
March 18th, 2004, 11:43 PM
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Corporal
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Join Date: Nov 2003
Location: Atlanta
Posts: 97
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Re: Fear of your own Mages
Quote:
Originally posted by Norfleet:
quote: Originally posted by Taqwus:
But yes, water mages can be dangerous; even if they start away from everyone else, there's no guarantee that they won't move closer to the rest of yours.
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Water Mages, with Breath of Winter researched, are a health hazard to the rest of your forces that are too close, and probably should not be brought into combat.
However, they're so useful out of combat that "useless" is far from an apt description: Give him a water bracelet, have him get his lazy *** to work forging clams for you. You'll quickly learn to value him in no time. Oh I do this frequently. It's just that if I have a mage with 2 water for combat I have to micromange troops, whereas with other mages just give them some guards and send them into combat. Basically, I meant useless in combat if you don't have undead or other immune troops.
My basic question is what is the reasoning behind this. There are other things I "don't like" in Dominions but there are reasons. Examples:
I don't like starvation, but it's there to require more management of large armies.
I don't powerful spells cosing more gems, but it's there to restrict their casting.
I don't like most mages having few HP, but it's there to balance their power.
I don't like Water 2 mages casting Breath of Winter killing friendly troops if they aren't immune, but it's there because...???
I don't like Magic Duel basically making Astral 1 and 2 mages useless in combat, but it's there because...???
The first 3 are simplistic and I know there are other reasons, but you get the idea. Those seem to make sense to me and lend to a more interesting game. Can anyone complete the Last 2 and tell why those add to balance and gameplay??
Darryl
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