . |
Re: Why no love for Caelum?
it forces you to madcastle . so when you would need a expensive 40 admin castle where you can only castle chokepoints / special provinces for resources you look really bad against caelum ( and to a lesser extent against abysia with flying demon armies ).
perhaps i am unexpierienced but name me any other race who can earlygame with only mages + national troops attack 5+ provinces at once and wipe out pd + a small garrison easy . and lategame thnx to their clamhoard abilities + many points in pretenderdesign they can either make a clamhoard industry or get lots of blood too with the B1 high seraphs / sages . so caelum is probably really too strong . |
Re: Why no love for Caelum?
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However, I would like to point out that everyone seems to be talking about using false horror and orb lightning in the early game but these aren't level 1-3 spells. Orb lightning is what, level 5 in evo and false horror is alt-6, iirc ? Yes, you can get to one of these levels fairly quickly but if we are still talking about early game, we are only talking about a fairly narrow time frame, after they have researched the spells but before it becomes mid game (the definition of mid game probably varies, anyway). Don't get me wrong, I definitely think they are strong at that certain point in the game but you have to look at the whole game to determine balance, most races are stronger at certain points in the game. Again, I am not saying that they are or are not over-powered, I am just saying that being strong for a 10-15 turn timeframe is not, in and of itself, over-powering. To compare them to Ermor, in terms of there ability to conquer indies, isn't fair as Ermor is much more effective at bulldozing indies in *all* of the early game, which is far more important, than just the latter portion of the early game. - Kel |
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I don't have enough experience for these detailed balance discussions, but within those limits I'm inclined to believe those that are arguing that Caelum is not in need of a nerf. From my first SP games with Dom2 exploring various pretender/nation setups, I've never had the sense that Caelum was unbalanced. Instead, I had the sense that Caelum's units were weakened a bit to compensate for it's very important tactical advantage of flight. As far as I can tell, Caelum was designed well both aesthetically (or thematically, as people say around here) and from the balance point of view. That said, Dom2 has got a very steep learning curve - IMO, it's kind of like the worst case between Chess (or better yet Go) and say Avalon Hill's Advanced Squad Leader (for those too young to remember that one - it had a fat 3 ring binder for rules that could take you weeks to read!). Usually, games as complex as ASL have a steep learning curve, but then once you learn a few key optimizations, your strategic options narrow dramatically. From that point the space in which you do your strategic planning is much smaller than in Go or Chess, and the game becomes considerably easier to play and improve in. Because Dom2 is so well balanced (IMHO), this narrowing of options doesn't seem to occur. I suspect that there are many players out there, even at the intermediate level, that are still a bit overwhelmed by how much there is to learn in Dom2 play. From this perspective, it is very appealing (and possible) to chop out a good chunk of that learning curve by disallowing Caelum. Yes other nations are capable of inner province raiding, but no other nation depends on it. I can't imagine that a well played Caelum didn't include raiding as a key part of its strategy. Of course, you could make a similar argument for Ermor, not in the sense of their depending on raiding, but that their unique abilities require them to be countered quite differently than most nations. However based on my initial SP play, I suspsect it's easier to learn how to counter Ermor, especially via SP play (I doubt the AI makes good use of Caelum's tactical advantage). Also, who can imagine an epic fantasy game that doesn't include undead?! All in all, I look forward to playing MP games with/against Caelum, but I'm happy not to have had them in my first two MP games http://forum.shrapnelgames.com/images/smilies/happy.gif |
hooey
Caelum has strengths but to say that they are too strong is just panic. Most nations have some strengths. It's how you play the nation that makes them strong. I have seen games where Caelum is destroyed in the early game, games where Caelum is destroyed in the mid-game, and hopefully soon a game where Caelum is about to be destroyed in the late-game (by me - LOL). http://forum.shrapnelgames.com/images/smilies/happy.gif
Anyway, Abysia has great strengths as well. Some people think their blood magic is almost unstoppable if they survive to middle game. I know that's not true. Some people think Ermor is unstoppable all the time. I know that's not true. Some people think Arco is unstoppable in mid-late game. I disagree. Some people think Vanheim is overpowered throughout the game. I disagree. Some people think Jotunheim is too powerful early and mid-game in particular. I disagree. Ulm is very very strong early in the game. I could go on and on, but I do not believe Caelum is overpowered...it depends on how good the player is and whether the player plays to the nation's strengths...any nation can be powerful if played correctly. Regds, John |
Re: Why no love for Caelum?
@ kel i said that earlygame either horrors or lighning / orb lightning .
lightning is only evo 2 so researching lighning against knights and the like and then alteration 6 doesn't take too long especially since the caelum mages are so cheap and you can build soon 2 / turn with your first castle/lab and take magic 3 scale easy (cold 3 pays that e.g. ) i doubt that ermor is better earlygame they have to decide whether to research or to expand . and more important : ermor can't fly and even earlygame has a hard time to overwhelm enemies with good priests , d1 mages ( dust to dust ) . i think no other race can attack out of the sudden lots of provinces like caelum with good chances to succeed like caelum early-midgame . caelum would win against ermor most likely too easy . stealthpreach seraphines and the ermorian hordes get killed easy by the lighningspells etc. the archers will kill lots of ermorian undeads quick too . kel could you please share why you think ermor is perhaps overpowered . i personally find them weak though i like them . furthermore i think lots of ermor is overpowered has to do with 2 reasons : pre 2.12 : vq for ermor norfleet often played ermor |
Re: Why no love for Caelum?
hm perhaps a bit of fear for caelum and ermor comes really because norfleet played these 2 races very often right ?
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Re: Why no love for Caelum?
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You talk about Caelum's magic weapons being a problem in the early game. How is that a problem? The only thing magic weapons do is allow a unit to hit ethereal units normally. How many ethereal independents are there? For that matter, how many ethereal pretenders? (Oh no! Caelum can give Vampire Queens a problem! Boo hoo!) Okay - Caelum can give _some_ SCs and pretenders a hard time. But only if the SC / pretender is all on his lonesome, and even then most SCs or Pretenders will slaughter Caelum's flyers, causing them to rout PDQ. If they have troops with them, even quicker. Similarly, Caelum's flyers aren't much good against indies, at least no more so than regular archers. The melee flyers rush up, get hit a few times, and rush right out, routing in a heart beat. They're frail and they don't have terribly good morale. If you want to use the Storm Guards and Iceclads, you aren't going to be taking any Sloth 3 - those puppies cost almost 3 times as much for resources as gold, meaning that you probably want to take productivity if intending to use them much. Similarly, the sacred Temple Guard is very resource intensive, and it can't fly. In addition, they're all size 3 except for the non-flyers - have too many of them in a province and they start starving, even picking up diseases the same turn they moved in sometimes. Then if you use Mammoths, temple guards, wingless, you're not flying and not mobile. And as other people have pointed out - False Horror and Orb Lightning aren't low level spells. Nations with death magic can do just about as well with small Groups of mages casting Raise Skeletons / Raise Dead, and they can get the spell much quicker - research level 3 instead of 6 / 5. Vanheim and LoT Man can also take many indies with not much more than their mage commanders, and Vanheim doesn't even need to use their top-tier mage to do it. Frankly, I think people are currently whining and complaining about Caelum because they've gotten smacked around by the nation, often when played by Norfleet. And if Norfleet was cheating in most of his games, then bloody hail, Caelum romping _then_ doesn't really signify much in real terms, does it? Instead of going on about how Caelum is overpowered, try playing it a few times. It ain't that great for real early expansion, and has numerous weaknesses and issues. Probably half the nations are better / quicker for early expansion (first 10-20 turns), and some can get just as many or more pretender points from their scales - Vanheim, the aquatics, Jotunheim, Pangaea, and most definately Abysia. |
Re: Why no love for Caelum?
I'm in a game trying Caelum.
They're awesome in early expansion. Far better than Pythium or Abysya. |
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As for using lightning early on, are you really saying that in the first 10 turns, you are expanding faster than other nations by using lightning scripted seraphs ? Pfft, and you are still getting to level 6 research fast, too ? Quote:
And all this stuff about Norfleet and what he played is ridiculous. I only played with Norfleet a couple times, a long time ago, let's not use him as a basis for every single discussion of balance, please (and this is directed at everyone, not you). - Kel |
Re: Why no love for Caelum?
you missed my points too kel .
first with norfleet i said too that lots of fear for ermor / caelum may come because he played them a lot . i never said that you use lighning / orb lightning / lesser horrors for early game indy expansion . but you can research this in the first 10-20 turns easy and then overwhelm 1-2 of your neighbors with that because they have really problems to defend against that . and earlygame you can expand good with e.g. archers + mammoths or mammoths + the wingless . i agreed with stormbinder that they are most likely the scariest early-midgame opponent . furthermore they are quick at expansion too with their mammoths etc. but there might be other nations even a bit more quick . but they really shine at crushing their first opponents and then with the extra resources + clamhoarding can become the strongest fraction lategame too . |
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Than you have tried to bring some examples of other nation being as good PD killers as Caelum at the same cost (100 gp). As I showed above - they do not even come close. The fact that PD suck in general is well know to everybody and totally irrelivent to the discussion of either Caelum is the best PD killer or not. |
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As far as their late game potential, this wasn't a previous point that you made in the post I responded to, are you now contending that they are generally stronger than, say, arco, late game, due to resources and clamhoarding ? - Kel |
Re: Why no love for Caelum?
Quickness + Frozen Heart will rout most PD indescriminately. I don't know what you are thinking, or of you've even tried it. Probably not, or you did against say Jotunheim, which isn't exactly the best choice in the world to try to Frozen Heart. The only ones that ever give you much problems are the ones with fliers (Harpies and such), and those give Seraphs just as many problems.
Re: Seithkona. Guess you've never really felt the effects of a truly devistating wave of Nether Darts. I've done it quite a few times. Seraphs are not stealthy. Seraphim don't have 1A, so I don't know what your comment about stealth is. Caelum is not the "PD killer" that you want to make it out to be for it's paths, rather because of it's ability to drop into the back row and take provinces that are not in the direct front line? I imagine Stormbinder, that you are, once again, putting your vast inexperience to the masses. Otherwise you might be moaning about Theurgs, or any other low air unit, water unit, or death unit. It's amazing the amount of people who cry nerf for any other nation than Pythium, which is by and large an absolute beast. Maybe you need to extend your nation choices to include other nations than Van and Caelum. |
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Or maybe I'm just a slow learner... Either way, I'm definitely interested in hearing what other people have to say on balance issues - it is quite educational. However, I'm not going to pass judgement on it myself until I've had a chance to examine the issues and experience them first-hand. |
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And judgements about particular units should and must be taken in the greater context of the entire theme that the unit is found in. Comparing a Caelumite mage against some other mage isn't appropriate unless you also take into account the strengths and weaknesses of the rest of the Caelum theme(s) versus whatever it's being compared to. All units must operate within the context of the rest of their theme's supporting units. Discussing one-on-one duels is one thing, but it bears little value towards answering a question like "is Caelum effective (magically) versus R'yleh (and which is the "stronger" nation)?" Only if you can prove that nation A is clearly superior to nation B, in such a way that A defeats B in a statistically significant percentage of encounters can you then discuss that nation A is *perhaps* unbalanced. Note I say "perhaps", because it depends on whether the devs intend for a nation's balance to be for 'average' or for 'expert'players. 'Expert' players will see different results than 'average' (or newbie) players. Also, what might be "balanced" for SP is rarely so for MP, and vice versa. Ermor is an excellent example of a nation whose "power" varies dramatically depending on whether it's opposed by humans or by AIs. |
Re: Why no love for Caelum?
Good Arryn.
Listen to her, she's got giblets! Also, she has had alot of time to look into the games, debates, and her own opinions about anything/everything within the game. Besides, she likes big men, if you know what I mean! |
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I've played most of the races and themes in Dom2, and I've been playing it very intensively for the Last 6 monthes. Frozen Heart is water 1 fatique 20 spell. Your Initiate of the deep will be able to cast 1 quickness and 4 Frozen Hearts, before falling to the ground. That would kill 3-4 soldiers out of 20 of 40 soldiers in province with 20 PD. The rest will grind him into dust. Nether Darts is a good sepell against most PD, but it takes reseach level 7 to cast. National commanders must have ether flying or stealthy ability to be able to strike behind enemy back and escape. None of the commanders you mentioned can do it without items, unlike Caelum's seraphs. And no national commanders at the same cost(100 gp) are as efficient as Caelum's A2 W1 serpahs with False Horror (Air 1 fatique ten ) in reliable routing high PD. Finally I never cried "Nerf Caelum!" as some other people wrote in thsi thread. I think Caelum is nice and unique nation. I just think combination of Caelum's 100gm Air2 W1 mage with False Horror spell is a bit too much. IMHO the best solution would be to slightly nerf "False Gorror" spell. Remove (or strongly reduce) Fear aura of Fasle Horror, or make him Air 2 fatique 20, or whatever. I think it is much better that nerfing entire nation. The problem with False Horror is that it's just too cheap fatique-wise and easy to cast, and in combination with flying quickened 100gp Caelum seraphs is too efficent against PD of any nation. Caelum will still be a great nation even of False horro spell will be more balanced, but it'll not be able to reliably rout 20 PD of all other nation with just 100gp none-capital mage and lvl 6 spell, as it stands now. Just my two cents. |
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I also must take exception to your assertion that the mage/spell combo can defeat *any* nation's PD. I doubt it'll work against 20+ Jotun PD, unless you have something other than just that mage to stick into the path of those oncoming giants preparing to squish the fragile Caelum units into so much meat paste. Besides, if a player is relying solely on PD units for defense, they deserve to lose. It's bad strategy. I try to keep L3 priests in support of my PD (Sermon of Courage) along battle fronts. So what if Caelum units can fly and bypass your front line? You take that into consideration and build defense in depth, or better yet, a strong mobile attack force of your own to counter their mobile attack force. They hit you, you hit them back somewhere else. Plan on being attacked, it'll happen. What you do need to do is figure out *where* they'll strike, and just let them do it. Don't worry about preventing it. That's playing into the enemy's plan. What you do is eat the attack and don't let it disrupt *your* attack against them. If you hit them hard enough, their attack won't matter (since you've prepared for it) and they'll have problems of their own (which you've given them) to worry about. (Think Rommel's offensive in Spring of '42, which disrupted the Brit's own offensive, despite the Brit's having ground and air superiority.) |
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Just for your sake though, I've specificaly run a test with seraph casting Quickness and lesser horrors against 20 PD Jotun province. I run this test twice on two 20 PD provinces. As expected both times single Seraph with no troops routed 20 PD giants and conquered provinces without any problem. Finally according to Zen and according to my own observations, Sermon of Courage is prety much useless against False Horrors. They don't kill and seldom wound people, you see - they just scare soldiers ****less until they run. http://forum.shrapnelgames.com/images/smilies/wink.gif I've tried several times to back my militia with lvl 3 priests. It didn't help militia at all and priest would often just refuse cast sermon courage despite specific orders, since there was no morale loss due to wounds/deaths. I suggest you ask Maltrease (he loves Caelum and he controled 2 out of 3 these Caelum games that I've mention) how effective Lesser Horrors are with Caelum, he will tell you. Or play against good Caelum player who uses False Horrors strategy yourself. You'll be surprised. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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As I suggested, try playing vs good Caelum opponent who uses False Horrors, or play Caelum yourself. You'll be very surprised how effective this little spell is in the hands of Caelum. I know I was. [img]/threads/images/Graemlins/crazy.gif[/img] |
Re: Why no love for Caelum?
Okay, Stormy, I'll accept that this particular combo is presently an exploit. But it is so solely because Sermon of Courage and/or the AI is bugged. The solution is not nerfing the Horror spell, but fixing the Sermon spell so that it works as its description says it's supposed to. The game already has a mechanism in place for countering fear-based offensive tactics. But if that mechanism is broken ...
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